Advanced Star Frontiers 4th Edition
Advanced Star Frontiers 4th Edition
Advanced Star Frontiers 4th Edition
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Frontier Space
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Special Thanks to John Reavis, Wayne Delisle, and Ed Stokes for the contributions to our collective vision of Star
Frontiers.
Alternity Conversion Comments It happens with every gamer. A new system comes along; the Gamer likes it, and tries to convert what he used to do into
the new system. It took me a while to get into Alternity, but I did. Included in these pages are the conversions into
Alternity. They are marked clearly so you can discern it out.
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Contents
Advanced Star Frontiers 4th Edition ....................................................................................................................................... 2
Introduction.............................................................................................................................................................................. 6
Introduction.............................................................................................................................................................................. 6
Advanced Star Frontiers 4th Edition ............................................................................................................................ 6
The Universe Of Allied Space...................................................................................................................................... 6
The New Star Frontiers Universe ............................................................................................................................. 6
Timeline ................................................................................................................................................................................. 10
JVaarian Dominion of Sovereignties Timeline .......................................................................................................... 10
The Alliance Years ..................................................................................................................................................... 14
Character Generation Procedure .......................................................................................................................................... 18
Select Species: .......................................................................................................................................................... 18
Ability Score ............................................................................................................................................................... 19
Base Ability Score Table............................................................................................................................................ 19
Ability Score Modifiers ............................................................................................................................................ 21
Calculated Values ...................................................................................................................................................... 22
Base Movement Ratings ** ..................................................................................................................................... 23
Money & Skills ........................................................................................................................................................... 24
Core Alien Species ................................................................................................................................................................ 25
Bengradi..................................................................................................................................................................... 25
Candrosian................................................................................................................................................................. 29
Dara'ilan ..................................................................................................................................................................... 33
Halogai' ...................................................................................................................................................................... 37
Halogai' ................................................................................................................................................................................. 40
K'Dasi ......................................................................................................................................................................... 41
K'Dasi .................................................................................................................................................................................... 44
Que'Sha ..................................................................................................................................................................... 45
Saurians* ................................................................................................................................................................... 49
Skaniis ....................................................................................................................................................................... 55
S'saran ....................................................................................................................................................................... 60
Tor'Drani .................................................................................................................................................................... 64
Torani ......................................................................................................................................................................... 69
Urtoran ....................................................................................................................................................................... 74
Fringe Alien Species ............................................................................................................................................................. 82
The Creshian & Ecreshian ......................................................................................................................................... 82
Frak'terian .................................................................................................................................................................. 85
Karian......................................................................................................................................................................... 91
Skill & Profession Addtions/Enhancements .......................................................................................................................... 94
Experience System Additions .................................................................................................................................... 94
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Introduction
Advanced Star Frontiers 4th Edition
Initially, Star Frontiers started out as a single boxed edition which evolved into the Alpha Dawn rules. A few years later,
an advancement called Zebulons Guide to Frontier Space was introduced which included the skill and combat systems
that are used in the rules to follow. Equipment and weapons are taken from both rulebooks.
The two rulebooks have completely different combat and skill systems. Primarily, I draw from the Zebulons Guide for the
combat and skill systems, but I have changed a little in the way that rulebook has rated the weapons. I guess you can say
I have taken the best of both rulebooks (IMHO). The weapons ranges in the Zebulons Guide, for example, are given by
weapon classes (Pistol, Large Pistol, Rifle...), which generalized all the weapons, and didn't leave enough variety, at least
for my tastes. So I gave each weapon their own unique (in most cases) range, like the old rules do. So, ignore any
mention in these rules of a range class A, F, etc. I have changed that for variety reasons. Another change that was made
in the Zebulons Guide which I went along with is the Maximum Damage rating. If you find any weapon that does not
have a Maximum Damage Rating, but has a dice roll, simply take 80% of the maximum total dice roll for the weapon's
Max. Damage. Example: 3d10 converts to 24 Max Damage (30 * .80 = 24). Also, I added a few new skills that are not in
the Zebulons Guide as well as a few new professions. I have also added a few other things like new races, an improved
armor system, a hit location system, an extended time line, new weapons and new equipment.
Along with the changes mentioned above, I have also integrated another universe into the Star Frontiers universe. I have
taken many of the inspirational ideas of another science fiction game, and created a new area of space for the Star
Frontiers universe. Some of the alien species are inspired by the aliens in this game, but not all. I created an Armor
system inspired by this game, and added some weapons, and expanded the history of the Star Frontiers Timeline.
As for the published modules and adventures, I never really ran them (not even the Volturnus adventures), except in really
modified form. I ran adventures after the Frontier timeline in Zebulons Guide, so most of the published adventures were
already ancient history. I wrote most of my own stuff.
The JVaarian Dominion of Sovereignties is a huge sector consisting of several sovereignties. Each of the Dominion of
Sovereignties races have a sovereignty in the Dominion of Sovereignties, and they surround an area of free colonization
called the J'Vaarian Core. Each race is represented in the Supreme Directorate. The human sector of the Dominion of
Sovereignties, The Human Confederation and the area that the Frontier occupies, was once part of the Terran empire.
The Imperial Terrans, after the collapse of the Terran Empire retreated to the Confederation, while the outskirts colonists
were left to the Frontier. Controversy has since arisen between the Frontier Humans and the Confederation Humans with
the discovery of certain facts regarding the collapse of the Terran Expanse.
The Alliance between the two sectors was a result of the Third Sathar War (otherwise known as the Siriusian Expansion
War). This alliance has since been strong, and very profitable for both sides. With the meeting of the two different
societies came the mixture of the two and also change.
In the beginning, the Directorate ruled the sector strictly with a strong, tightly monitored military/law enforcement agency,
but not to the point of tyranny. The government ran the majority of the business and trade, whereas the Frontier used a
free enterprise system. The Frontier came to depend on the free megacorporations for economic strength. The years that
followed the Alliance Agreement lead to changes in the Directorate corporate policy. As a result, hundreds of thousands of
corporations sprang up.
With the exception of a few traditions, there is little difference between the two societies now. The Alliance powers govern
in the Alliance Stellar Council.
Along with Allied citizens, there are other races that are either independent or sponsor races of another Allied species.
This are listed below as well.
Alliance Space has entered a new era of discovery and conflict. They are being attacked on three fronts: by the Kzinti, a
race of strong, warlike felinoids that see all other races as meat; by the Khalia, a race of saber-toothed weasel-like
creatures that raid world randomly, with incredible viciousness and supply their war-effort with whatever they can steal;
the Sauron supermen, a race of genetically designed supermen created by a mega-corp to fight the Kzinti threat - the
mega-corp were unprepared for their rebellion. Only the recent discovery of a race of short-elf-like creatures called the
Star Wolves have brought a light of hope to the Alliance - only because they have approached the Alliance as friends.
They have proven to be strong warriors, and a perfect match to fight the Kzinti.
Terran Expanse or Human Sovereignty: Humans (Imperial Terran and some variant)
Dralasites
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Que'Sha
Saurians
Vrusks
Yazirians
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Humma
Ifshnit
Osakars
There several concepts in my writing that may seem inconsistent to the outsider, and believe me, I understand. Because
of the evolution this game has taken in my hands, a lot of things were created, and then thrown out, names were changed
several times, and certain conventions were accepted. Here are a few things I found:
The terms 'race' and 'species' are used interchangeably through out the text. Although, technically, they are not the same
thing, they will be for purposes of the following text.
Occasionally, you might see mention of something called Psi-Casters. Well, this is in reference to what I originally had as
"Jedi" rules for Star Frontier, renaming the Jedi as a Psi-Caster. However, with the advent of the Mentalist, I saw no use
for the Jedi rules. But I like the term Psi-Casters, so I kept it, only it now is just another name for Mentalist.
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Timeline
The early history of the JVaarian Dominion of Sovereignties is begins with a species known as the J'Vaar. Little is
known about the J'Vaar, although most believe that they were a species that spawned from the ashes of the Tetrach
Societies. The Tetrach Societies are assumed to be a once great galactic authority made up of a collection of races also
referred to as the Tetrach Elders. Of all the races that have connection to the JVaarian species, the Torani have the
closest link. It is thought that a vast majority of the species of the Dominion are a product of J'Vaarian genetic engineering.
Some suspect that the races were slave races of the Tetrach Elders, left behind for the JVaarian to watch over, forming
the First Supremacy of J'Vaara. What the J'Vaarian's didn't plan on was revolt...
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5220 pf - 5370 pf The Expansion Wars: The final centuries of the Big Four Expansion ended in wars between all four
races. Skaniis took the most losses in the end. Finally, a peace agreement between all parties
establishes the JVaarian Dominion of Sovereignties. An area known as Disputed Space is called
the J'Vaarian Core, where no single sovereignty can occupy.
The Supreme Directorate of the J'Vaarian Sovereignties is established and meet on the new capital
world of Neos, in the J'Vaarian Core. All world governments and their colonies surrender sovereignty
to the Directorate, while the Directorate allows each to form their own Sovereignties. Beginning of
the Sovereignties Expansion and end of the Big Four Expansion.
4600 pf - 4500 pf First Sovereignty Uprising: Uprising and civil war within the Sovereignties nearly collapses the
J'Vaarian Dominion. During this time of war, first contact is made with several other "child races" of
the JVaara. The Sovereignties of the Urtoran, the K'Dasi, and Wen'tri are established, which fuels
more civil war.
4500 pf - 4000 pf Prosperous times: After the last of the insurgencies are squelched, the Sovereignties experience
the longest period ever sustained with little incident. This period of time is often referred to as the
Prosperous times. All Sovereignties expanded outwardly without interfering with each other. Threat
were jointly extinguished, and in short time. Wars were months in length. However, prosperity often
comes with price.
3999-3900 pf First contact between the JVaarian Dominion of Sovereignties and the Karidian Collection, which
is followed up swiftly by the Dominion-Collection War. It ends with the total collapse of the Karidian
Collection, with only a few remote colonies surviving.
2500 pf - 2400 pf Second Sovereignty Uprising: More Civil Wars against the Directorate causes the end of the First
Sovereignties Expansion. The Rebellion is crushed but at a high cost. The Dominion of
Sovereignties enters an era of near-collapse, called the Dark Times.
2000-1400 pf The Dominion of Sovereignties recovers from Dark Times, and all sovereignties recontact their
colonies. The Second Dominion Expansion starts.
1450 pf On Earth, joint UN-NATO police actions through out Earth lead to a formation of the United Nations
Federation, a merger of the two organizations. The UNF annex many of the policed countries.
Leaving its UN membership, China forms an Asian Alliance against the UNF.
Earth corporation gain power, as sovereign nations' power begin to collapse under their pressure.
Soon, it seems the mega-corporations are in more control of than the UNF and the Asian Alliance.
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1400-1200 pf First Terran Expansion: During these years, Terra colonizes its solar system, establishes
numerous space stations, and discover FTL flight, Near by Star Systems are then colonized.
1320-1300 pf High Colonies War: After a bitter three way war, the UNF, under the control of the megacorporations, as well as the Asian Alliance and the High Colony Alliance (alliance of space stations
in the Sol system) establish the Olympus Mons Agreement, which forms the Terran Imperial
Expanse.
1300-1200 pf Start of the First Era of Terran Imperialism. The Terran Expanse, with no regard to what societies
or cultures they disrupted, aggressively colonize nearby worlds. Terran force many "undesirables" to
relocate to remote worlds.
1260 pf - 1249 pf First Contact between the Terrans and the Karian Orb, leads into the Terran-Karian War. A
species of extremely aggressive simian creatures, steal technology from the Terran humans and
start a long and brutal war on their homeworld, and spreads to other Terran Colonies. It ends with
Terrans pulling out of the system, and declaring it off-limits to colonization.
1246 pf -1239pf Terran-Glemmie Wars. A seemingly unintelligent species of gigantic lizards known as the
Glemlidarians are enslaved and the Terran Imperial force them into genetic and cybernetic
modifications. They are used Heavy Weapons units. They suddenly start showing intelligence, and
rebel against their masters. The war ends with what is assumed as the last unit of "Glemmies"
destroying itself on a Terran remote colony. Many of the units were assumed lost or self-destructed.
No sign of the Glemmies were seen again.
1190 pf First Contact between the JVaarian Dominion of Sovereignties and the Terran Expanse.
1185 pf - 1140 pf Dominion-Expanse War: A fierce war where no side gains ground year after year, until the
Dominion of Sovereignties makes a last ditch effort to take the Sol system. The war ends with the
near destruction of the Terran Expansion Fleet. Terra is reduced to a smoldering cinder.
1139 pf - 478 pf The Great Collapse: The strain from the Terran war, and continued internal stress as renewed
dissident factions arises, brings the collapse of the first Dominion society. A new Dark Times befalls
known space.
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480 pf - 300 pf The Rebirth: Star Flight is re-established by the species of the old Dominion. Representatives of the
Torani, Candrosian, Urtoran, K'Dasi, and S'saran meet in deep space to organize the new J'Vaarian
Dominion. They are joined by the Tor'Drani, and the Wen'tri. Solidification of a second JVaarian
Dominion of Sovereignties begins a new Sovereignties Expansion. First contact between the
Halogai' and the Dominion, yet another lost race of the J'vaarian. Halogai' agree to be a client entity
of the Urtoran.
2 fy -5 fy Halogai' Uprising, which turns out to be more a political battle than a military one, brings the
Halogai' in as members of the Dominion of Sovereignties.
91 fy First contact with the Frontier-Rim Coalition
<<Zebulons Guide to Frontier Space Timeline Here>>
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170-177 fy Frontier's First Expansion. Seven of the most prosperous years that the Alliance has ever seen leads to an
increase in covert corporate operations. New systems are discovered with plenty of mining and research
opportunities. Each corporation wants a bigger piece of the action. The Corporate Control division of Star
Law begins to lose control as more and more violence becomes less and less covert. Small skirmishes
break out everywhere between corporate enforcers. The need for enforcers and the need for skilled labor
induces the vast hiring of professionals who "can hold their own" among the corporations (any professional
that can also handle weaponry). They become known as "Corp-Grunts". These wars continue until it the
expense forces a halt to them. Through the diplomatic power of the Council of Worlds, treaties and laws are
brought up to divide the new systems. Very few of the new systems are settled because only a few had
habitable planets.
177-178 fy With the increase in resources, the UPF increases their Spacefleet capabilities. The development of
improved drive systems makes the UPF Spacefleet a formidable navy.
179-182 fy The Mechanon Wars- The remaining Sathar-agent Mechanons rallied several revolutionary factions in the
Mechanon society. After acquiring a few transport class starships from the pirates, they invaded Zebulon
and Truane's Star, catching many by surprise. Planetary militia managed to hold for a while, but the
Mechanons learned fast. Using new tactics, they gained considerable ground in those systems. Because
this was considered a local problem, the Spacefleet didn't immediately help out. Corporations did all they
could, but the Mechanons introduced a new tactic that only they could execute. The Mechanon's new
warrior class, the Evolved, proved to be a formidable force. Using new tactics, the Mechanon's Thir-Canon
Class almost gained total control of the computer network in each system, crippling everything. Finally, the
UPF Spacefleet steps in and completely annihilates the Mechanon fleet.
183 fy Among the new systems discovered, evidence is found of the Terran Expanse. There was also some
evidence that the Terran Imperials had encountered other alien stellar empires not yet known by the
Alliance. Two races were noted to be distinctly similar to the Wen'tri and the Halogai'-Bengradi.
184-186 fy Economic recession strikes the Alliance but with little damage. Some of the new systems are abandoned.
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187-191 fy The Modli'an Regime of Tyranny- In 187 fy, a particular fanatical and charismatic Yazirian, Tak'abin
Modli'an, was elected into the office of the Executive Secretariat, Chair of the Council of Worlds. In his short
term in office, before his violent overthrow in 191 fy, he took a radical attitude towards corporation enforcers.
It seemed he had some sort of vendetta against the corporate mercs as he passed law after law putting an
extreme choke hold on the enforcer profession. Many enforcers died or mysteriously disappeared. People
began to plead to the UPF Military, but it seemed Modli'an had control of the military. Rumors were
circulated that he was a very powerful mentalist, and controlled all the people he needed by mind-control.
Finally, a group of highly trained enforcers from a coalition of corporations, and factions within Star Law
violently overthrew the tyrant's control, but never captured Modli'an himself.
192 fy War-Tech Genetics/Cybernetics Division on Alcazzar in the Rhianna system, announces the development
of a new genetically engineered super-human, the Sauron. They also announce the future development of
an army of these super-humans, and a specialized Cyborg Sauron. They guarantee that the Saurons are
under the full control of its owner, and they are completely dependent.
193 fy Problems arise on Alcazzar as Saurons begin to revolt.
193 fy First Kzinti-Alliance contact. A lost Kzinti Warship is found by the Dominion of Sovereignties Star Arm Nova
Flare Class Battleship Hellenia Nox and her four Escort Class Destroyers on the edge of the Urtoran
Sovereignty sector of the Dominion of Sovereignties. A battle arises and and results in the destruction of
one destroyer and the disabling of two others. The Warship is destroyed, but not before the warship
identifies itself as a Kzinti Warship in a strange language the battleship's computers later translate.
194 fy Kzinti patrols are found cruising around the Halogai' and Bengradi sectors of the Alliance. Dominion of
Sovereignties Star Fleet and UPF Spacefleet are sent to investigate at the request of the Halogai' Elder
Council and the Bengradi people.
194 fy First Alliance-Khalian Contact. Khalians attack and ravage Alliance corporate transport freighters in the
Wen'tri sector of the Dominion of Sovereignties. A large group of freighters carrying various loads of
minerals and supplies escorted by a small group of Alliance warships are savagely attacked by sabertoothed weasel-like creatures, who strip the ships of everything useful. Computer analysis of the security
tapes left on the ships translate the squeaky language and identify the strange race as Khalia. No Alliance
survivors were left in the attack.
195 fy Start of Alliance-Kzin Wars(195- ) War breaks out between the Kzin Empire and the Alliance after Kzinti
Warships attack the investigating Alliance Fleet Heavy Cruisers Star Runner and the Hedon Lin. Kzinti claim
"They were in our way..." and called all Alliance races inferior to the Kzinti-kind. They also made it clear that
it would be honorable just to die at the hands of such a superior race.
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195 fy More incidents with the Khalia start to worry the Alliance. Ships are stolen, whole crews are kidnapped, and
several million credits worth of cargo is stolen.
196 fy Sauron Revolution on Alcazzar. After the development of several thousand Sauron supermen and a few
hundred Cyborg Sauron, the Sauron revolt with incredible intensity on Alcazzar. War-Tech officials do not
give any explanation for the sudden independent actions by the Saurons. Commentary from the War-Tech
President says, "Apparently they have developed self-awareness on their own, and an extremely high level
para-military society." After the revolution, they claim Alcazzar as their home planet, and announce their
plans to conquer the Frontier, and to enslave the inferior races, particularly the human population in support
for the survival of their race.
196 fy Start of Alliance-Khalian War(196- ). Khalian Warships (stolen and modified with stolen material from all
over the universe) invade the Wen'tri sector of the Dominion of Sovereignties, claiming the Wen'tri colonies
as former Khalian colonies. The evidence they use is the incredible similarities between the two races.
Unknown to the Alliance, the true reason for the Khalia invading that sector is completely different. They
have targeted the Wen'tri as the perfect slave. The Alliance mobilizes a task force complete with a large
compliment of land forces, to defend the pacifist Wen'tri.
197 fy With communications completely cut off from Alcazzar, the UPF is unaware of the incredibly swift
development of the Saurons on Alcazzar. Saurons, after converting the War-Tech facility on Alcazzar, build
starships of all classes with remarkable speed. In response to the revolution, UPF mobilizes a task force to
"stomp" out the threat of the Saurons. That same year, the UPF loses that task force in an incredible battle
in the Rhianna system. In a show of unmatched prowess, the Saurons sweep past the task force, leaving no
survivors.
199 fy Star Wolves are discovered in a mining system of asteroids near Solar Minor, called Dalitriart.
201 fy After acquiring more starships through the Pirate Alliance, Saurons attack the outer edges of the Gruna
Garu, destroying the outermost defense perimeter.
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Advice on choosing a race: It is very important to have a character concept before you get started. Choose the race that
best suits your character concept. The behavioral descriptions given in the Dominion of Sovereignties & Additional Races
section are intended as guidelines, not restrictions. Don't take them as anything else. The only true restriction is that it's
up to the GM to judge whether something is out of character for a specific race. If the player can give a reasonable
explanation for the reaction, the characteristic could stick.
The optional races are intended to be NPC races, however, the GM may see it fit to allow someone to play one.
Bengradi
Candrosian
Dara'Ilan
Dralasites*
Halogai'
Humma*
Human*
Ifshnit*
K'Dasi
Osakars*
Que'Sha
Saurians
Skaniis
S'saran
Tor'Drani
Torani
Urtoran
Vrusks*
Wen'tri
Yazirians*
Ecreshian
Frak'terian
Hol'taerran
Karian
Karidians
Orkra'an
Sarginian
With the race chosen, you must write down the racial abilities for the race, but do not calculate anything based on ability
scores (i.e. INT, LOG,STA...) until the end. The ability scores will go through several modifications before the final
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Racial Abilities: Most races have racial abilities, which a represented by special abilities or special skills. Any skill
received through Racial Abilities cost Professional to advance. Any discipline received through Racial Abilities, treat as a
Mentalist Discipline for advancement purposes.
Ability Score
The second step is to determine ability scores by one of two ways: Rolling or Points
ROLLING: Rolling five (5) times on a d100 roll, calculating the Base Score by the following scale.
Base
Score
01-10
30
11-20
35
21-35
40
36-55
45
56-70
50
71-80
55
81-90
60
91-95
65
96-00
70
Take the four (4) highest or which ever four you prefer. These will be allocated as your Base ability score pairs (STR/STA;
DEX/RS; INT/LOG; PER/LDR). Distribute them in any way you prefer. Example: A person rolled the following: 78, 56, 40,
39, 98; which translates respectively to: 55, 50, 45, 45, 70. The player drops one 45, and then wants to allocate his
highest roll to STR/STA (strength & stamina), resulting in a 70/70 base score pair for STR/STA. He does the same for the
rest of his ability scores resulting in scores of DEX/RS: 55/55, INT/LOG: 45/45, PER/LDR: 50/50. The two values for each
ability can be modified to an unequal state later.
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Once the ability scores are determined by either method, do the following:
Use the table for Ability Score Modifiers. Example: In the previous example, the player allocated 70/70 to his STR/STA,
and had previously chosen a Urtoran as his character's race. This race gives him a +30 on STR/STA, which in turn results
in 100/100 for the STR/STA score. This is the highest normal ability scores can go. Although it is permissible to initially
(during character generation) to go above 100, it is not permissible to advance it any further without special GM
permission. The Maximum Ability Scores can be 100 or 100 + Racial Modifier, which ever is higher.
Finally, the player can subtract up 10 points from one side of an ability pair to add it to the other. Example: The Urtorann
player transfers 8 points from RS and adds it to DEX getting RS/DEX: 63/47.
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Race
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Bengradi
-10
+5
+10
-5
Candrosian
+20
-10
-10
Creshian
+5
-5
+10
-10
Dara`Ilan
+15
-10
+10
-15
Dralasites
+5
-5
Ecreshian
+10
-5
-5
Frak'terian
+5
-10
+10
-5
Halogai'
Hol'taerran
-10
+5
+10
-5
Human
Humma
+10
-10
Ifshnit
-5
+5
K'Dasi
-5
+5
-10
+10
Karian
+5
+5
+5
-15
Karidian
+10
-5
-5
Orkra'an
+15
-5
-5
-5
Osakar
+5
+5
-10
Que'Sha
+5
-10
+5
S'saran
+10
+5
-10
-5
Sarginian
-10
+5
+5
Saurian
+10
-10
Skaniis
-10
+10
-5
+5
Tor'Drani
-5
+5
+5
-5*
Torani
+5
+10
-5
-10*
Urtoran
+30
-10
-10
-10
Vrusk
-5
+5
Wen'tri
-10
+10
+5
-5
Yazirian
-10
+5
+5
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Calculated Values
Third Step: Calculate the following values:
(a) Punching Score: PS = STR/10 round up.
(b) Initiative Modifier: IM = RS/10 round up
(c) Dexterity Modifier: table below
(d) Throwing = (STR + DEX)/4 in meters
Ability Column Shift Modifier
Ability Score
Modifier
30 or below
-2 CS
31-44
-1 CS
45-59
0 CS
60 and above
+1 CS
NOTE: Other ability modifiers may be necessary later, such as INT modifier (ITM), which are calculated the same way as
DM.
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WALK (m/Turn)
RUN (m/turn)
HOURLY (km/Hour)
Bengradi
10
30
Candrosian
20
60
10
Creshian
14
34
5.8
Dara'Ilan
15
35
Dralasite
20
Ecreshian
12
32
5.5
Frak'terian
10
30
Halogai'
15
45
Hol'taerran
10
30
Human
10
30
Humma(Walk)
10
35
Humma (Leap)
25
50
---
Ifshnit
15
K'Dasi
15
45
Karian
10
30
Karidian
15
35
Osakars
25
60
10
Que'Sha
12
32
5.5
S'saran
15
35
Sarginian
12
35
Saurian
10
30
Skaniis
15
45
Tor'Drani
10
30
Torani
10
30
Urtoran
25
70
15
Vrusk
15
35
Wen'tri
Yazirians
10
30
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Skills are determined after a Profession has been chosen. See the Profession & Skills section in Zebulons Guide for
that.
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The Bengradi are praised for their amazing quickness in learning. Many are respected scholars. They developed as a
species quicker than any mammalian species known.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Bengradi
-10
+5
+10
-5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Bengradi
10
30
Historical Detail.
The Bengradi descended from a felinoid species similar to the Halogai' ancestors in society and customs. Their
homeworld, Grahza Ertas, is in its young stages, which explains the Bengradi's naive primitiveness. The planet only has
one continent, which has not yet succumbed to plate tectonics.
25
The Bengradi were protected by the Primitive Species Isolation Act of Directorate law, which stated that any development
of a new species or subspecies is to be uninterrupted until development is complete ("Complete" is defined when the
Supreme Directorate Central Committee has observed the developing species.). When illegal landings were made, the
curiosity of the Bengradi drew more and more stowaways on these ships. Soon, the Bengradi learned and grew, and soon
developed their own ways off their planet. They're now a common sight in the streets all over the Dominion of
Sovereignties. Some have developed into wealthy businessmen over the last several decades. The Bengradi are
considered the most successful species in the Dominion of Sovereignties.
Senses
All the Bengradi's senses are highly developed. They have natural Night Vision, like Yazirians; smell is like Osakars'.
Attitudes
The Bengradi show a great deal of respect to the "sky comers" ( Any spacefaring species). They never feel worthy of the
praise they receive for their accomplishments, because they "are not the ones who conquered the skies with the grand
ships of flight and the weapons of fire and light." The Bengradi today find it hard to accept a modern weapon as a gift, or
to buy a modern weapon unless totally necessary, because they do not feel worthy to possess such power. The Bengradi
never take a weapon from a dead victim, even if he killed it. The dead are sacred to them, and every time the Bengradi
loose a friend to death, they perform their Ritual of Passage, a sacred ritual of death (which only takes 10 minutes.)
Of all the races in the Frontier-Rim-Dominion of Sovereignties sector, the Halogai' are the most respected by the
Bengradi, for they feel that the Halogai' are their "lost brothers from Coladia", a legend which involves a pride of Bengradi
that were lost centuries ago adventuring into a section of their homeworld known as Coladia. The legend said they were
taken up into the sky. The Halogai' find the Bengradi feeble and useless, and sometimes down right annoying. They don't
want the respect they get from the Bengradi, and prefer if they would just leave them alone.
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The Bengradis' basic social unit is a nuclear family, with the male as the supposed leader and the female making the
decisions (like in the Halogai' society). The families all gather in prides, similar to the Torani packs, where the Elders rule.
The Bengradi government on the home planet is presently based on a feudal system, with a king and queen ruling. The
Bengradi are only just starting to colonize, after trading mining rights on the homeworld with the Halogai'.
The Grahza system is an extremely mineral rich system, with an inner and an outer asteroid belt and several mineral rich
worlds. The Directorate would have been worried about any other species taking advantage of the systemk, but entrusting
it to the honorable Halogai' as a client system was the safest thing the Direstorate could do. However, some within the
Bengradi government don't believe the Halogai' honor, and plot to separate from their client-ship.
As mentioned previously, it is a common tradition among the Bengradi to pay tribute to their dead friends through their
Ritual of Passage. This has been a tradition for many centuries among the Bengradi. It is also tradition for all Bengradi to
carry their Family crest of their weapons.
Racial Abilities
Hunting Instincts: The Bengradi have a keen sense of hunting instincts, which allows them to do a variety of things. Spot
Hidden: Roll on column +{INT/20} to spot any hidden object in vicinity.
Sense Presence: The Bengradi cannot be surprised, in the traditional way. They would feel the presence of an
approaching being, and know its intentions before they had a chance to surprise them. Some species have psi-abilities
which dampen this "presence", which allows for surprise of a Bengradi.
Fur Armor- The Bengradi, have 5 points of natural armor (For Impact Type Damage Only) because of their fur. This
means anytime an Bengradi is hit it subtracts 5 points from any damage taken.
Claws- The Bengradi have a +5 Points of Damage Modifier to their punching score when the PC specifies that he is going
to scratch.
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Alternity Conversion
Bengradi
Ability Score Range
Ability
Range
STR
4-14
DEX
6-15
CON
3-13
INT
6-16
WIL
5-14
PER
3-13
Ability
Strength
Strength
Constitution
Intelligence
Will
Personality
Special Abilities
Hunting Instincts: The Bengradi have a keen sense of hunting instincts.
-1 Step to Awareness checks while in a hunting situation
-1 Step to Investigate: Tracking checks
Sense Presence: It is very difficult to surprise a Bengradi. They sometimes feel the presence of an approaching being,
and know its intentions before they have a chance to surprise them.
-2 Step to Awareness: Intuition for Surprise situations
Primitive Culture: Young Bengradi start out somewhat overwhelmed by the technology of the more advanced races, but
adapt well. For Bengradi at Achievement Level 1 until Level 3, the have a +2 Step to use any technology above Progress
Level 4. After 3 and until 6, the penalty drops to +1 Step. After 6, no penalty.
Natural Armor - Fur: The Bengradi have natural armor (For Low Impact Type Damage Only). d4+1 LI/0 HI/ 0 En
Natural Weapons - Claws: The Bengradi have natural claws that can be used as weapons. They are retractable. On a
successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w (LI/O).
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Candrosian
Physical Description
The Candrosian are a horned, hexapodal, tailed centauroid species. Four limbs are used for locomotion, and the
remaining two for manipulation. They have a thin-fur layer over a leathery plated skin. They stand on two set of legs,
with an extended lower torso and a tail, but also with a full abdomen, upper chest and two arms of a humanoid, with a
head vaguely reminiscent of a cross between a terran mountain ram and a terran rhinoceros . The head is a massive
conglomeration of the rhino-like head and the curled horns of the ram. The Candrosian walk on the soles of their feet,
unlike the Torani and the K'Dasi, which walk on their toes. A Candrosian, male or female from head to tail tip are
usually between 240 cm and 300 cm long.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Candrosian
+20
-10
-10
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Candrosian
20
60
10
Historical Details
The Candrosian were one of the Big Four races to form the first Dominion of Sovereignties. The Candrosian
Sovereignty, at that time, was made up of 400 star-systems. The Candrosian Sovereignty is a republican democracy,
and has been for thousands of standard years. The Candrosian homeworld, Candrosi, is another planet very similar to
Earth. It's gravity is .98 times that of Earth.
Senses
The Candrosian have senses that are comparable to Humans. No special senses.
Draft 0.75
Zat'Cha, is spoken primarily on the homeworld and on those Candrosian worlds that did not fall out of communication
with the homeworld during the Dark Ages.
Zen'ri
Zen'ri, is spoken primarily on those worlds that did fall out of communication with the homeworld during the Dark
Times following the Dominion of Sovereignties-Expanse Wars. They have only recently rejoined the mainstream of
the Dominion Supreme Directorate.
Attitudes
The Candrosian are very friendly to most races, although they do joke about the "bipedal savages" referring to any
bipedal race. They are a little hesitant towards Vrusks and Osakars, because of their appearance, but in time, the
Candrosian do get used to their presence. After all, the Frontier is a relatively new ally, and the races are new to the
Dominion of Sovereignties. The Candrosian center on pleasure seeking, and physical strength, with one never
prevailing over the other.
Candrosian have always viewed the races with fewer limbs than them as "less developed", however, many of these
species have proven worthy in battle, so they accept the difference with an underlying reluctance. Candrosians are
gruff, sometimes short and to the point. Few things are gray to them, many things are simplified to two choices. They
carry this philosophy to a fault, at times, and many other species have hard times living in Candrosian controlled
societies.
Candrosian society, from the outside looking in, may look barbaric, and sometimes savage. However, there is a lot of
tradition, and honor in their society. The Candrosian have a long period on intra-species wars, political battles, and
near-genocide, but they feel they have moved on beyond that. They have come to grips with their more "savage" side,
integrated it into their society, while still maintaining an advanced civilization.
30
Common Candrosian Names - The naming system goes as follows: (Family Name) (Given Name). Family Names:
Tak'Chema, Bit'Shara, Shlikag'Ta, Agga'Shla, Raga'gik. Given Names: Zekeer, Banlet, Salak, Siraz, Uktak'Ta, Yast'Takg
Racial Abilities:
Skin Armor: Candrosian have a thick layer of leathery plates, which add to their ability to absorb damage. Armor
Value: 9 points of Impact & Energy.
Tail Attack: Candrosian can use their tail as an extra attack in melee. In the case when a PC's Weapons: Martial Arts
is higher than the Tail Attack Martial Arts, use the higher value in a tail attack. DMG: 8+PS Specialization skill in
Weapons: Martial Arts (Tail Attack) Level [1d3].
Ram Attack: Candrosian, when enraged in battle, can attack by running at full speed and ramming a target. It quite a
devastating attack. Specialization Skill: Weapons: Martial Arts(Ram Attack) Level [1d3]. DMG: 14+PS.
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Alternity Conversion
Candrosian
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Strength
Constitution
Intelligence
Will
Personality
Special Abilities
Natural Armor - Skin : Candrosian have a thick layer of leathery plates, which add to their ability to absorb damage. d4+2
LI / d4 HI / d4-1 En
Natural Weapons - Tail : Candrosian can use their tail as an extra attack in Unarmed Attack - brawl or power martial arts.
This can act as a third attack in a multiple action attack. Damage: d6+2s / d4+1w / d4+2w (LI/O)
Natural Weapons - Ram Attack: Candrosian, when enraged in battle, can attack by running at full speed and ramming a
target, in an Unarmed Attack - brawl or power martial arts. Damage: +d6s to Unarmed Attack Damage and the target is
knocked down (thrown on an Amazing result).
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Dara'ilan
Physical Description
The Dara'Ilan are a very unique race as far as appearance goes. A certain
Alliance xenobiologist described them as a "a humanoid mixture of a terran
turtle, a shark and a octopus". Evolving from amphibious mammals, all
Dara'ilan are able to breath underwater as easy as in normal atmosphere.
They are usually between 1.8 meters and 2.5 meters tall, an extremely large
race. They are a carbon-based humanoid species, with a body comprised of
an enlarged turtle-like head, shark like air-slits on the sides of it, two arms and
legs, and a torso and abdomen,. Their feet are four pronged claws, with three
tentacle-like appendages hanging out the ankle area. They have two of the
same tentacles protruding out their wrists. They have, what xenobiologists call
"two and a half hearts". If the two are damaged, the third half-heart will keep
the Dara'ilan alive in a coma state until medical treatment is received.
Average life span of the Dara'ilan is 400 standard years.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Dara`Ilan
+15
-10
+10
-15
Movement
Race
Dara'Ilan
Historical Details
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
15
35
The Dara'ilan had a large empire for centuries in their own sector of space, until the Siriusian-Sathar Union Expansion
Wars destroyed it and their homeworld. In a huge exodus, a major part of the Dara'ilan population escaped while the
last of their Imperial fleet held back the Siriusian Fleet. They made a long trek across the cosmos to many systems,
including Daladan Remis, to take refuge.
Senses
33
Attitudes
Dara'Ilans have a strong distrust of Siriusians, but the Que'Sha (those Siriusians who chose to fight their own kind and
help out the victims) are very trusted and considered brethren by the Dara'Ilan. There is no extreme dislike for any
other race in the Dara'ilan people, and with the human especially, they seem to have a strong tie.
The Dara'ilan society, after their conquering, centered on the survival of their species. Although the majority of the
population is on Polomegan fighting a war with the Humans against the Nazodani, they still center on the reviving of
their species after a near annihilation. A family with many children is very highly respected.
The Dara'ilan have an almost unmatched talent for military tactics and strategies on a large or small scale. They took
the Daladan Remis situation as a challenge. When a Dara'ilan sees a challenge, they are the first to attempt a
solution and usually, it works.
The Dara'ilan also have a strong honor code when it comes to friends and allies. There is nothing they won't give up
or do for a proven and trusted friend.
Racial Abilities
Breathe Water: All Dara'ilan can breathe underwater as easily as they can breathe air.
34
Claws & Tail Attack: Dara'lian get +4 points to Punching Score and an extra attack when the PC wishes with the tail
at {DEX/2}% chance. Target must roll a RS check to escape a grab, if the attacking PC wishes to grab with his threetentacle tail. Specialization in Weapons: Martial Arts (Tail Attack) Level [1d3]. In the case when a PC's Weapons:
Martial Arts is higher than the Tail Attack Martial Arts, use the higher value in a tail attack. On a Green success or
better, the PC has successfully grappled with the three tentacles at the end of his/her tail.
Tactics Skill Level [1d3]. Success Rate: Skill Level. It is rolled in combat situations, when the Dara'Ilan PC is with a
group or party. Upon success, the Dara`Ilan has a certain amount of Dice Modifying points, in a Dice Modifying Pool,
Maximum equal to the Dara'Ilan PC's LOG/2, modified by the Result Color, i.e. Cobalt - use full Pool; Blue - use 3/4
Pool; Green - use 1/2 Pool; Yellow - use 1/4 Pool. The Dara'Ilan can use this Dice Modifying Pool to benefit anyone in
the Group he chooses, by applying points to the PCs Dice Roll as negative modifiers, before the Roll. The PC rolls
and subtracts the points allotted to him/her by the Dara'Ilan PC from the Roll.
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Alternity Conversion
Dara'Ilan
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Intelligence
Intelligence
Will
Personality
Special Abilities
Amphibious: All Dara'ilan can breathe underwater as easily as they can breathe air.
Camouflage: All Dara'ilan can change the color to match its surrounding at will. From dark, shadowy greys and blacks to
bright sea greens and blues. -1 Step to Stealth - hide rolls.
Tentacle Manipulators: The Dara'Ilan have tentacle on the wrists ankles, and tail, which help in climbing (-1 Step to
Athletics - climb). They also can hold or grip things, or increase the character's grip on a particular item. It's difficult to
cause a Dara'Ilan to drop something. For a short period of time, a Dara'Ilan can hang from his own tail (Stamina endurance, 5 minutes / 10 minutes / 30 minutes).
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w
(LI/O). They are retractable.
Natural Weapons - Tail: On a successful Unarmed Attack - brawl or power martial arts, d6+1s / d4w / d4+1w (LI/O)
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Halogai'
Physical Description
The Halogai' developed from a feline species of Child race, perhaps not too distantly related to the K'Dasi or the
Bengradi. However, they evolved to much larger stature, physically, and much more aggressive. Halogai' are fierce
furred humanoid felines, the males sporting a large furry mane and the females being taller thant he males. The range
in color from black to a mix of earthen colors to tan-brown. They are pure carnivores, never developing the digestive
system to handle flora-based edibles. They are also tailed, like their other feline "brothers", both female and male
sporting one that is usually 1/2 the length of their body.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Halogai'
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Halogai'
15
45
Historical Details
The Halogai' homeworld, Haloga'as, is a human normal world with a surface gravity of 1.25 times that of Humannorm.
They were first encountered by the Urtoran Sovereignty late in the Rebirth era of the Diminion. They remained a
"client" species of the Urtoran for several centuries, until the Uprising. The Halogai' did not have a representative in
the Supreme Directorate, until 5 fy, after a short "war" with the Urtoran over there clientship. This war was more a
political one than a military one, however, there were a few incidents. It proved to the Dominion that the Halogai' were
a force to be reckoned with not only militarily, but also politically.
Senses
All the Halogai' senses are the same as human.
Attitudes
The Halogai' are a honorable race. They thrive on honoring their parents and family. If one were to dishonor them or
challenge the particular honor, the Halogai' would be forced to retaliate, which usually ends up in death. They also
thrive on physical pleasure without abuse to the body (no drugs, alcohol, etc.). They believe in a healthy body, and do
not respect those who abuse their body with artificial, and unnatural substances. They also respect courage, and
inventiveness. However, honor is everything, to a Halogai'.
The Halogai' have no problems with any of the other races. They most respect the Humans for their ability to adapt
and survive. The Bengradi is the only race Halogai' can not get along with. (See Bengradi: Attitudes).
Halogai'an society is ruled bya High Coucil of Honored, populated with the most honored of all Halogai' (the ones with
the longest names). The rule with wisdom and courage, with Halogai'san interests coming first above all else. There is
no true equality of other species in the Halogai'an society, but there is mutual respect.
The Halogai' are represented well by their "Emperor and King", the most honored and influential of all Halogai' males.
He is supported by his honored mate, the "Empress and Queen".
Names
The Halogai' measure honor through naming. At birth, young Halogai' are given a generic name representative of their
birth order, like "second son of Gra'aalsh", Gra'salsh being the father. They are referenced that name until
adolescence, where they must earn a name through a rite of passage chasen by the father. Once the rite is over, the
young Halogai' chooses his first name.
Naming in a Halogai' never ends, however. Titles represent honor in the Halogai'an society. However, the can not be
false titles. One must earn them properly. In a given life, a common Halogai' could have infinite titles. Some titles, at
times, are collapsed into one larger one, but only neophyte beginners are without titles, and if a older Halogai' is
without a title or only have one, they are considered dishonored.
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Animal Telepathy- The Halogai' have the unique ability to communicate and read the thoughts of unintelligent
creatures. Telepathy: Animals Level [1d3]./ Range: {INT}m
Fur Armor- Most mammalian species have 5 points of natural armor (For Impact Type Damage Only) because of
their fur.
39
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Alternity Conversion
Halogai'
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Constitution
Will
Personality
Personality
Special Abilities
Animal Telepathy- The Halogai' have the unique ability to communicate and read the thoughts of unintelligent creatures
or animals. -1 Step when attempting Telepathy with an animal.
Natural Armor - Fur: Like furred mammalian species, the Halogai' has natural armor. (For Low Impact Type Damage
Only). d4+1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w / d4w
(LI/O). They are retractable.
Fast Movement: When calculating Combat Movement, the Halogai' get a +2 modifier to the STR+DEX total.
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K'Dasi
Physical Description
The K'Dasi evolved from a felinoid species, on their homeworld of K'Das. They appear as humanoid felines, shorter
than the average human, and can vary in fur color, from pure whites or gray, to stripes, to patches. They also have
tails that are usually about 1/2 to 2/3 the length of their body. They are similar in appearance to old Earth domestic
felines, even in attitude. Some say they descended from the same feline species of the Child Races as the Halogai',
however, the Halogai' Sovereignty refuses to admit this. They are bipedal, but can run faster on all fours if necessary.
They are also quite agile.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
K'Dasi
-5
+5
-10
+10
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
K'Dasi
15
45
Historical Details
The K'Dasi's homeworld has a gravity of 1.21 times Standard Gravity, and atmospherically is human normal. It is
typically cooler than human standard, with a longer winter period, and a shorter summer period. The planet's year is
405 days long.
K'Dasi became a member species of the Dominion of Sovereignties during the late years of the Sovereignties
Expansion, during the First Uprisings. It was the appearance of these species that started the uprising and strong antiBig Four sentiments. During this time, both the Candronian and the Torani both tried to subjugate the K'Dasi, seeing
them as a barbaric lesser species not worthy of acceptance to the Dominion. However, the K'Dasi, through their
incredible talents of cunning and deception, were able to fend off all attempts at subjugation. As a result of
41
Senses
The K'Dasi have an incredible sense of hearing. They can hear twice as well as any human. They are usually the first
to hear anything in the group.
Attitudes
The K'Dasi attitude is best represented by the species' hero image, the harlequin or prankster. They have a passion
for physical pleasure and relaxation, and they respect a good sense of humor and a quick wit. They also respect a
person of good character. They are the "rebellious teenager" species when it comes to government. As said, the
despise complications, and prefer the simple way of doing things (even if it's not the right way).
However, on the darker side of K'Dasi society, there are others that encourage the adherence to another hero image:
the assassin. The K'Dasi are the best assassins in Allied Space. This following is kept extremely secret within the
K'Dasi society. The secret assassin guild of the K'Dasi is called the Hissska, and they specialize in "mouse-trap" style
booby-traps to kill their prey. About these contraptions, one would say "If it wasn't so deadly, they'd actuialy be
funny...".
The K'Dasi are treated as the biggest pain in the @#$% in the universe, but they are tolerated in great degrees. They
have no problems with most of the species in the F-R-D region, unless they seem "too serious". In any serious
situation, they always have a practical joke or a witty comment. Sometimes their practical jokes aren't to bad, but at
other times they can be considered overboard.
This clan system forms a similar structure to the Torani noble pack system. This is also another reason why there is
such a strong rivalry between the two species. However, they view the Torani packs as too serious and too
complicated.
The Torani-K'Dasi rivalry has lead to rumors about the K'Das Conglomerate (the name given to the K'Dasi
sovereignty) being involved in certain rebellions started by Torani rebel packs, against the Torani government.
However, this is only a rumor.
Common Names
Names should be heavy in vowels, and multi-syllabic.
Racial Abilities
Move Quietly- The K'Dasi can surprise anyone, including the Bengradi. With the proper roll, the K'Dasi can sneak so
quietly, they can even surprise one of their own species. Free Skill: Stealth Level [1d3]
Climbing- The K'Dasi have a natural ability to climb. Instead of buying the skill, they roll on the 'X' column.
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Alternity Conversion
K'Dasi
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Dexterity
Constitution
Intelligence
Will
Special Abilities
Move Quietly: The K'Dasi can surprise anyone, including the Bengradi. With the proper roll, the K'Dasi can sneak so
quietly, they can even surprise one of their own species. 2 Step to Stealth rolls
Climbing: K'Dasi have an incredible climbing ability.-1 Step to Athletics - climb rolls
Natural Armor - Fur: Like furred mammalian species, the K'Dasi have natural armor. (For Low Impact Type Damage
Only). d4-1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4-1w / d4w
(LI/O). They are retractable.
Fast Movement: When calculating Combat Movement, the K'Dasi get a +2 modifier to the STR+DEX total.
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Que'Sha
Physical Description
The Que'Sha or Siriusians, which they are sometimes called, descended
from a species of enormous land snakes. They are usually 250 cm to 400
cm long, from head to tail-tip, with nearly 1/2 of the length being the torso
and the head and the other half being a long tail with no legs. On the
torso is a humanoid chest with two pairs of arms. The head is human in
size and has a horn crest across its forehead. Its body is made up of large
tough scales. On each hand are claws. The Que'Sha, being descended
from snakes, have rows of fangs in their mouth.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Que'Sha
+5
-10
+5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Que'Sha
12
32
5.5
Historical Details
When the Siriusians started their route of tyranny, the fascist snakes had no problems. But slowly, a group of
Siriusians, calling themselves the outlawed name of their peace-loving ancestors, Que'Sha, began to rebel against
the tyranny of the Siriusian war machine. They saw fellow races suffering, and had pity on them. The fascist snakes
lacking this quality greatly, were stripping planets of their water and livestock. Millennia ago, their home planet was
wiped out by a collapsing star. They new about the emminent danger and prepared for it. They conducted a huge
exodus, much like the Saurians did in their huge Mother ships. They moved to other planets, sapping them of their
resources, and leaving them dead. But the Que'Sha helped the resistance that naturally developed on these
plundered planets. Some resistance groups were even successful. When the Siriusians stumbled upon the striving
Sathars, the Siriusians had a renewed vigilance.
45
Senses
The Que'Sha are not used to bright light, so like the Yazirians, they wear sun glasses. They also have a very acute
sense of smell.
Attitudes
Que'Sha are mysterious, and often mistakenly mistrusted. They are constantly trying to make up for hte evils of the
brethren. However, the respect all life, and make it a goal to tolerate all species of the FRH region, no matter their
quirks. However, some recent problems have arisen because so many of the Dominion species look like food to the
Que'Sha.
Most Que'Sha are expert diplomats, attempting at all times to garner deals to allow for more individuial rights.
However, violence is not beneath them, and waging war is another thing the Que'Sha does well.
The Que'Sha basic social unit is the nuclear family, with many offspring. They do not believe in clans, or the like. They
believe a family is all that is needed. They have their own set of gods for everything, like the Romans or the Greeks,
and worship them devoutly. Science is also an important area of knowledge to them also. They respect those who are
not power hungry, but are happy with what they have.
Racial Abilities
Spit Poison- The Que'Sha, being descended from snakes, have the ability to spit poison. The character must choose
a type of poison from the list. The range is always at the most 2 meters. SUCCESS RATE: {DEX/4}% The Que'Sha
can only spit {STA/10} times a day.
Types of Poisons
46
Nerve Poison- This stuns the character for a limited amount of time. Stunned for 2d10 turn
Lethal Poison- This poison just takes off Stamina points. DMG: S10/T(1d10)
Tail Attack- The Que'Sha can easily attack with their tail. Specialization in Weapons: Martial Arts (Tail Attack) Level
[1d3]. In the case when a PC's Weapons: Martial Arts is higher than the Tail Attack Martial Arts, use the higher value
in a tail attack. Must be within 1.5 m of the Que'Sha. DMG: 6+PS
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Alternity Conversion
Que'Sha
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Constitution
Intelligence
Will
Personality
Special Abilities
Spit Poison- The Que'Sha, being descended from snakes, have the ability to spit poison. The range is always at the most
2 meters. Use a Dexterity Feat for the skill roll to hit. The poison has certain effects.
Blinding - If spit in the eyes, the poison blinds the victim. He must make a roll a successful Constitution feat or
Stamina - endurance check or the victim is blinded until medical treatment. If the roll is successful, the victim just
has a +3 step to all activity requiring sight.
Stun - In general, the poison stuns the character for a limited amount of time. If the poison hits the person
anywhere, the victim must make a Constitution Feat check. On a Critical failure, d12s; Failure, d8s; Ordinary, d6s,
Good, d4s, Amazing, no effect.
Natural Weapons - Tail Attack- The Que'Sha can easily attack with their tail. On a successful Unarmed Attack - brawl or
power martial arts, d6s / d6-1s / d4w (LI/O)
Natural Weapons - Fangs: On a successful Unarmed Attack - brawl or power martial arts, they do d4-1s / d4-1w / d4w
(LI/O). They are retractable.
Natural Armor - Scales: d4 LI / d4-1 HI / d4-2 En
Carnivorous: Que'Sha eat strictly meat, preferably live or freshly killed,
Special Movement: Que'sha Slither, not walk. In some places that may be advantageous while in others not.
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Saurians*
Physical Description
Saurians are bipedal reptilian humanoids that
stand usually 210 cm tall. Each of them has two
hands, each with three fingers and an opposing
thumb. Each foot has four toes. The feet and
hands are webbed. Saurians have small scales,
as per their reptilians ancestry, but they are
warm-blooded like mammals. Saurians are
omnivorous and have flat teeth.
Being semi-aquatic creatures, Saurians feel at home both above and below water. As part of their aquatic adaptation,
Saurians have a gill slit on each side of their throats which filter oxygen out of fresh and salt water. Saurians also
possess underwater vision of exceptional quality.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Saurian
+10
-10
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Saurian
10
30
Saurian subraces
The Saurians evolved from highly adaptive creatures called land dragons. This creature is found on many parts of the
Saurians' homeworld, Kischen. These creatures evolved into four known subraces of the Saurians: the Kavak, the
Kamier, the Talsoi, and the Vanar.
49
The Kamier: While the other subraces have small but visible scales, the Kamier have the appearance of smooth skin,
their scales being visible only by magnification. Coloration is green to green-brown. This variety of Saurians also sport
a large crest of red or orange skin that runs from the base of the neck to the tip of the skull. The tail of the Kamier is
covered with horny spikes. Tail Attack: MAX DMG: 6. Another unique feature of the Kamier subrace is its snout, which
is much shorter than those of the other races, being almost flat.
The Kamier evolved from a swamp-dwelling land dragon that had to contend with particularly dangerous predators.
The head crest, which resembles a native marsh plant, was used to help the Kamier with concealment.
The Talsoi: A Talsoi has beige to dark brown scales, a heavy tail (Tail Attack: MAX DMG:6), and a horny ridge
running from its extended snout to the tip of the tail. They developed from the forest and plains dwelling land dragons
that used the coloration for camouflage. Talsoi prefer fresh water.
The Vanar: Vanar are bright to dark green and have a very narrow whiplike tail (Tail Attack: MAX DMG: 8). They are
descendants of the land dragons that were native to the jungles and rain forests of Kischen. Vanar have thin limbs
and are lighter than the other subraces.
Historical Details
The Saurians hail from the planet Kischen, an oceanic world many light-years from the Frontier. For a time they lived
in peace enjoying profitable trade with nearby races. Soon, however, the Sathar-Siriusian Union became aware of the
Saurians and regarded them as both a threat and a challenge to overcome.
The Union descended in waves on the unsuspecting planets, during the Fifth Expansion of the Dominion, and the
Third Sathar War in the Frontier. The Saurians, unused to full-scale war, fought bravely against their invaders, but to
no avail. With their defenses decimated and racial destruction imminent, the Saurian government prepared dozens of
starships to transport hundreds of thousands of citizens on a large-scale exodus to a new world. To save as many
beings as possible, all of the starships were filled to capacity with passengers placed in stasis.
50
The main body of the Saurian starships eventually entered the Theseus system and were intercepted by alerted UPF
vessels. Only a few thousand Saurian were released from stasis at first, until space could be found on other worlds on
which they could settle. By 155 fy, two hundred thousand Saurians lived and worked throughout the Frontier, but
nineteen Saurian starships (with over 500,000 colonists aboard, in stasis) remained in solar orbit at Theseus. Finding
space for these beings was a problem, though plans were underway to ship them to Lossend (Timeon). By the end of
the Frontier First Expansion, all Saurians were released, and at present, populating the entire Alliance sector at about
200,000,000.
Senses
Saurian senses are roughly equivalent to those possessed by Humans. They have a slightly more acute sense of
vision and, as noted before, can see well underwater. Saurians do have a more acute sense of smell than humans,
about equal to a Vrusk's.
The Saurian language, Tessa, is a series of hisses specially toned to create a distinct language.
Attitudes
Saurians are respectful of the other races, but they are particularly fascinated by the Dralasite. They respect Vrusks
for their drive, but find it hard to acquaint with them. Humans and Saurians get along well. Yazirians are another
matter. Though Yazirians and Saurians are alike in certain social, political, and family matters. The Saurians find the
former rude, insulting, and pushy. They also find the Korli extremely uptight and rude.
Saurians have large, extended families. Because their young develop so rapidly (reaching adult size in five years),
"nuclear families" would be short-lived. Education and socialization of the young are handled within each clan, or svik
which may consist of hundreds of individuals living within the same general area. Saurians are inter-fertile despite
their racial types, and a svik may have members of all four subraces within it. Svika may compete with each other
over business or personal matters, but violent crime among them is almost unknown. They are too aware of their own
near extinction as a race from the Union attacks.
Saurians are extremely touchy about comments regarding them as a species. Any insult against a single Saurian is
easily taken as a slur against the race as a whole, even if the Saurian in question belongs to another svik. Saurians
tend to be overprotective of their fellow clan members, even as they recognize the importance of standing on one's
own two feet. This causes such stress for them that they will not willingly discuss it with someone of another species.
Saurians are something of a paradox to other races, as they are both gentle and kind as well as vengeful and brutal.
Among friends and svik, Saurians are pleasant, cheerful, and absolutely loyal. But in the presence of a hated enemy,
a Saurian rage and fury can be frightening (although Saurian do not receive any bonuses for rage in combat). A
wrong done to a Saurian will not be forgotten by any of them, and making amends can be difficult.
The horrifying losses that they took in their war with the Union have made Saurians a militant race. They tend to
purchase large quantities of arms. Groups of them have expressed interests in creating their own military force, with
which to raid leftover Union bases and ships. They hope to someday return to their homeland and retake it from the
Union unit that is still occupying it. For cultural reasons, Saurians prefer polearms over all weapons, although they do
use other weapons.
Saurians have from three to four names. The first two are common and svik names. If the Saurian performed a certain
important deed, he may receive an honorific to signify this accomplishment. The most important of all names,
however, is the tarish satimu ("sacred name"), much like the Uquoi tradition (see Uquoi). According to Saurian
religious beliefs, the tarish satimu is a part of the owner's very soul. Only the particular Saurian and his svik know this
name. If someone else were to find out a Saurian's tarish satimu, it would be considered an insult of the worst kind,
and the Saurian would attempt to regain his honor through a duel of some sort, usually to the death. This practice has
eroded under contact with the races of the Federation, though sacred names are still considered very important.
Racial Abilities
Hypnotic resistance- Saurians are resistant to hypnotism.
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Aquatic Breathing- The Saurian can swim underwater without a artificial gill suit.
* Originally published in Dragon magazine by TSR, Inc. Some information was modified to fit in my universe.
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Alternity Conversion
Saurian
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Strength
Dexterity
Constitution
Intelligence
Will
Special Abilities
Hypnotic resistance: Saurians are resistant to hypnotism.
Aquatic Breathing: The Saurian can swim underwater without a artificial gill suit.
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-1w / d4w /
d4+1w (LI/O). They are retractable.
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Skaniis
Physical Description
The Skaniis are mammalian humanoid aliens that remotely resemble a cross between the Terran badger and a
chipmunk. Their fur ranges in color from dark brown to a tan brown, usually as a mixture of darker and lighter colors.
They are tailed, and bipedal. They have a particularly hostile temperament, supported by a high metabolism.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Skaniis
-10
+10
Movement
-5
+5
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Skaniis
15
45
Historical Details
The Skaniis was one the Big Four of the Dominion's genesis. However, they almost weren't because of the Expansion
wars. They took major losses to all of the other three species involved during those wars, despite the prowess in
combat. Fortunately, peace was declared before the entire region was overwhelmed. And because of their tenacity at
the negotiation table, they were actually able to gain most of their old territory back. Non-Skaniis historian prefer to
think the other three negotiating teams gave the Skaniis their territory back to get them to shutup.
One world that was occupied by all three, changing hands through out the era, was Skani, the Skaniis homeworld.
Because of this, it is a conglomeration of cultural architecture. It is a human normal world with 0.98 G gravity. The
Captiol City is heralded the finest merging of Big Four Era architecture.
The Skaniis sovereigny government is somewhat democratic with a touch of totalitarianism, with ruling parties gaining
power by intimidation. The people vote for hteir leaders, but they usually vote for the one that intimidates them the
most. To an outsider, the Skaniis worlds always seem to be on a brink of civil war. Skaniis are masters of stress
management.
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No other species can actually be present at a session of Skani Parliament. Not because it's a written rule, but
because no other species could handle the auditory strain of a Skaniis debate. The Skaniis love debate, and love
political debates even more. Politicians are the most respected and educated in the Skaniis society.
Skaniis have a permanent member in the Dominion Directorate, beacause of their stature as one of the Big Four.
Senses
Other than an acute sense of smell, the Skaniis have senses identical to humans.
Kaniari
Primary language of the Skaniis. There are several different dialects, and several different levels.
Lasharli
The holy language of the Skaniis writings. Only religious figures know this language.
Attitudes
When approached, most Skaniis seem "to have a chip on their shoulder", so to speak. They are argumentative and
quarrelsome most of the time. They even wake up grumpy. Their hero images are great, powerful leaders and
stalwart debaters. When in battle or in a political debate, they are the best thing to have next to you, aside from a
Smart Gun. If you can win an argument with a Skaniis, you have received the highest honor according to them, and
that particular Skaniis will treat you as a brother.
The Skaniis have stronger contempt than their normal level for the Torani, S'saran, and Candrosian. They distrust
every member of these races they see, and until they have proven themselves to the Skaniis, the Skaniis always has
at least one gun sight on them, in most cases.
Oddly, the most annoying race in the galaxy are their strongest allies. The K'Dasi have even represented the Skaniis
and their intersests in the Directorate when the Skaniis representative was "asked to leave indefinitely", which
happens more often than one could imagine.
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The normal marriage arrangements are usually serial polygamy. That is, they do not have more than one mate at one
given time, but over the course of a lifetime it is socially acceptable (in fact expected) to have four or five or more
mates.
Skaniis pride education, and have the most elaborate educational system in the Dominion. This system has one
purpose: to fuel better debate.
Racial Abilities
Skaniis Temper - The Skaniis have an almost uncontrollable temper. The volatility of the Skaniis temper is known
throughout the F-R-D sector. Unlike the Yazirian and Urtoran Battle Rage, which is controlled by the individual, the
Temper of a Skaniis is not as easily controlled. (It is at the liberty of the GM.). The Skaniis can call upon it at will, like
in battle. Sometimes it happens when the Skaniis doesn't intend it to, like in an argument, or when the Skaniis doesn't
get his way. When the Skaniis does enter into this temper, he only receives a +1 column shift in melee. The benefit
from this is the Skaniis hormone system injects a highly potent form of Adrenaline, which allows the Skaniis to take
more damage without effect, temporarily, of course. The particular Skaniis multiplies his STA by 1.3, and his STR x
1.5. When the Skaniis "returns" from his craze, the damage taken is subtracted from his original STA, which returns to
normal, as does his STR. If the STA is below zero, he enters into a comatose state until he is treated for his injuries or
he heals back naturally, which ever comes first. SUCCESS RATE: [{STA/10}+{INT/10}]%
Aerial Acrobatics- The Skaniis, being descendents of agile rodent-like creatures, have a natural ability to perform
aerial stunts. Specialization skill in Entertaining: Ariel Acrobatics Level [1d3].
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Alternity Conversion
Skaniis
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Strength
Dexterity
Dexterity
Constitution
Intelligence
Will
Special Abilities
Skaniis Temper - The Skaniis have an almost uncontrollable temper. The volatility of the Skaniis temper is known
throughout the galaxy. It engages the first time the Skaniis is injured in combat rounds. However, there are two types
of temper for a Skaniis - controlled and uncontrolled. The Skaniis must make a successful Resolve - mental resolve to
control his temper. The bonuses for controlled are the following
Controlled
The Skaniis can make another Resolve - mental resolve check to calm himself down . Every failure at this, adds a
+1 Step to the next roll. If it never happens (the Skaniis keeps failing his roll), he must rest to calm himself down. 1 Step to all physical actions. Ignore Dazed effects from Stun. Ignore Knockout result from Stun until end of
combat. Once it is over, then the knockout takes effect.
Uncontrolled
Uncontrolled is dangerous. The GM controls the direction of the Skaniis's attack. And sometimes it's not who they
want to attack. -2 Step to all physical actions. Ignore Dazed effects from Stun and Wounds. Ignore Knockout
result from Stun until end of combat. Once it is over, then the knockout takes effect. Skaniis doesn't stop until he
has no targets left or is knocked unconscious (from wounds).
In either case, the Skaniis takes 1d12 Fatigue after the combat is over.
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Aerial Acrobatics- The Skaniis, being descendents of agile rodent-like creatures, have a natural ability to perform
aerial stunts. -1 Step to Acrobatics skills
Natural Armor - Fur: Like furred mammalian species, the K'Dasi have natural armor. (For Low Impact Type Damage
Only). d4-1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4-1w / d4w
(LI/O). They are retractable.
Fast Movement: When calculating Combat Movement, the Skaniis get a +2 modifier to the STR+DEX total.
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S'saran
Physical Description
The S'saran are a reptillian race, resembling a cross between a terrestrial komodo dragons and a terrestrial gila
monster. They are blackish green in color, with visible scales, and no fur. They developed from a larger killer
omnivore.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
S'saran
+10
+5
-10
-5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
S'saran
15
35
Historical Details
Evolving from a reptilian Child Race, it is suspected that the S'saran may be related to the Saurians in some way, but
only very distantly.
The S'saran hoemworld was rendered uninhabitable during the Expansion Wars. They established a new homeworld
after peace was declared and the Dominion was established. Their new homeworld is called Skaran. It is a human
normal world, with 1.1 G-gravity, and a little warmer than human norm. It is predominantly swampy world.
The S'saran are one the Big Four races of the Dominion, and considered one of the oldest races of the region. Like
the other Big Four species, they have a permanent representative in the Supreme Directorate. The other three
species delegates give the S'saran great respect, and their opinion is sometimes given more credence than the
others. They are given great respect with in the Directorate.
Senses
The S'saran have an acute sense of small, and night vision.
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Attitudes
The S'saran are a lazy race. They respect laid back attitudes, but also responsibility. If it is not their responsibility,
they believe someone else can do it. But if it is their responsibility, they will execute it excellently.
The S'saran do not like the Vrusks because they look so muck like what their primitive ancestors used to eat. The
S'saran get along with all the other races, especially the reptilian ones (although the S'saran are mammalian) fine.
S'saran have a strong philosophy of balance. Everything should be in balance, and they believe in a in a concept
similar to karma. From this sense of balance comes a honor code that requires the S'saran to always balance out
their actions. Not all S'saran adhere to this honor code absolutely. Most try to at least balance out the major things.
Balancing usually means accompanying a bad deed with a good deed. The S'saran have a strong sense of right and
wrong. A species dependent on balance would have to.
The S'saran society is dominated but a religious orginization called the Church of Balance. It resembles, in many
ways, the old terrestrial Catholic church, with confessionals and large cathedrals. Devout S'saran on a regular basis,
presents their actions to the Church, and to get advice on how to balance things out. The Church on the other hand, is
rather heavy handed at times on those that are not as devout. The Church of Balance have their own small inqusitor
force, sanctioned by the S'saran government, to enforce the Church will.
Names
S'Saran have three names. One name their parents and family call them, one any non-S'saran uses, and the "secret
name". No S'saran will allow any non-S'saran to learn his "secret name". This is tied into their balance philosophy, in
that they have identity with the three aspects of their lives; the honored friends, the close loved ones, and the spiritual.
Racial Abilities
Scale Armor - 8 points of natural armor to both impact and energy.
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Retractable Fangs- The S'saran can cause extra damage, when biting, by inserting his retractable fangs into a
victim. DMG: (PS+(STR/10)}
Poison Resistance- All S'saran are immune to poison. They know when they have been poisoned, because their
body recognizes it.
Tail Attack: Weapons:Martial Arts (Tail Attack) Level [1d3]. In the case when a PC's Weapons: Martial Arts is higher
than the Tail Attack Martial Arts, use the higher value in a tail attack. DMG: +6+PS
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Alternity Conversion
S'saran
Ability Score Range
Range
6 -16
6 -14
4 -14
4 -12
4 -11
4 -14
Ability
STR
DEX
CON
INT
WIL
PER
Skill
Athletics
Vehicle Ops
Stamina
Knowledge
Awareness
Interaction
Natural Weapons - Tail Attack- The Que'Sha can easily attack with their tail. On a successful Unarmed Attack brawl or power martial arts, d6+2s / d6+1s / d6w (LI/O)
Natural Weapons - Fangs: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4w / d4+1w
(LI/O). They are retractable.
Poison Resistance- All S'saran are immune to poison. They know when they have been poisoned, because their
body recognizes it.
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Tor'Drani
Physical Description
The Tor'Drani are thought to be descended from the same canine Child-Race as the Torani. They resemble more of a
wolf or coyote, being humanoid mammalian with a tail. Physically, the only major difference between them and the
Torani is coloration. Physiologically, they are only slightly different and can interbreed, if their social norms ever
allowed it. However, because of the fierce rivalry and pride between them, it rarely, if ever, happens.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Tor'Drani
-5
+5
+5
-5*
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Tor'Drani
10
30
Historical Details
The Tor'Drani are another race descended from the same Tetrach Child-Race the Torani descended from. During the
collapse of the J'Vaarian civilization, the Tor'Drani had developed much further than the Torani. While the J'Vaarian
waged war with the Child Races, the early Tor'Drani saw the slow destruction of their society, and began to build large
home fleets to transport themselves out of the region. During this time, the J'Vaara were slaughtering the Tor'Drani at
every opportunity. The surviving Tor'Drani, fled the massacre, and they never returned to their homeworld, unlike the
Torani. They became the nomad of space. As their brethren became planet bound, the Tor'Drani became interstellar
nomads. Living on their home fleets, stopping in star systems for trade and resupply, the Tor'Drani became more and
more unlike their brethren.
The Tor'Drani have a single representative on the Supreme Directorate, reluctantly. They prefer to stay out of the
politics of the Dominion, however, because of their rivalry with the Torani, must have someone to ensure their rights.
However, the Tor'Drani still detest politics.
By avoiding the conflicts of the J'Vaarian revolts and the subsequent Expansions and wars to follow, the Tor'Drani
were able to develop with out too many major setbacks and catastrophes. This coupled with the fact that they
64
Senses
Except for an extended sense of smell, the Tor'Drani's senses are the same as Human's.
Attitudes
The Tor'Drani believe in relaxation, and physical pleasure. They are strong hedonistic, and polygamous. They are
very extravagant and eccentric and respect honor, quick wit, and a sense of humor. They are a very relaxed and
pleasant race. They respect expression of ones' inner self and uniqueness, and a good deal for "interesting items".
The Tor'Drani have no problems with any of the races. They accept them as all equal, although some like the Skaniis
or the K'Dasi do get on their nerves. They consider the Skaniis always uptight, and the K'Dasi as a pain. Of all the
races in the F-R-D sector, the Humma are the most respected for their uniqueness compared to all the other Frontier
races. The Humma is considered a brethren race
Most Tor'Drani are expert merchants and salesman, and most trust them for their word in that regard, unlike the
Torani brethren. They have a strong belief in the free market. Travelling as they do, allows the access to many trade
item, and everyone looks forward to the visit of the Tor'Drani home fleets.
Draft 0.75
Home Fleet
Meaning
01 - 02
Yisik Nias'Li
Nova Light
Social
Rating
8
Notes
Largest fleet, most technology. They are the most traditional and honorable Tor'Drani. Some suspect
this group has access to Precursor or Tetrach technology.
03 - 04
Shata'Ha
Flame Wind
This home fleet split off from Deep Space when they went "exploring". While they were away,
Flame Wind gained power and influence. Flame Wind is extremely hedonistic, and laid back.
05 - 07
Sha'a Nor
Comet Tail
The most anti-Torani Home fleet of all Tor'Drani, they at times commit terrorists acts against the
Torani. They are also the most militaristic.
08 - 10
Korla'Bin
Black Hole
11 - 13
Met'iya Arna
Soaring Moon
This is a mysterious Home fleet. At one time in the Tor'Drani history, it was lost, only to return a
generation later, and not long after that the Brethren War ended.
This one of the last home fleets to have left the old colonies, hoping at some point to return to the
J'Vaara system. They are the strongest advocates to re-integration with the Torani, but realize that the
Torani want it even less than the other Tor'Drani.
14 - 17
Orta'Tarago
Crater's Depth
18 - 21
Asira'Donja
Deep Space
This home fleet has a stronger work ethic than most, but they still make time to play. They tend to
have more rare minerals to trade than most other home fleets; most are expert geologists and miners.
Most hedonistic of the Tor'Drani, life is a party to them. It is rumored that they have explored the
furthest edges of the galaxy and know of many space routes in and out of these areas. They tend to be
stronger in the astrogationeer sciences.
22 - 29
Sadriem'Taral
Pulsar's Flare
For the longest time, this home fleet orbited a pulsar, hiding from the J'Vaarian probes and the
Torani. They did not participate in the Brethren War. They have since lost the coordinates to the
pulsar system, and seek to possess them again.
30 - 37
Donjal Mon
Space's Edge
38 - 50
Tomaran'Ak
Nebula's Grace
This home fleet is more physically stronger than most. They are usually 10% to 15% larger than the
average Tor'Drani. Gladiatorial games are common with in this home fleet.
This home fleet hid in a nebula after the Tor'Drani evacuation of their colony worlds. It did not
participate in the Brethren War, because of it's small population at the time. They actually have
established a few stationary outposts in and around the nebula, and are mining it for gas, and other
materials.
51 - 62
Ararin'Nam
Moon Crest
A lesser, younger home fleet, it has only one home ship, and a handful of freighters. They are the
most ambitious of the Tor'Drani to gain power, and there is a rumor they are dealing with certain
factions within the Torani society.
63 - 74
74 - 86
Tosh'man Or
Anoro'Fen
Asteroid's Majesty
Eye of the Gas Giant
2
1
A young home fleet, this group of Tor'Drani built their home ship by hollowing out an asteroid.
Young home ship fleet made up of several outcaste factions.
Social Factor: This number represents the Home Fleets standing in the Tor'Drani society. It is also the amount of
points a Tor'Drani PC can add to his LDR and PER while in Tor'Drani society. With a Roll of 87 or more, the PC is
either a member of a lower home fleet or a independent. A lower home fleet member receives no points towards LDR
and the name of the home fleet is up to the GM or player. An independent is just that.
The Tor'Drani usually work their home-fleet name of the father or mother into the offsprings name.
Racial Abilities
Short Range Telepathy- The Tor'Drani can use their Telepathy in three ways: To communicate with an intelligent
being; To read surface thoughts in an intelligent creatures mind; To read the creatures memory of his past; Telepathy:
Characters (Tor'Drani Short Range) Level [1d3]; They receive a +1 CS when using it with another Tor'Drani,
otherwise they receive a -1 CS.
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Fur Armor- The Tor'Drani have 5 points of natural armor (For Impact Type Damage Only) because of their fur.
Claws- The Tor'Drani have a +5 Points of Damage Modifier to their punching score when the PC specifies that he is
going to scratch.
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Alternity Conversion
Tor'Drani
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Constitution
Intelligence
Will
Personality
Personality
Special Abilities
Extra Broad Skill: Personality - telepathy.
Natural Armor - Fur: Like furred mammalian species, the Tor'Drani have natural armor. (For Low Impact Type
Damage Only). d4+1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w /
d4w (LI/O). They are retractable
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Torani
Physical Description
Descending from a canine-like Child Race, the Torani are a furred humanoid creatures with a tail. Most are similar to
the terrestrial canine species, resembling a red fox, although their colors might vary based on their pack. They have a
pack mentality which has now grown into a complex political structure. (See below for Political structure). Torani were
once purely carnivorous but have grown omnivorous through time.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Torani
+5
+10
-5
-10*
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Torani
10
30
Historical Details
Where the Torani and the Tor'Drani originated is still in question, however, most believe the J'Vaarian bio-genetically
created them from a species of animals native to J'Vaara. The J'Vaar were, of course, then killed off in a series of
genocidal civil wars. The Torani homeworld, J'Vaara (in the J'Vaara System), was a sight of destructive atomic, and
chemical wars for centuries. This continued until the planet was rendered uninhabitable. After peace was declared, an
effort was made to re-colonize the other planets in their system. Scientific growth prospered among the Torani, with
the development of genetic and psionic engineering. Telepathy was proven to exist, and the first psionic Torani was
born. Since then, all Torani have had a tendency to some level of Psi power.
The Torani are one of the founding races of the present J'Vaarian Dominion, and the Supreme Directorate.
Senses
Except for an extended sense of smell, the Torani's senses are the same as Human's.
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I'kang'li - Ancient language of the Elders, used in religious and other traditional ceremonies.
Ika'Ara - The language of the Higher Packs, the ruling Noble Packs of the homeworld.
Attitudes
The Torani are friendly to most Dominion races, except the Humans, because of the Dominion-Expanse Wars. They
are considered by the Torani as barbaric "monkey men".
The Torani know very little about the Dralasite or the Vrusk, and approach them with respect and interest. They don't
respect the Yazirians, considering them relatives to the Humans. The Humma are considered their mammal brothers,
the Ifshnit are considered pests, and the Osakar are approached with hesitation because of their appearance.
The Torani respect power, and loyalty to ones duty and ones pack or noble house. Like their terrestrial equivalents,
the Torani are very sly and deceiving. Their political structure represents centuries of evolution around those two
aspects of their society; deception and the honor of the pack. Above all, loyalty to the noble pack is important.
The Torani have a hard time gaining trust from the other species, because of their deceitful ways around politics, but
they are the more powerful politicians in the region. They gain power through stabbing their foes in the back, while
smiling at them all the way. However, because of their honor, they are at times very trustworthy. It's just hard to judge
when they are being honorable and when they are being conniving.
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Pack Name
Meaning of Name
Notes
2-3
Sha'ir Niar
Night Thunder
10
Ruling pack. Rules with strength of will. Got to the top by out-conniving the
4-5
Tarla Orsi
Life's River
6-9
Sha'a J'lera
Death Wind
10-11
Usir Niartim'li
Storm's End
12-13
Shla Shlior
Steel Sword
14-15
Ha'a Niar
Lightning Strike
Originally rain forest dwellers, these are the societies best hunters.
16-18
Tak'Lat'Tiar
Steel Ice
This pack, traditionally having a lighter coat than most Torani, stemmed from the
northern and southern most areas of the homeworld. They are the best explorers
an survivalists.
Torani are named in the following way: Gender Identifier or Noble Title, followed by Given Name, followed by Noble
Pack Name. The gender identifiers are as follows: Ors=males; Orsa=female. Titles range for Knights/Dames to
Dukes/Duchesses to Lords/Ladies (translated, of course). The mother's Pack is the family pack. Fathers are brought
in from minor packs aligned with the major pack or on occasion, from the commoners.
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Short Range Telepathy- The Torani can use their Telepathy in three ways: Telepathy: Characters (Torani Short
Range) Level [1d3];They receive a +1 CS when using it with another Torani, otherwise they receive a -1 CS; To
communicate with an intelligent being; To read surface thoughts in an intelligent creatures mind.; To read the
creatures memory of his past.
Fur Armor- Most mammalian species have 5 points of natural armor (For Impact Type Damage Only) because of
their fur.
Claws- The Torani have a +5 Points of Damage Modifier to their punching score when the PC specifies that he is
going to scratch.
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Alternity Conversion
Torani
Ability
STR
DEX
CON
INT
WIL
PER
Skill
Athletics
Vehicle Ops
Stamina
Knowledge
Awareness
Interaction
Telepathy
Special Abilities
Extra Broad Skill: Personality - telepathy.
Natural Armor - Fur: Like furred mammalian species, the Torani have natural armor. (For Low Impact Type Damage
Only). d4+1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4-2w / d4-1w /
d4w (LI/O). They are retractable
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Urtoran
Physical Description
Descended from huge land mammals resembling large bears, the Urtoran are tall furred mammalian humanoids
resembling a merging Earth bears like the kodiak and the grizzly. Their coats vary from black to brown, and they are
usually quite large. Their coat lighten as the Urtoran get old and they are one of the longest lived species of the
region.
Average Size: 3.25 m
Average Mass: 225 kg
Average Life-span: 350 yr.
Reproduction: Heterosexual, viviparous
Body Temp: 36 degrees C
(* Because of the Urtoran large size, they cannot use any weapons smaller than Short Rifle without a special
modification (+15% to the price)
Ability Score Modifiers
Race
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Urtoran
+30
-10
-10
-10
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Urtoran
25
70
15
Historical Details
The Urtoran homeworld, Urtor, is human normal in every aspect except its gravity is 1.28G Gravity.
Urtoran evolved not unlike the humans, except in one peculiar aspect. Huge planet-wide wars never occurred,
although there has always been fierce competition between clans. Eventually, and relatively a lot sooner than the
other races, the Urtoran developed a world government and soon had a considerable stellar Empire.
Because of their religious influences, they adhere closely to a religious philosophy of non-violence against their own
kind, and resort to violence against other species only when necessary. So planetary wars were even more rare for
them. However, any attempt to seize territory from them was met with the fiercest of resistance.
Senses
All Urtoran senses are the same as human.
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Attitudes
Urtorans, among many other things, are one of the most social beings ion the region. The Urtoran are one of the most
friendly and least aggressive race in the Frontier-Rim-Dominion sector. They center around pleasure and physical
strength, although pleasure may come before physical strength. The Urtoran value intelligence, spirituality, honor, and
courage. They accept all species from the F-R-D sector as equal.
Urtoran are very philosophical and religious, always searching for a meaning in things and circumstances. However,
the pursuit of meaning never interferes with ones obligations, and honor, but is at many times, the subjects of long
sonnets.
Their hero image is the warrior bard. Music and art are prevalent their society, closely linked to their religions.
The Urtoran society is not unlike the human society, with the nuclear family as the basic unit. Each nuclear family
belongs to a clan. The clans answer to the Regional Authority, and so on. Their basic governmental structure is a
democratic monarchy with some influence from the predominant religion.
One tradition among Urtoran is related to the Urtoran image of a warrior bard. Although the Urtoran are, a majority of
the time, friendly and non-violent, they are not without their limits. Should one of these "lovable teddy bears" be
pushed over these limits, he will attempt to emulate a warrior bard, and rip his taunter into bloody shreds (Battle
Rage) and be prepared to sing a suitable epic describing the entire incident immediately after the blood has been
cleaned off.
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Racial Abilities
Urtoran Slumber- The Urtoran have an ability to slip into a deep sleep, a special type of healing and revitalizing
sleep. It regains a certain amount of Stamina back if any has been lost in combat. SUCCESS RATE: {INT/8} +
{Current STA/5} %. STA HEALING: {INT/25}d6 STA.
Battle rage- As mentioned previously, if a Urtoran is pushed to far, he will go berserk, or go into Battle Rage.
SUCCESS RATE: {LOG/10}%.
Fur Armor- The Urtoran, have 5 points of natural armor (For Impact Type Damage Only) because of their fur. This
means anytime an Urtoran is hit it subtracts 5 points from any damage taken.
Claws- The Urtoran have a +8 MAX DMG to his Punching Score when the PC specifies that he is going to scratch.
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Alternity Conversion
Urtoran
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Constitution
Will
Personality
Personality
Special Abilities
Urtoran Slumber- The Urtoran have an ability to slip into a special type o f deep healing and revitalizing sleep.
Wounds can be healed at a rate of 1d3 for every 8 hours of Slumber. However, the Urtoran can only sleep up to his
CON score in hours before the Slumber heals now more.
Battle rage- If an Urtoran is pushed to far, he will go berserk, or go into Battle Rage. 2 Step to all physical actions. No
Stamina - endurance checks on Amazing Damage. Ignore Dazed effects from Stun and Wounds. Ignore Knockout
result from Stun until end of combat. Once it is over, then the knockout takes effect.
Natural Armor - Fur: Like furred mammalian species, the Urtoran have natural armor. (For Low Impact Type
Damage Only). d4+1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d6s / d4w / d4+1w
(LI/O). They are retractable.
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Wen'tri
Physical Description
Wen'tri are quadrupeds mammalian tailed species, however, their front paws are used as manipulators. They
resemble a cross between the terrestrial weasel or ferret, and an otter. Their color range can vary from a
combinations of greys and silvers to a combination of light browns with patches of red or black. Their fur gets lighter
as they get older. They are one of the smaller species in the region, but find that more an asset than a handicap.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Wen'tri
-10
+10
+5
-5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Wen'tri
Historical Details
The Wen'tri are a unique and mysterious species in many ways. They were discovered by a joint K'Dasi- Skaniis
Expedition on the other side of S'saran space (since the S'saran were too lazy to explore it themselves). However,
they found them through a large region with no evidence that they ever had FLT capabilities. After an investigation, no
answers were found. However, suddenly, the Torani and the Tor'Drani were calling for their acceptance onto the
Dominion and recognition of their Sovereignty. This was unprecedented for two reasons - first, that the Torani and the
Tor'Drani would agree on a course of action and second, that they suggested acceptance without clientship first. It
passed after some debate, and there was some unrest with that decision among the citizenry of the Dominion.
The investigation assumed that they were a slave race to the J'Vaarians and were left behind when the J'Vaarians
were defeated. Of course, the Wen'tri have not divulged any clue to what the truth is, and let anyone to make their
guesses. They, themselves, had no evidence of technology and seem happy to be without it.
Despite the lack of technology, however, their incredibly potent telepathic capabilities were regarded by the
Directorate as too valuable to allow the Wen'tri to be barred from contact.
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The Wen'tri have no representative in the Supreme Directorate, despite their acceptance into it. The Torani seem to
look out for there interests politically. They occasionally send a delegate to make a statement or two, but are more
than willing to let the others run the Directorate's day to day business.
However, the Wen'tri are involved with the Alliance Council. They seem to show a strong interest in the well-being of
the Frontier-Rim Coalition region, but are not telling why.
Senses
Except for their telepathic power, the Wen'tri have no especially acute senses.
Attitudes
The Wen'tri are pleasant to almost everyone. Even if they sense that the particular person wants to injure them, they
are still polite. They respect anyone with a strong sense of commitment and loyalty. No particular race rubs them
wrong. They are peaceful and non-violent. They are very calming in their demeanor and tend to win trust over faster
than most species. They are among the best diplomats in the Dominion.
The Wen'tri want to continue their lives without too much involvement with the Directorate and the Frontier-Rim
Coalition. They seek only knowledge of the universe and it's many wonders. They are extremely curious about things
in this regard. They are said to be the great holders of all things secret about the universe. This may or may not be
true, but the Wen'tri aren't telling. All others know is that they often here their Wen'tri companions say "oh... you didn't
know that?..." after discovering an ancient secret.
Racial Abilities:
Natural Electroshock - The Wen'tri have the ability to charge up their bodies with a painful amount of electricity, like
the Electric eel. SUCCESS RATE: {(STA+INT)/10}% / DMG: {STR/5} * The percentage given in the Electroshock
ability is the percent chance that the Wen'tri's body has built up enough charge to release a damaging burst; percent
chance to actually work. This ability is not transmitted; it is a field released about the Wen'tri's body.
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1. Communicating and reading at close range means the character the Wen'tri is communicating to is within the
Wen'tri's Close Range Modifier. Close Range Mod.: {INT x 5}m. There is no cost for this use. Telepathy:
Characters (Grand:Close) Level [1d3]
2. Communicating at extreme ranges means that the targeted character is in the Wen'tri's Extreme Range
Modifier. The character must be either known to the Wen'tri by name, or he must be in sight. Ext. Rng. Mod:
{LOGx5}km. This use costs 1 point of Stamina every 15 kilometers the character is away. Telepathy:
Characters (Grand:Extreme) Level [1d3]
3. Communicating with someone that is light years away means that the targeted character is at least 1.0 light
years away, and at most, at the Range of {(LOG+INT)/16} Light Years. The targeted character must be known
to the Wen'tri, and the Wen'tri must have previously touched him. This costs 5 Points of Stamina for every
Light Year the Character is away. Telepathy: Characters (Grand:Light yr.) Level [1d3]
* Any telepathy (Except Light Years Telepathy) among Wen'tri is Automatic; no roll is necessary.
Claws: +4 Points to PS
Fur Armor- The Wen'tri have 5 points of natural armor (For Impact Type Damage Only).
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Alternity Conversion
Wen'tri
Ability
STR
DEX
CON
INT
WIL
PER
Ability
Strength
Dexterity
Constitution
Intelligence
Will
Will
Personality
Special Abilities
Natural Electroshock - The Wen'tri have the ability to charge up their bodies with a painful amount of electricity,
like the Electric eel. Target rolls CON Feat Check, -3 Step.
Grand Telepathy: Wen'tri have a strong natural aptitude for Telepathy. They have a natural -3 Step to any
Telepathy specialty skill, and their range can extend to light years using Telepathy: contact. Use the following
chart to determine penalty: (The below steps already take in consideration the Natural -3 Step Wen'tri have).
Distance
Modifier
1 - 5 ly
+3 Step
6-10 ly
+4 Step
11-50 ly
+6 Step
The Wen'tri can only contact people he has had interaction with. The targeted character must be known to the
Wen'tri, and the Wen'tri must have previously touched him or made Contact with him.
Natural Armor - Fur: Like furred mammalian species, the Wen'tri have natural armor. (For Low Impact Type
Damage Only). d4-1 LI / 0 HI / 0 En
Natural Weapons - Claws: On a successful Unarmed Attack - brawl or power martial arts, they do d4s / d4-1w /
d4w (LI/O). They are retractable.
Fast Movement: When calculating Combat Movement, the Wen'tri get a +2 modifier to the STR+DEX total.
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Sta/Str
Dex/RS
Int/Log
Per/Ldr
Creshian
+5
-5
+10
-10
Ecreshian
+10
-5
-5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Creshian
14
34
5.8
Ecreshian
12
32
5.5
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The Creshian evolved centuries before man and had developed a substantial stellar empire before man was able to
reach the stars. However, due to the immense wars that erupted between the Creshian and the Krowl ( ... and
subsequently the Ecreshian), their empire crumbled; but not without taking the Krowl race with them.
The Krowl were a very secretive but violent and dominating race. They preferred to attack using genetic modifications
of their enemies that they would create, and genetically code as an enemy to their original race. This would allow the
Krowl to attack in secrecy, waiting for the perfect chance; waiting for the enemy to approach the brink of collapse, and
step in at that moment to force an assured surrender.
Thus the Ecreshian were developed. However, before the new subrace could become a significant threat, the
Creshian were able to discover the Krowl invasion. The Creshian quickly and viscously retaliated at the Krowl,
inflicting major loses. This war went on for centuries, nonstop. however, when the Ecreshian finally arose as a power,
the war for the Creshian began to look dim. The Creshian were able to crush the Krowl to near-extinction, but not
before their empire was destroyed and their society knocked back into a stone age. The Ecreshian, who ended up
warring with both sides, also entered into an age of severe decline.
Recovery for the Creshian, because of certain circumstances, came relatively quick. After several centuries of hard
times, they were able to reestablish a new stellar empire, and peacefully encounter other races. When the Ecreshian,
who were an another separate planet (a former Krowl colony), the encountered each other with flaring violence.
Before another war of extinction could erupt, however, the Creshian and the Ecreshian agreed to a Pact of Covert
Aggression; a war that was fought with honor and in the shadows; one that wouldn't be quite as devastating.
According to this Pact, if a member of each race were to meet in any situation, a challenge must be issued within 38
hours of the meeting (38 hours being the day of the Creshian Homeworld, Cret). The two are to meet in combat,
weapons chosen by the challenger's opponent. The Pact also allows for assassinations, and the like. The Pact strictly
forbids the interference by outside races.
Senses
Both species can sense changes in air pressure around them extremely well. Their hearing is a little beneath the
human standard, which is why most where a hearing enhancement of somekind. Both species can reach very high
sonic frequencies with their voice.
The Creshian have a keen sight and agility that allows them to sight specific targets in ranged combat without penalty,
no matter what range or size of target. The Ecreshian lost this ability when they were created.
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When in water, both species can speak using high frequency sonics, which can not be heard by normal humans.
Otherwise, they speak Common well, and can actually master many of the other more difficult alien languages. They
have a wide range of vocals.
Attitudes
The Creshian are a strong and honorable race, respecting loyalty to a code of life, whatever code that may be. They
admire strength in will, endurance of hardships, and overall strong personalities.
The Ecreshian feel that they are a superior race, and respect submissiveness to the will of the race. They respect
strength among their own, and seek weakness in all others. If they don't find that weakness, they feel threatened, and
seek the destruction of the strong.
Racial Abilities
Body Pressure Regulation: Both races are able to control their body functions, especially their body pressure to
extreme lengths. They are able to go to extreme depths in oceanic areas, far deeper than any normal human.
Keen Sight: The Creshian have a keen sight and agility that allows them to sight specific targets in ranged combat
without penalty, no matter what range or size of target. This means they ignore ranghe modifiers in combat.
Endurance: The Ecreshian haven endurance that out does their counterpart, and this allows for higher damage
threshold. The Ecrshian do not fall unconcious from damage until they reach a STA score of 1.
Sonic Blast: Both species can produce a high frequency sonic burst that can cause damage to normal "landcrawlers". Roll on the +X column, and use 1/3 the character's STR score as MAX Damage.
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Frak'terian
Physical Description
Frak'terians are tall humanoids creatures, covered in a leathery wrinkled skin. They
have vaguely horned-heads with small eyes, and a tapered nose area. Their hands
and jointed-testicular members, covered in the same thick leathery skin.
Their skin appears to be stretched. They have a large amount of access skin, but it
self-retracts when stretched. This theorized to be a defense mechanism left over
from the creatures they evolved from.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Frak'terian
+5
-10
+10
-5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Frak'terian
10
30
Historical Detail.
Frak'terians were contacted by the Dralasites when a Frak'terians life-ship came to the aid of a Dralasite space liner in
trouble on the Outer colonies of the Rim. The Dralasite ship was under quarantine with a deadly virus (some suspect
the Blue Plague, but no one truly knows), and the "fraks" were able to cure the entire ship.
The Frak'terians have revealed much of their history to the Frontier diplomats and analysts, revealing a society with a
long history revolving around the life-sciences. Life, to them, is sacred. Most, among the other things they do in their
day-to-day lives, are experts in some area of life sciences, with respect to their species, and sometimes others as
well.
The Frak'terians have a long history, dating back before humans had evolved from the predecessors. They struggled.
like most races, through hardship, war, and global threats. Their homeworld is in an area of space just beyond the
Liberty colony of the Frontier. They have colonized the world within their system, and a few outside. They don't call
85
Senses
Aside from their very special life-sensing talent, the Frak'terians have normal senses, comparable to humans.
Attitudes
All sentient life is important to the Frak'terians, and they show respect and reverence to all, unless they prove the
deserve otherwise. Their aforementioned "dark side" is quite ruthless and vengeful. They use bio-weapons only they
know of, to destroy. There exists a rumor that a Yazirian battle raged on-board one of their life-ships, killing several
patients and a few Frak'terians. Not only was the offender killed, but all existence of his genetic code was erased from
Frontier society. Before the Frontier government could intercede, all those related to this particular Yazirian suddenly
fell ill and died.
Frak'terian Life-ships are like interstellar travelling hospitals. They usually travel in areas that are dominated by a
select group of species, so as to not to over-tax their facilities. Support for more than 2 or 3 species can cause major
problems. No one knows why they do this. They simply travel through out specific area of space, helping out in all
things medical for the colonies when they can. They usually come to the aid of most major medical and biological
problems, including plague, planetary famine, and the like. They only ask for favors and enough credits to keep
supplies up.
This kind of society obviously created some of Allied Space's best physians, biologists, and xeno-biologists. Many
corporation make large offers to the Frak'terians for their employ or at leasta peek at their medical records, but to no
avail.
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Some believe they are studying all the known species, and using that data to create bio-weapons against them.
Those the heed to that doctrine are in a small conspiratorial minority. But this minority have formed into pockets of
suspicious anti-Frak'terian groups.
One thing to note about the Frak'terian society is that there are very fw mentialists. It is theorized that their psionicbiology focused all their psi-potential into the life-sense ability, negating the possibility of any other use of psionic
power. (in game terms, a Frak'terian mentalist character des not get the Life-Sense racial ability.)
Racial Abilities
Life-Sense: Frak'terians have a close link to the forces of life. They have the ability to touch a living creature and
determine many of the medical problems it has. Some even can heal some ailments. In game terms, this has three
uses.
Proximity Life-Detect: With a range ({INT/5}) the Frak'terian has a chance to detect any living creatures around
them. They start out at Level 1 in this ability, and can raise it at Professional cost. This, of course, makes it very
difficult to sneak up on a Frak'terian.
Empathic Diagnosis: Frak'terian, with a simple touch, have a chance of diagnosing ailments and other maladies
in a sentient being. This assumes that the Frak'terian has some knowledge of the physiology of the particular
sentient being. This ability starts out at Level 1 and can be increased at NonProfessional cost
Empathic Healing: This allows the Frak'teriam access to three mentalist abilities:
Heal Others
Heal Self
These can be bought at normal professional cost once Empathic Diagnosis is at Level 3. Otherwise all the
applicable rules apply as per a mentialist.
Bio-science Bonus: This gives the Frak'terian player bonuses towards purchasing medical and bio-science skills.
The following skills are half their normal cost for the player characters:
Biology
Botany
Forensic Medicine
Zoology
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Hol'taerran
Physical Description
Hol'taerran or "holies" as the humans call them, are thin, gaunt humanoid creatures, with large
heads, a extended snout and thin slanted, blue-tinted eyes. They have four long digits on both
the hands and feet. They appear faintly mammalian, with colored patterns along their skin.
Hol'taerrans can not communicate with out their Schara'Ta or Soul-Crystal. They in fact can
see, hear or interact with non-Hol'taerrans in anyway without their crystal. Some more
adventurous have these crystals implanted, while others carry them.
Average Size: 2.4 m
Average Mass: 65 kg
Average Life-span: 290 years
Reproduction: heterosexual, viviparous
Body Temp: 33 C
Ability Score Modifiers
Race
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Hol'taerran
-10
+5
+10
-5
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Hol'taerran
10
30
Historical Detail
The Hol'taerrans are a peaceful race only recently contacted by the Frontier. They apparently have a small stellar
empire just outside of the Yazirian sector of the Frontier. They have kept a quiet and peaceful existence for many
centuries, watching and waiting for the opportunity to meet other sentients.
When they were first contacted, they seemed semi-sentient and non-communicative. However, as the contact team
discovered, this was not the case. In fact, they simply had lost the ability to communicate with other sentients all
together.
This inability to interact stems from the species' history with psionics and the advancement of related sciences. Their
history is a perfect example of psionic sciences gone bad. It starts in far corner of space long forgotten, long before
the Tetrach Societies.
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During this time, the Hol'taerran knowledge of psionic skill was unsurpassed, and their psionic technology was equally
as amazing. 95% of their population eventually was psionic. Non-psionics were enslaved. The Hol'taerran psionics, at
one time, had a immense stellar empire, spanning area of space long forgotten. But something happened, not even
the Hol'taerrans discuss that caused their collapse. It's is unclear whether they have simply forgotten that part of their
history or are hiding it.
Now Hol'taerrans seem to be in search of something. They form large groups which migrate often, en mass, from one
world to another, every decade or so, depending on the group or T'charan'da (Clan - see Social Structure below). No
one knows what exactly they are searching for, but some guess lost technology from their empire, perhaps to
reawaken it. The Alliance Militaries both keep a watchful eye on the Hol'taerrans.
Senses
Hol'taerrans have normal senses at all levels. However, they rarely utilize them when their psionics can be used
instead.
It became necessary to use the crystal when Hol'taerrans began collapsing from exhaustion after using telepathy for
extended periods of time, with other sentients. They say that it is extremely taxing to over-come many of the mental
barriers that other sentients have to use their type of telepathy.
They have no known common language. They normally speak in thought when in groups.
Attitudes
Hol'taerrans are not a trusted race. Most suspect of deeper motivation than simply exploration. Some believe, no
single race amasses a huge empire in order for it to fall apart, and never try to get back to the days of glory. They also
condone slavery of their own kind (non-Psi talented), which is frowned upon in most other sectors of Allied space.
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Most species do not trust the Hol'taerrans totally. However, their power in the mentalist psi abilities have kept them as
a useful addition to Allied Space society. They are some of the best Psi trainers and have established several training
facilities in Frontier space.
One of the more prominent rumors about this species is related to the Soul Crystal itself. Only the Holies themselves
know where they come from. Many suspect that they have more power than just their apparent abilities. Some believe
that the Crystals act as a enhancer to their Psi abilities pertaining to persuasion and manipulation of other's emotions.
This, of course is simply a rumor, with no foundation in fact.
Racial Abilities
Psionic Bonus: Hol'taerrans, of course, automatically are enlightened, and can choose any 3 of the basic Mentalist
power of their choice for free. Along with this, they automatically get Telepathy at +X.
Soul-Crystal: This is a Optional aspect of the Hol'taerrans. The GM can decide what the exact powers of the Crystals
have. A Holie PC can work with GM to come up with this.
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Karian
Physical Description
Some call the Karians Yazirian without the wings, but with more attitude. They are a simian race, intelligent but
violent. The usually are just shorter than the average human, and have a slight hunch. Their snout is not quite as
prominent as the Yazirian, and they are fanged. They are extremely strong, and savage when angered. They vary in
color and in general physiology, and can be broken down into three basic units. These units were given names by
their Terran masters centuries ago.
Gorilla caste - the warrior and worker caste. They are larger, and have black fur all over their bodies, with dark
skin in the bare areas.
Chimp caste - the religious and scholar caste. Usually they are smaller than the gorillas, with black fur and lighter
skin.
Tang caste - the leader class. Tangs are reddish fur and light skin.
Sta/Str
Dex/RS
Int/Log
Per/Ldr
Karian
+5
+5
+5
-15
Movement
Race
Walk (m/turn)
Run (m/turn)
Hrly (km/hour)
Karian
10
30
Historical Detail.
The Karian were brought into the star-faring age rather abruptly, when the Terran Expanse landed on their world,
Kara. Corporations saw them as semi-intelligent beasts, attempted to enslave them and when they fought back, the
Terrans were totally unprepared. The Karian fought with incredible fervor, and learned to use Terran weapons and
equipment quickly. Their endurance for pain, and the ability to withstand extremes overshadowed the Terrans
resources and technology. The Terrans had to abandon the Kara system, but not before interfering with the Karians
so much that they would soon be reaching into the stars.
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Senses
Karians have equivalent senses to humans except in the sense of smell. Their smell sense is far superior.
Attitudes
Of all the races the Karians know, Humans are their sworn enemy. However, they do not have the resources or the
allies to wage war with them, so they only can politically fight them. The Yazirian is a puzzlement to them, and some
believe they are a lost fourth caste that the humans took from them. Others believe they are a mutation, and should
be destroyed. The Karian High Council has not passed judgement on them yet, so Karians accept them.
Karians have a strong honor code like the Yazirians or the Halogai'. This honor code stems from a strict religions the
Karian called simply the Faith. True Faithful are sometimes dangerous fanatics. Because of their past with the
humans, the Faithful have declared a kind of secret holy war against the humans. Terrorism is one of their strongest
weapons.
The Karian religious, otherwise known as the Faithful, dominate the culture. Their society is more a theocracy than
even the S'saran. At least the government is a separate entity in the S'saran society. This is not the case of the Karian
society, where the government is the church.
The Karian society has a strong undercurrent of revenge flowing through it. The Karian society know that they can not
take on the Humans now, but they want revenge very badly. So they quietly plot revenge against the humans.
Karian society is divided up into three castes, as mentioned above. These castes are based on the three subspecies
of the Karian.
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Chimp caste - Made up the smaller, more agile of the species, they are traditionally the lower class religious
and scholar members of Karian society..
Tang caste - The smallest portion of the Karian society, they are also the leaders, the government and the
high priests.
Racial Abilities
Sense Presence: Because of their sense of smell, Karians can sense the presence an approaching individual. This
gives the Karians a +1 to their Initiative Modifier (IM).
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1. Partial Experience is experience recorded for a specific skill and is used only to advance that specific skill. It is
gained when a PC successfully uses the skill at least once during an adventure. The player marks his skill each
time he uses it successfully in the appropriate column (see Advanced Star Frontiers Character Sheet)
2. General Experience is the general XP points gained by successful attribute rolls and other non-skill roll related
successes, and when the GM deems it necessary as a reward. This type of XP is used toward attributes, racial
abilities, buying new skills, and any other non-skill advancement aspect.
3. To advance a PCs attributes with General XP, the PC can use only (100 - Attribute wanting to advance)% of his
current General XP. Ex: A PC with 5 General XP wants to advance his STA (50); (100 - 50) = 50% of 5 = 3
(rounding up) can be used making it 53.
Both types of XP should be given out sparingly; at most 1d6 per adventure.
The Expt. Level is used to improve a success. A PC can subtract 3% * Expt. Level from the skill roll whether it is a
success or failure. Example: A PC has a level 8 skill.. The PC receives a total of -2CS bringing him down to a +6 column
on the Result Table. He also receives a total of +6 CS in the same attempt, bringing him to +X and making 1 his Expt.
Level. On the roll for that attempt, the PC can subtract 3% from it.
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Additional Skills
ARMORER
DEFENSIVE SCREENS
known. The level of the skill reflects what size ship the PC has
are impossible.
knowledge about. The lower the level, the smaller the ship, and
visa-versa. This skill can be professionally taken by Enforcer.
COREQUISITE USAGE
ENGINEERING: SHIP DESIGN
--Physics-- Combined with physics of any level, the character
with just an Armorer skill. The character can not make this kind
up to the GM.
given the proper supplies, etc. This kind of attempt can not be
made without both Armorer skill and Chemistry skill.
MEDICAL: CYBERSURGERY
Prerequistes: Medical: Medical Diagnosis, Cybernetics &
Final Notes: This skill also includes all suits in the original Star
CyberSurgery Kit
This is the skill that allows you to understand all ship computer
professionally to Scispec.
ROBOTICS: DESIGN
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This is the skill used to fire long range weapons indirectly with
character has this skill also. In this case, the firing PC adds the
systems and personnel work and how to set up one for a ship.
spotting PC's skill level to his own. This skill is available to the
XENOTHEORY
Prerequisites: Exobiology
WEAPONS: DROPPED
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minutes. The light can be any color, but most mentalist's prefer
others.
Reduction*
Expansion*
Teleportation: Objects
Lights*
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New Professions
NOTE: The Colonist and the Crewman both do not have a professional skill. The PC who wishes to enter either career
can add a total of 7 point to any pair of stats.
Colonist
A Colonist is a profession that is basically a jack-of-all-trades. A colonist is not so much a person who likes to colonize
people. They are more like the type of person that is handy to have around. They are called colonist because most do
become colonists, by volunteering for colonial expeditions. Their professional skills are as follows:
Appraisal
Law
Bluff
Machinery Ops
Bodyspeak
Machinery Repair
Chef
Making Items/Structures
Climbing
Medical Diagnosis
Medical Treatment:(Choice of 1)
Concealment
Persuasion
Disguise
Photography
Dramatics
Politics
Entertaining
Robotics: Identification
Finance
Robotics: Activate/Deactivate
Gemology
Society
Geology
Vehicles:(Choice of two)
Geophysics
Weapons: Beams
Haggling
Weapons: Melee
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Crewman
Crewmen are the backbone of the Fleet and the workhorse of a ship. They know their duty inside and out. They combine
the agile skills of a Techex and the discipline of an Enforcer to get things done in the controlled environment on board a
starship. The following are the Crewman professional skills:
Chemistry
Machinery: Operation
Machinery: Repair
Communications: Repair
Medical Devices
Medical Diagnosis
Medical: Wounds 1
Computers: Interface
Vehicles: Atmospheric
Vehicles: Cars
Engineer: Civil
Weapons: Beam
Engineer: Mechanical
Weapons: Missiles
Weapons: P.G.S.
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Profession Specialties have specific skill available to it. They are bought at normal professional cost, but no other
profession specialty skills can be bought at nonprofessional cost. To advance the skill levels of the skills acquired from the
Specialty, it only cost normal professional cost.
List in this section are the exit options for each specialty. Once the PC meets the Exit Requirements, he can choose from
any of the listed Specialties to move to. The PC must also meet the Entry requirements for the new Specialty to choose
from the Specialty's skill list.
Some exit options list other profession's specialties. When a character chooses this option, he is not changing his
profession, just his specialty and is entering into a realm of specialty where most if not all prerequisite skills will be
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Exit Requirements: All Spec. Skill Level (#). This means the character must buy all the specialty skills under his current
specialty (unless he already has them), and then get to the level as listed before exiting.
Cross-over Specialties
Any person within a given profession can choose from the list of Profession Specialties attributed to his Profession. Note
that some professions share specialties. These types are called cross-over specialties.
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The Specialties
The following is a description of each of the specialties, listed with its prerequisites and Specialty Skills. Once the PC
qualifies (passes the Prerequisites) for the Specialty, he may choose from skill listed below.
ENFORCER
Assassin
Prerequisites : 4 XP, Weap.: Melee Weap. Lvl 3, Weap.: Martial Arts Lvl 4, Stealth Lvl 5, Any 2 Ranged Weapon Skill @
Lvl 5.
These are the elite group of Enforcers that have mastered the intricate application of stealth, cunning and dexterity in
order to take an individual being's life. The profession is considered an art in its own right, but art or no art, Star Law does
not look to kindly on Assassins. Being relatively illegal in most sectors is a major disadvantage, but being an assassin has
its advantages also. There is what is known as the Interstellar Guild for Assassins (IGA) on Outer Reach, Dramune.
An assassin PC can join and gain special access to the Black Market (for jobs and supplies) if he gives 5% of his earnings
from each adventure.
Specialty Skills
Marksmanship: PGS Weapons
Shadowing
Silent Kill
Spot Weakness
Corporate Security
Prerequisites : 4 Xp, Law Lvl 5, Sec. Sys.: Act./Op, Sec. Sys.:Deact. Lvl 4, Sec. Sys.: Detect Lvl 3, Comm. Dev.: Op.,
Any 2 Ranged Weapon Skill @ Lvl 6.
To be a Corporate Security or Corpguard, is to be the strong arm and tight grip of the executive level of the corporations;
the individuals that do the dirty work. Each major, and some minor corporations have an army of Corpguards. This
particular specialty makes up a majority in the Enforcer profession. Corpguards are looked on with mixed emotions by
society and its institutions. Star Law respects the Corpguards legal jurisdiction (corporation property), but once they step
out, the Star Law Rangers pounce on them like a cat on prey. General society show little respect to guards, but cause no
trouble with them. One good thing about being a guard is that they can always find a job.
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Specialty Skills
Corp. Intel./Counter-Intel.
Corporate Knowledge
Corporate Spy
Prerequisites: 7 Xp, Sec. Sys.: Detect Lvl 4, , Sec. Sys.: Deact. Lvl 4, Sec. Sys.: Open Locks Lvl 4, Comp.: Acc./Op. ,
Comp.: Bypass Sec. Lvl 4, Comp.: Display Info. Lvl 3,Weap.: Pgs Lvl 5
The corporate spy is the deep dark and very illegal profession that lives and thrives off of the secrets of competing enemy
corporations. They specialize in stealing corporate secrets to "further the growth of free enterprise". Corporate Spy is an
example of a cross over specialty. When an Enforcer specializes as one, he is called a corporate agent. When a Techex
specializes as one, he is called a technospy. They generally emphasize different things in the activities. Usually a good
corporate spy team has a mixture of the two. There exists what is known by Star Law as the Corporate Spy Underground,
which is the very secret underground organization that provides safe houses for corporate spies.
Specialty Skills
Computers: Espionage Programming
Corp. Intel./Counter-Intel.
Corporate Knowledge
High-Tech Forgery
Infiltration
Listen
Streetwise
Fighter Pilot
Prerequisite: 4 Xp, Veh.: Air Lvl 6, Comp.: Acc. & Op. , Weap.: Pgs Or Beam Lvl 7, Comm. Dev.: Op. Lvl 6.
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Specialty Skills
Accuracy
Basic Maneuvering
Combat Maneuvering
Combat Tactics
Command Skill
Emergency Landing
Law Enforcement
Prerequisites: 6 Xp, Law Lvl 6, Weap.: Beam Lvl 4, Weap.: Pgs Lvl 5, Running, Comm. Dev.: Op Lvl 3
Law Enforcement is a general specialty referring to any individual involved in enforcing the law. There are a few different
Branches of Law Enforcement a PC has to choose from when entering into the Law Enforcement specialty. The following
are the Branches for the Law Enforcement specialty:
Star Law:
For full understanding of Star Law's organization, jurisdictional powers, and roles, refer to the following articles: "Freeze!
Star Law", "Star Law Returns", "Silver-Twin", and "Star law: The Changes Over the Years". A character should choose a
branch, and take the lowest Rank in the branch. Silver Twin can only be chosen after serving in the Special Forces
Divisions and reaching the rank of Captain or better. As a Star Law Ranger (generic name given to any Star Law
employee), the individual gains the powers of his department. Also the Star Law PC may get some issued weaponry
(maybe even special issue), which will be up to the GM.
Free-lance:
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Specialty Skills
Contact Law
Corporate Law
Criminal Investigation
Legal Semantics
Space Law
Spot Hidden
Soldier
Prerequisites: 5 Xp, 3 Weapon Skills @ Lvl 5 With At Least 2 Being Ranged, Running, Weap.: Power Assault Armor Lvl
5, Veh.: Cars Lvl 4, Veh.: Transports Or Atmosphereic Lvl 4 .
The soldier of the Frontier fills many roles from peace keeper to war maker, from government special forces to mercenary.
There are three basic branches of service that a soldier may choose: Army (Land Fleet), SpaceFleet, and Mercenary.
Each is divided up into sub-branches. Land Fleet and Mercenary are sub-branches and are very similar, but there is only
one type of Soldier in Space Fleet, the Space Marine. Space Marine is usually achieved after a few years in Land Fleet.
Serving in the military usually entails good retirement benefits (usually because some mercenary "organizations" are not
quite as "charitable"). If the soldier is lucky enough to survive a life of many tours of duty on dangerous rim planets,
suppressing rebellions, and fighting "Xeno-threats", the government usually shows a good amount of gratitude.
Specialty Skills
Command Skill
Insurgency/Counter-Insurgency
Sense Ambush/Trap
Spot Weakness
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CASTer
Prerequisites: 5 XP, Robotics: Act/Deact, Robotics: ID, Robotics: Modifications, Robotics: List functions, Robotics:
Design lvl 5, Robotics: Repair lvl 5, Robotics: Alter function 4, Robotics: Alter Mission 4, Sec. Sys: Act/op. , Comm Dev:
Operate , Comm Dev: Repair 4, Brain-Link Cortex Coordinator
CASTers are Drone-control specialists. The specialty is similar to the Roboex specialty, but it deals almost exclusively
with drones of various types. CASTers are much in demand as operators of installation security systems, because one
talented CASTer can take the place of several live security guards.
CASTers are called CASTers because of their use of Cybernetic Artificial Sensory Transcievers (CAST). The CAST
allows the CASTer to simultaneously control drones by thought alone. When controlling drones through the CAST, the
CASTer will often become totally oblivious to everything except their drones. Most CASTers will keep at least one drone
near them while CASTing for exactly this reason. (See NewTech for CASTs and Drones)
Specialty Skills
Robotics: Modification expert
Robotics: OS
CompTech
Prerequisites: 6 XP, Comp.: Acc. & Op. , Comp.: Bypass Sec. Lvl 5, Comp.: Def. Sec. Lvl 5, Comp.: Display Info. Lvl
5,One Comp.: Repair Skill @ Lvl 5, Physics Lvl 5.
As the Alliance s need for hi-tech artificial intelligence grows, so does the need for their hi-tech masters. Computers, once
again, are the controllers, watchers, filers, and complex thinkers of modern society. But today's Frontier Alliance society,
learning from other societies long since destroyed by their own ignorance, has created the watcher of the watchers; the
controller of the controllers. Lying under a cloud of positronic filament transfer wiring and fiber-optic nerves is the
Computer Technician; the beings who insure that the Frontier Alliance society stays in operation, and also, insure the
computers stay under the society's command and not the other way around. He is constantly watching for signs of self107
The Artificial Intelligence Society (AIS) is the public organization for the dedicated CompTech. It makes a point to keep
separate from all government and corporate influences for the good of society, and is financed completely by its members
through dues. AIS members must give 10% of any mission pay check to the AIS. The AI Society stands behind all of its
members almost to a point of fanaticism. No galaxy, no planet, no continental district in the Alliance will fall under the
tyranny known as AIT as long as there are CompTechs around.
Specialty Skills
Computers: Design
Computers: Expert
Computers: Hi-Tech AI
Computers: Viruses
Rigjack
Prerequisites: 4 XP, Armorer Lvl 4, One Comp. Repair skill Lvl 4, , Engineer: Mechanical Lvl 4, Machinery: Op. Lvl 4,
Machinery: Repair Lvl 5, Robotics: Repair Lvl 3, Vehicles: Repair Lvl 4
There are far more machines in the universe than just computers, believe it or not, and most are just as complex and as
difficult to care for. Vehicles, and other machinery like warehouse loaders, special robotic equipment, heavy machinery in
factories, etc.; all these may be connected to some computer or be a part of some robot. The Rigjack can take care them
all, one way or another. Rigjacks are the repairmen, the mechanics, the plumbers,... of the galaxies and there is nothing
Rigjack can't do, or so most riggers would like to think. The Rigjack has the benefit of having access to the "Gadget"
Market; a market of new advancements in equipment and electronics that will aid them in their endeavors. The Rigjack
character, before a mission, may ask the GM what is available in the Gadget Market. Items and prices are up to the GM.
Specialty Skills
Technical Sabotage
Fixer Skill
Rigging: Structural
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RoboEx
Prerequisites: 5 XP, Robotics: Identification, Robotics: Alter Function Lvl 5, Robotics: Alter Mission Lvl 5, Robotics:
Design Lvl 5, Robotics: List Functions Lvl 5, Robotics: Repair Lvl 2.
Like the CompTech, the Robotics Expert seeks to act as master of the robotics field, watching and maintaining robotic
equipment all over the Allied Space. Working along side the CompTechs as members of the AI Society, they pledge to the
same principles of safe control and cooperation with Artificial Intelligence, but also insuring organic intelligent beings stay
the controllers. Robots would be the tools to which AI would attempt to dominate the organic society, so the RoboEx, in
his repairs, maintenance, and modification always watch for the signs of AIT Syndrome in robots. For more information on
AIS, and its doctrine, refer to CompTech.
Specialty Skills
Robotics: General Expert
StarShip Engineer
See Crewman: Star Ship Engineer for prerequisites, description and skills
Exit Requirments: Starship Eng. Level 3. All Spec. Skill Level 5
Exit Options: Rigjack; Comptech; Xenotech.
Techno-Spy
See Enforcer: Corporate Spy for prerequisites and skills. Techno-spies are the special area of Corporate spies that center
on stealing competing corporation's techno-wonders. For a better description of Corporate Spy, refer to Enforcer:
Corporate Spy.
Exit Requirments: Technospy Level 5. All Spec. Skill Level 5
Exit Options: Comptech; Rigjack; Colonist: Rogue
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Prerequisites: 6 XP, Comp.:Bypass Sec. Lvl 4, One Other Computer skill Lvl 4, Robotics: Alter Function Lvl 4, Robotics:
Alter Mission Lvl 4, Xenotheory Lvl 5
The space surrounding Allied Space is full of mysteries and secrets that the institutions of science believe they can learn
from. A whole area of study is dedicated to the study of alien artifacts, life forms, and civilizations. The Xenotech centers
his studies on the technical wonders found on alien expeditions and xeno-archeological digs. They try their best to
understand the alien techno-wonder's function, and learn from it to advance the Frontier Alliance technology. Most
Xenotechs are extremely curious and are dedicated to the advancement of knowledge, but experimenting with the
unknown can be beneficial and dangerous at the same time. There have been some strange unexplained deaths and
disappearances in this field of work, but the Xenotechs still go on.
Specialty Skills
XenoTech.: Analysis
XenoTech.: Computers
XenoTech.: Robotics
XenoTech.: Repair
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A new threat to Allied society has arisen since the introduction of unmonitored genetic experimentation done by the
Megacorps. Genetic Mistakes and Mutants (Gemms) are escaping, being dumped, or just let loose unlawfully into society,
contaminating it. It was deemed necessary by the Scispec profession and related institutions to start thinking about
decontaminating society by sending in specialist that knew how to eliminate these contaminants effectively. Some see it
as a job for the corporations that created them, but it seems that they are unwilling to take responsibility. Gemmers are
the specialist hired by interested or related parties to clean up societies gene pool.(...gene pool cleaners!?!?). They
specialize in the study of these genetic experiments, and effective ways to destroy them. It is a difficult job because lately,
corporations have been centering their genetic engineering research around making better soldiers. This makes it difficult
to hunt them down and kill them. Gemmers do have access to the latest in technology related to their career, and have a
secret honor society known as the Black Flag Society, which is dedicated to the clean up and elimination of these "genetic
abominations".
Specialty Skills
G.E.M.M. Analysis
G.E.M.M. Biology/Biophysics
G.E.M.M. TrackingSpot
Weakness
Streetwise
Medical Specialist
Prerequisites: 6 XP, Medical Devices Lvl 6, Medical Diagnosis Lvl 5, Medical Treatment skills Lvl 4, chosen Medical
Field.
Medical Specialist focus their interests in a specific area of medicine, sometimes on a specific race. The individual
wanting to specialize in medicine must decide, with the GM agreement, on a specialty field, like Genetics, Gynecology, ts
Plastic Surgery, CyberSurgery, Bionics, etc. Then the GM will decide on the specific bonuses which the character will
receive.
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Pharmacology
Planetary Surveyor
Prerequisites: 6 XP, Analyze Ecosystems Lvl 5, Analyze Animal Behavior Lvl 3, Archeology Lvl 3, Biology Lvl 3Botany
Lvl 3, Exobiology Lvl 3, Xenotheory Lvl 3, Zoology Lvl 3
One of the most enduring and oldest careers in the Frontier Alliance is the planetary surveyor. The Planetary Surveyor (or
just Surveyor) is the key individual in evaluating the classification and the feasibility of colonization of newly discovered
planets. They are always a part of a first-in team, usally taking up a major part of the team. They usually stay on
designated planets for long periods of time painstakingly recording data with the best of accuracy to make sure there is no
mistake. Many lives may depend on their decision, so they take great pride in their work. One big benefit of planetary
surveyors is their pay check. The corporations, especially during expansion times, are willing to pay incredible rates for
surveyors that are good and thorough at what they do.
Specialty Skills
Cartography
Cultural Anthropology
Ecological Dynamics
Oceanography
Sociodynamics
Terraforming Knowledge
Xeno-Specialist
Prerequisites: 4 XP, Archeology Lvl 4, Biology Lvl 5,Botany Lvl 2, Chemistry Lvl 4, Exobiology Lvl 4, Genetics Lvl 4,
Physics Lvl 3, Xenotheory Lvl 4, Zoology Lvl 4
Another career related to the grand mysteries that await in the unexplored space beyond Allied Space, the XenoSpec
emphasizes on the hard science of alien studies; archeology, exobiology, botany, and other sciences. They sometimes
are a part of first-in teams if there is a belief that there is something related to alien cultures on the prospective planet.
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Specialty Skills
Exobiology: Expert
Xenoarcheology
Xenoculture
Xenolinguistics
Xenopsychology
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Attack Scout
Prerequisites: 6 XP, Camouflage Lvl 6,Comm. Dev.: Operate Lvl 4, Concealment Lvl 4, Stealth Lvl 4, Survival Lvl 4,
Weap.: PGS Lvl 5
The Frontier's version of a special forces commando, the Attack Scout is usually the first in on an attack on an alien world,
or usually the central part in a special mission. The Enforcer is not the only profession related to the military. Attack Scout
teams are strictly a part of the SpaceFleet Space Marines and are specially trained with special commando techniques for
dangerous, small group missions. Attack Scouts are also survival experts, trained to survive in high risk environments
solely to get their mission complete.
Specialty Skills
Command Skill
Commando Skill
Sense Ambush/Trap
Set Ambush
Survival Instinct
Contact Emissary
Prerequisites: 4 XP, Body Speak, Communication Lvl 4, Finance Lvl 3, Haggling Lvl 4, Law Lvl 3, Persuasion Lvl 4,
Politics Lvl 4, Society Lvl 3
Much lies on the shoulders of a contact emissary. Their main purpose is to represent their employee in a first contact
situation with an alien life form, one that has been approved for contacting. The employer may be a corporation, planetary
government, or the Council of Worlds itself, but permission must always be gotten from the Security Council, and the
contact must be supervised by Star Law. Contact is up to the emissary, and one wrong move could scare or insult aliens
into war. The emissary must be very eloquent, and strong in cultural etiquette. He must be a good diplomat. First always
makes the difference.
Specialty Skills
Contact Law
Diplomatic Oratory
Xenoculture
Xenoliguistics
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Jugger
Prerequisites: 4 XP, Camouflage Lvl 4, Pumping Fed. , Ride Mount Lvl 4, Running, Stealth Lvl 4, Survival (two climates)
Lvl 4, Tracking Lvl 4, Weap.:Martial Arts Lvl 4, Weap.:Melee Lvl 4
The real test of an athlete is the ability to play any game thrown at him and do it well. Sports and athletics center around
the Jugger career; a career that involves all possible sports and games (including gladiatorial games). A jugger spends his
life travelling between each planet that is in his conference district taking on the Challenges that each conference throws
at him. He is the ultimate athlete, gladiator of the Allied Space.
Specialty Skills
Athletics Skill
Cheat Skill
Master: Melee
Push Skill
Ranger
Prerequisites: 5 XP, Analyze Animal Behavior Lvl 5, Camouflage Lvl 4, Climbing, Make Item/Struct. ,Survival Lvl 3 (2
Climates) , Track. Lvl 4, Weap.: Martial Arts Lvl 5
The primary function of the Ranger is a guide to the Rim worlds and the space surrounding them. They guide new
colonists to their perspective destinations. They are expert survivalists if anything should happen and are dedicated to
getting their job done safely. He'll protect them at any cost.
Specialty Skills
Foraging Expert
Hunting
Survival Expert
Survival Instinct
Sense Ambush/Traps
Draft 0.75
Recon scout
Prerequisites: 2 xp, Camouflage 6, Climbing 1, Comm dev: op 4, Comm dev: rep. 2, Concealment 6, Find Direction 5,
Make item/structure 1, Running 1, Stealth 6, Survival (x2) 3, Tracking 4, Vehicle:cars 1, weap.Beam or PGS 4
In contrast to the Attack Scout, the Recon scout's main objective is information. The recon scout will typically be infiltrated
before hostilities actually begin. Recon scouts are trained to go completely unnoticed by the opposition while gathering
information on enemy installations, defenses, troop quantity, quality, and composition and reporting this information to
friendly forces.
Specialty Skills
Cartography
Infiltration
Sense ambush/trap
Shadowing
Spot hidden
Set/disarm traps
Survival expert
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Prerequisites: 5 XP, Camouflage Lvl 4, Concealment Lvl 4, Exobiology Lvl 3, Stealth Lvl 4, Survival Lvl 4, Tracking Lvl 4,
Weap.: PGS Lvl 4, Xenotheory Lvl 3
The Xeno-hunter is dedicated to protecting society from any alien endangerment that might decide to infiltrate it without
proper examination and permission from the Immigration Council. Alien life forms that can blend in with out first being
registered are considered a threat to because of disease, and possible mixture in the gene pool. or Alien life forms that
want to dwell in Allied Space must be physically examined and registered as a safe life form. Entire races must be
observed and studied. Any "illegal alien" must be hunted down, and either captured or killed, but preferably the former.
Xenohunters and Gemmers often work closely together, so they also are permitted into the Black Flag Society.
Specialty Skills
Alien Investigation
Exobiology: Expert
Spot Weakness
Streetwise
Survival Instincts
Xenopsychology
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Contact Emissary
For a full description of Contact Emissary, see Explorer: Contact Emissary.
Exit Requirments: Contact Emissary Level 4. All Spec. Skill Level 5
Exit Options:Explorer: Ranger; Rogue
Information Investigator
Prerequisites: 7 XP, Bluff Lvl 4, Comp.:Acc.& Op. , Disguise Lvl 4, Dramatics Lvl 4, Entertain: News Presenting Lvl 4,
Law Lvl 4, Persuasion Lvl 4, Photography Lvl 4, Politics, Society Lvl 4, Veh.: Cars, Veh.:Transports
The news and information business has changed over the centuries. Government regulations do not allow for complete
"freedom of the press" because they have learned over the centuries that the press can sometimes cause problems in
more than one way. But journalists still thrive on retrieving information and reporting to someone, may it be the public or
the executives of a corporation, or even the government. Because their range of duties are different from the once called
reporters', they are now called Information Investigators. They themselves have changed little over the years working off
the same ideals that -the people have a right to know although they may be risking legal action.
Specialty Skills
Investigative Reporting
Journalistic Instinct
Journalism Semantics
Streetwise
Rogue
Prerequisites: 6 XP, Bluff Lvl 5, Chef, Comp.: Acc. & Op. , Cryptography Lvl 5, Entertaining (2 Styles) , Haggling Lvl 5,
Make Item/Structure, Persuasion Lvl 3, Veh.: Cars, Weap.: Beam Lvl
The rogue is a mercenary of sorts willing to do any thing for a price. He can be a smuggler, pirate, thief, or special courier
if the price is right. They usually travel the stars, from planet to planet, doing odds-and-ends jobs for anyone who's paying.
They don't stay in one place too long, because they usually have a bad record with the authorities who like to follow them.
The Pirate Alliance is always hiring rogues as is many terrorist and crime organizations and even many legitimate
corporations. Not all rogue jobs are illegal, and many stay clear of a bad record by just doing the legitimate jobs.
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Cheat Skill
Fast Talk
Piracy
Smuggling
Streetwise
Thieving
Underworld Knowledge
TECHEX
Prerequisites: 11 XP, Comp.: Acc. & Op. , Mach.: Operate Lvl 3, Mach.: Repair Lvl 2, Robotics: Ident. , Robotics:
Act./Deact. , Veh.: Machinery Lvl 2, Veh.: Repair Lvl 2
SCISPEC
Prerequisites:10 XP, , Comp.: Acc. & Op. ,Medica Diagnosis Lvl 4, Med. Treat.: (Choose One) Lvl 3
EXPLORER
Prerequisites: 11 XP, Body Speak, Climbing, Concealment Lvl 2, Geology Lvl 1, Geophysics Lvl 1, Haggling Lvl
2, Make Item/Structure, Medical Diagnosis Lvl 1, Med. Treat. Vet. Lvl 2, Persuasion Lvl 1, Weap. Beam Lvl 2.
CREWMAN
Prerequisites:Comp.: Acc. & Op. , Mach.: Op. Lvl 3, Mach.: Repair Lvl 2, Med. Diagnosis Lvl 2, Med.
Treat.:Wound 1 Lvl 2, Veh.: Atmos. , Veh.: Cars, Weap.: Beam Lvl 1
Exit Requirements & Options: When a Colonist chooses the other profession option, the character has chosen to
completely change his career. For exit options and requirements, 'just go by what his new profession is.
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Astrogationeer
Prerequisites: 5 XP, Comm. Dev.: Op. Lvl 4, Comp.: Acc. & Op. , Comp.: Disp. Info. Lvl 3, Comp.: Interface Lvl 4, Comp.:
Prog.Manip. Lvl 4, Comp.: Ship Ops. Lvl 5, Find Direction Lvl 4, Physics Lvl 4
Also known as Helmsman, they work to get their starship to the exact destination discerning from all the other millions of
pinpoint stars. Navigating through the stars is an extremely difficult and complicated process, and at times the Helmsman
has to do his job in just a few seconds to save his ship.
Specialty Skills
Astrogation: Chart New Route
Combat Tactics
Command Skill
Emergency Jump
Fighter Pilot
For a full description of Fighter Pilot, look under Enforcer.
Starship Engineer
Prerequisites: 5 XP, Comp.: Interface Lvl 4, Comp.: Prog. Writ. Lvl 4, , Comp.: Repair Main. Lvl 4, Comp.: Ship's Ops. Lvl
4, Engineer: Civil Lvl 4, Engineer: Mechanical Lvl 4, Engineer: Nuclear Lvl 3, Mach.: Repair Lvl 4
The classic in engineering masters, the starship engineer has been passed down over the centuries with extreme
stereotyping. They have much weighing on their shoulders, and they take their work with extreme pride. They get by
extremely attached to the ship they work with and are extremely critical of other engineers work (constructive criticism).
They service and control all the systems on board the starship they are in charge of. They perform great miracles in times
of extreme need and would sacrifice anything to save their ship.
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Command Skill
Damage Control
Weapons Operator
Prerequisites: 5 XP, Comm.Dev.: Op. Lvl 4, Comp.: Acc & Op. , Comp.: Interface Lvl 4, Comp.: Ship Ops. Lvl 4,
Engineer: Ship Design Lvl 3, Weap.: Beam Lvl 3, Weap.: Missiles Lvl 3, Weap.: P.G.S. Lvl 3
Targeting the enemy and hitting them in the vacuum of space with tons (sometimes megatons) of fire power is the major
responsibility of the weapons operator. The weapons of a starship are an extreme responsibility, and their operators don't
take their job lightly. Hit the enemy and that's it!
Specialty Skill List(Skill Lists for each Specialty)
Specialty Skills
Accuracy
Combat Tactics
Command Skill
Selective Firing
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MENTALIST
Combat Psi
Prerequisites: 7 XP, Beam Lvl 4, Body Weaponry Lvl 3, Com. Devices-Op. Lvl 2, Density Lvl 4, Disruption Lvl 2,
Channeling I Lvl 3, Channeling II Lvl 3, Medical Diagnosis Lvl 2, Paralyze Lvl 2 Weap.: Beam Lvl 3
This type of mentalist has chosen the rough life of a soldier and hold positions as combat specialists in any number of
organizations and corporations.
Speciality Skills
Channeling III
Channeling IV
Extension
Find Weakness
Invisibility Mind
Psychic Crush
Exit Requirements: Combat Psi Lvl 4 All Spec. Skills Mentalist Level 5
Exit Options: Any Mentalist Specialty, Any Enforcer Specialty
Contact Psi
Prerequisites: 5 XP, Analysis I Lvl 3, Communication Lvl 2, Empathy Lvl 4, File Lvl 1, Infatuation Lvl 3, Persuasion Lvl 3,
Telepathy: Aliens Lvl 4, Animals Lvl 1, Characters Lvl 3
This specialty is the mentalist's version of the Contact Emissary. See Contact Emissary for a full description.
Speciality Skills
Contact Law
Diplomatic Oratory
Extension
Mental Probe
Control
Mind Link
Telepathy: AI
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Prerequisites: 9 XP, Density Lvl 4, Empathy Lvl 4, Hypnosis Lvl 2, Levitation Lvl 1, Shield Lvl 1, Telepathy: Char. Lvl 4,
Teleportation: Limited Lvl 4, Theology Lvl 2, Truesight Lvl 3, Weap.: MA Lvl 4
A mystic is a master of mind and body. Mystics wander the galaxy seeking enlightenment. They are also the ones who
are able to find psionic absorbing materials and make psionically powered objects.
Speciality Skills
Astral Projection
Body Control
Extension
Impression
Precognition
Shield: Area
Psychic Investigator
Prerequisite: 5 XP, Analysis II Lvl 5, Bluff Lvl 4, Clairaudience Lvl 4, Clairvoyance Lvl 4, Comp.:Acc/Op. Lvl 1, Comp.
Display Info. Lvl 2, Detection Lvl 2, File Lvl 1, Persuasion Lvl 4, Time Read Lvl 1
This specialty is the mentalist's version of the Enforcer Specialty: Law Enforcement. See Law Enforcement for the full
description.
Speciality Skills
Astral Projection
Extension
Invisibility
Mental Probe
Streetwise
Telepathy: AI
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Prerequisites: 7 XP, Empathy Lvl 4, File Lvl 1, Heal Others Lvl 1, Heal Self Lvl 1, Heal Self Fully Lvl 3, Hypnosis Lvl 3,
Med. Diagnosis Lvl 4, Telekinesis Lvl 4, Telemanipulation Lvl 3, Telepathy: Characters Lvl 4
A Psychic Surgeon is a mentalist who has devoted his life to healing others. A Psychic Surgeon is a licensed doctor and
can write prescriptions and create drugs of many kinds, including psionic affecting drugs.
Cure Self
Cure Others
Extension
Find Weakness
Pharmacology
Psychic Surgery
Psychokinesis
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Success Rate
Accuracy
Alien Investigation
Skill Level
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High-Tech Forgery*
Skill Level
Hunting
Infiltration
Insurgency/CounterInsurgency
Skill level
Astrogation:ind Location
Skill Lvl +2 CS
Automatic
Investigative Reporting*
Journalism Semantics*
Athletics Skill
Skill Level
Basic Maneuvering
Level +X
Cartography
Cheat Skill
Skill Level + DM
Combat Maneuvering*
Skill Level
Combat Tactics
Skill Level
Command Skill
Commando Skill
Skill Level
Computers: Design*
Computers: Espionage
Programming
Skill Level
Computers:Expert *
Skill Level
Journalistic Instinct
Legal Semantics
Listen
Skill Level
Skill Level
Skill Level
Master: Melee*
Skill Level
Medical: Expert
Skill Level
Oceanography
Level +X
Pharmacology*
Skill Level
Computers: Viruses*
Skill Level
Contact Law
Level +X
Corp. Intel./Counter-
Corporate Knowledge
Corporate Law*
Level +X
Rigging: *Structural
Skill Level
Skill Level
Skill Level
Skill Level
Criminal Investigation
Cultural Anthropology
Skill Level +3 CS
Damage Control
Diplomatic Oratory
Ecological Dynamics
Skill Level
Emergency Jump
Skill Lvl+1CS(+1CS/hr**)
Emergency Landing
Automatic
Exobiology: Expert
Skill Level
Fast Talk
Fixer Skill
Foraging Expert
G.E.M.M. Analysis*
Skill Level
G.E.M.M. Biology/Biophysics*
Skill Level
G.E.M.M. Tracking*
Skill Level
Piracy
Skill Level
Push Skill
Skill Level
Skill Level
Skill Level
Skill Level
Skill Level
Robotics: Modification
Skill Level
Robotics: Reprogram
Skill Level
Security Systems:Expert
Skill Leve
Selective Firing
Skill Level
Sense Ambush/Trap
Set Ambush
Shadowing
Silent Kill
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Sociodynamics
Level +X
Space Law*
Level +X
Spot Hidden
Spot Weakness
Streetwise
Survival Instinct
Skill Level
Survival Exper
Skill Level
Technical Sabotage
Terraforming Knowledge
Level +X -
Thieving
Underworld Knowledge*
Draft 0.75
Discipline List with Success Rate
Disciplines
Success Rate
Astral Projection
Discipline Level
Body Control
Discipline Level
Channeling III
Discipline Level
Channeling IV
Discipline Level
Cure Others
Cure Self
Extension
Find Weakness
Impression
Discipline Level
Invisibility
Mental Probe
Xenoarcheology
Mind Control
Discipline Level
Xenoculture
Mind Link
Xenolinguistics
Precognition
Discipline Level
Xenopsychology
Skill Level
Psychic Crush
Discipline Level
XenoTech.: Analysis
Psychic Surgery
XenoTech.: Computers*
Skill Level
Psychokinesis
Discipline Level
XenoTech.: Repair*
Skill Level
Shield: Area
XenoTech.: Robotics*
Skill Level
Telepathy: AI
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Accuracy
Success Rate: +1 per skill level (See new Knight Hawk Rules)
column shifts.
Athletics Skill
(according to the new d20 system of new KH. For old KH,
+5%)
Alien Investigation
when the PC feels he can rely on nothing else and must get
more information.
Cobalt
+25
Blue
+20
Green
+15
Yellow
+10
This bonus lasts for STA/5 hours. If the PC does not spend the
hours required, he does not get the bonuses. For every hour
spent above that time, there is a +1CS.
have the route charted both ways. The UPF pays 10,000 cr for
information on new routes.
Basic Maneuvering
Success Rate: Level +X
This skill is the basic skill for all professional pilots. It includes
aircraft basics, and spacecraft basics. Roll against this ability
only in extreme cases.
Cartography
Success Rate: Skill Level +2 CS
This is the ability to make maps. This skill allows the PC to
map an area on paper without a MapCalc progit in his mind.
Cheat Skill
Success Rate: Skill Level + DM
This is the PC's ability to cheat at a any game. It can be
combined with Entertainer: Sleight of Hand for a +2CS.
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(Ranged weapons) upon a successful roll on the skill. It can
Combat Maneuvering
Computers: Design
per skill level on his attacking die roll and a +1 for every 2
design and build any computer with this skill, but with the
Hawks Rules), and in the air, gives the PC +1 CS for every skill
Combat Tactics
up to the GM.
combat.
Command Skill
Cobalt
Blue
Green
Yellow
motivation.
Commando Skill
Success Rate: Skill Level
This is sort of a luck roll for those daring one-man army types.
Computers: Expert
Success Rate: Skill Level
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Corp. Intel./Counter-Intel.
Success Rate: Skill Level + Intuition Modifier
Cobalt
+3 CS
Blue
+2 CS
Green
+1 CS
Yellow
+1 CS
Computers: Hi-Tech AI
Success Rate: Skill level
Prerequisite: Computers: Expert
This skill gives the PC knowledge of HTAI (High-Tech Artificial
Intelligence), and all the problems that could go wrong, and
Corporate Knowledge
Success Rate: Skill level (+2 CS if Finance Skill is owned)
This skill gives the PC knowledge of the corporations that
everyday people wouldn't know. Special techniques in general
activity in the financial world, certain tell-tale signs that indicate
Computers: Viruses
Success Rate: Skill Level
Prerequisite: Computers: Expert
Viruses can be beneficial or very dangerous, and the skill
make them is a very powerful one. This skill allows the PC to
have knowledge of the construction and destruction of
computer viruses.
Contact Law
Success Rate: Level +X
Corporate Law
Success Rate: Level +X
Prerequisite: Legal Semantics
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rules).
Diplomatic Oratory
This skill gives the PC the finesse, style, and instinct of political
Criminal Investigation
Success Rate: Skill Level (+ Logic Modifier)
Ecological Dynamics
to pry clues out of the GM). This skill gives the PC the authority
laws that the PC has skills for ((general) Law, Contact Law,
Emergency Jump
Cultural Anthropology
does receive bonuses for the time he did spend. The following
derived from, etc. The higher the skill, the more information the
Control Rating. This can only be used for one repair per repair
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character is a PC, a special INT may be rolled (using modifiers
With this skill, the PC can advise the pilot of a starship on how
the hull apart with the excess stress. Having a PC with this skill
modifier
aboard a starship modifies the chance the ship will break apart
when damaged. The skill level times 5 is the negative modifier
Fixer Skill
Exobiology: Expert
following table:
Exobiology: Expert Bonus Table
Foraging Expert
Success Rate: Skill Level + LOG Modifier
Result
CS
Cobalt
+3 CS
Blue
+2 CS
food, the PC can roll on this skill first to receive one of the
Green
+1 CS
Yellow
+1 CS
White
following bonuses:
Foraging Expert Bonus Table
Result
CS
These bonuses only apply to the one problem, and must be re-
Cobalt
+3 CS
Blue
+2 CS
Green
+1 CS
Yellow
+1 CS
White
G.E.M.M. Analysis
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roll while hunting (for food or for fun), the PC finds and kills
something, depending on the success Result Color.
G.E.M.M. Biology/Biophysics
Hunting Table
Kills
Cobalt
Blue
Green
1 medium animal
Yellow
1 small animal
White
nothing
G.E.M.M. Tracking
Success Rate: Skill Level
Infiltration
successfully)
High-Tech Forgery
infiltrators luck roll; last ditch effort to save one's butt (GM's
Insurgency/Counter-Insurgency
CS
Cobalt
+2 CS
Blue
+2 CS
Green
+1 CS
Yellow
+1 CS
White
Hunting
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Listen
Investigative Reporting
This is a luck skill for those "nosy-reporters" that are looking for
a break in the big story. The PC can roll on this skill, and if
Journalism Semantics
CS
questions, and push the right buttons" to get the story under
Cobalt
+3 CS
the story they want you to know. A successful roll (using Skill
Blue
+2 CS
Green
+1 CS
Yellow
+1 CS
White
Level) for this skill indicates the character may receive some
unsaid, inside information from an answer to a question.
Journalistic Instinct
Success Rate: Skill Level +2 CS (+ INT Modifier)
This bonus only lasts for a single shot and must be rolled
This skill is a general luck skill for the intrepid reporter of the
to commoner's terms.
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Success Result
CS
Cobalt
+2 CS
Blue
+2 CS
Green
+2 CS
Yellow
+1 CS
White
This bonus only lasts for one combat round and must be rolled
every combat round to receive the bonus.
Pharmacology
Success Rate: Skill Level (+1 CS for Chemistry, if owned)
Prerequisites: Proper chemicals and equipment.
This is the drug maker's skill. Given the proper equipment and
Master: Melee
chemicals, the PC with this skill can make any type of drug,
Medical: Expert
this skill can also modify current drugs, given the proper
Piracy
Result Color:
Medical: Expert
Result
CS
Cobalt
+3 CS
Blue
+2 CS
Green
+1 CS
Yellow
+1 CS
made beforehand)
White
Push Skill
This is an athletes last burst-of-energy in-the-heat-of-themoment skill. If the PC need a miraculous surge of athletic
power, he/she may roll on the Push Skill to see if the PC
musters enough reserve energy to pull it out in the end. The
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Rigging
of the skill in game terms and the "proper materials" are at the
GM's discretion. Modifiers may apply depending on the PCs
Rigging: Structural
or buildings.
processors.
etc.
down.
awareness of his own body, and can move normally. The DEX
Minor systems are the other electronic systems that are not
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following bonuses:
Expert.
Resul
Bonus
Cobal
+3 CS
Blue
+2 CS
Green
+2 CS
Yellow
+1 CS
White
at hand and his skill to finish it. General Expert refers to the
Robopsycology
Security Systems: Design
The following chart shows the bonuses received upon a
Cobalt
+3 CS
Blue
+3 CS _
Green
+2 CS
Yellow
+1 CS
White
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Cobalt
+3 CS
Blue
+3 CS
Green
+2 CS
Yellow
+2 CS
White
fail. GM should keep in mind that the PC has this skill and
should determine when it should be rolled.
Set Ambush
Success Rate: Target's INT - [5% x Skill Level] or Target's INT
roll or - [Skill Level] CS to Sense Ambush Skill.
This skill measures the PC's ability to set up and properly
Selective Firing
ready the target will be for the ambush. After the ambush has
been set up, the target subtracts the PC's skill level * 5% from
This skill allows the PC to set traps that are more advanced
his d20 roll on attack (using d20 system from revised KH)
Cobalt
-2
Blue
-3
Green
-4
Yellow
-5
White
-6
The target subtracts [PC s skill level * 5%] from INT roll, or [PC
s skill level] Column Shifts for Sense Trap/Ambush.
Shadowing
Success Rate: Skill Level (- Target's INT Modifier) (+2CS w/ a
successful Stealth roll)
The gunner may use Accuracy with this skill. Now, the gunner
rolls combat dice accordingly, and checks to see if the ship has
Silent Kill
Sense Ambush/Trap
This skill gives the PC the ability to kill some one silently. On a
successful roll, the PC has gotten into the position to strike and
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must roll the weapon skill + 3CS to determine damage (if any).
of success:
Spot Weakness Table
Smuggling
Result
CS
Cobalt
+2 to IM
Blue
+2 to IM
Green
+1 to IM
Yellow
+1 to IM
White
Sociodynamics
Success Rate: Level +X
This is a general knowledge skill that covers the area of social
Streetwise
This skill measures the PCs ability to walk the streets" and deal
with the diverse culture that arises from the lower end of the
Space Law
in city areas.
Survival Instinct
successful skill roll, the PC may roll 2 ten-sided dice for IM and
choose the highest.
Spot Hidden
Success Rate: Skill Level + INT Modifier
Survival Expert
Spot Weakness
Success Rate: Skill Level + INT Modifier
Result
CS
Cobalt
+3 CS
Blue
+2 CS
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+1 CS
Yellow
+1 CS
White
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entertaining skill i.e. sleight of hand or the like, the player can
add +1 CS for each of these skills to his/her Thieving skill
column.
Underworld Knowledge
Prerequisite: Streetwise
Technical Sabotage
access the Black Market and shop until his/her heart is content
Xenoarcheology
relics and artifacts. The PC with this skill can make general
Xenoculture
TerraForming Knowledge
application.
Xenolinguistics
Success Rate: Skill Level (+ 2 CS w/successful
Thieving
Communications roll)
trade as well as con tricks, etc. If the player has any applicable
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long phrases.
Xenopsychology
skill.
and learn about the way an alien thinks and perceives things
on an individual basis. He/She can understand what motivates
XenoTech.: Repair
XenoTech.: Analysis
Result
TIME
Cobalt
Blue
Green
Yellow
White
XenoTech.: Robotics
Skill Time is the time that must be added due to the type of skill
will have a Skill Time to add to the Analysis time and are given
Analysis, i.e. the PC just wants to analyze the artifact, the Skill
modifier which takes a (into account how alien the artifact is.
XenoTech.: Computers
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and going without air for extended periods of time. Several
types of environments can be resisted simultaneously with a -
Astral Projection
Success Rate: Discipline Level
Limit: One successful use per level per day
This specialty discipline allows the mentalist's mind to leave his
body and travel, invisibly and immaterially, through Astral
space. Movement through Astral space is instantaneous from
one point to another. While in Astral space the character's
body is in a coma-like state which is unable to perform any
1CS penalty per environment after the first. While using this
discipline a mentalist can move no faster than walking speed
and can perform no complex actions including combat. The
maximum amount of time this discipline can be used is a
number of turns equal Logic score divided by 9 minus the
mentalist's level in Body Control (LOG/(9-Disc. LvL)). Once
used this discipline cannot be attempted again for a number of
minutes equal tothe number of turns used.
Channeling III
Success Rate: Discipline Level
Pr: Channeling I Lvl 5
Limit: One successful use per day per level
A successful use of this specialty discipline allows the user to
seize and redirect energy attacks aimed at him (Beam
weapons, electrical current, sonic waves, etc) so as to not be
harmed by them. If successful, the mentalist may redirect the
attack at another character, either at the one who fired ora
nother person. The mentalist must roll against the level ofthis
discipline minus one, plus his dexterity modifier to successfully
hit the target. If the mentalist hits, the damage caused is as per
the original attack and the color result the mentalist rolled. This
discipline must be checked every turn it is used.
Channeling IV
Success Rate: Discipline Level
Pr: Channeling II Lvl 5
A successful use of this specialty discipline allows the user to
manipulate magnetic and gravitational patterns around himself,
Body Control
Success Rate: Discipline Level
Pr: Density Lvl 4, Trance I Lvl 4, Trance II Lvl 4
Limit: 2 successful uses per level per day
This specialty discipline allows a mentalist total control of his
body. The effects include but are not limited to: Resistance to
extremes of temperature, controlling body pressure to walk on
liquid or semi-liquid surfaces, resisting extremes of pressure,
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Cure Others
round.
Impression
the need for drugs of any kind. Only one function per use can
Cure Self
mystic cannot use any disciplines for a week and must sleep
the need for drugs of any kind. Only one function per use can
Extension
a time at the rate of one discipline level per month, with any
Level] times the Result Level. ie. a Yellow Success extends the
person or object.
mentalist.
Invisibility
Find Weakness
Spot Weakness except that the modifier is added to the "to hit"
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Mind Link
Telepathy: Animals
Mental Probe
mentalist to, upon a successful roll, control the animal and use
target's Logic.
can do nothing except speak and hear through his own body,
but can use other mentalist disciplines with the pet being the
successful mind link roll once a day for 40 days (one month)
greater.
Mind Control
Success Rate: Discipline Level
Precognition
Any success is enough to resist total control, but still allows the
information is gained and how clear the vision is. The referee
deceiving.
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Psychokinesis
The mentalist can effect events and even change history, but
Psychic Crush
Shield: Area
Pr: Shield
meter per color result from the user. Yellow =1, Cobolt=4, etc.
Telepathy: AI
meters.
Psychic Surgery
Pr: Heal Others, Heal Self, Heal Self Fully Lvl 3, Psychokinesis
Lvl 3
kinds. The range of this discipline is touch, and that touch must
144
Draft 0.75
Hit Location
01-02
Head
03-05
Right Arm
06-08
Left Arm
09
Chest
10-12
Abdomen
13-16
Right Leg
17-20
Left Leg
*- There is a 45% chance if a Yazirian is hit in the arm that the wing is hit instead. If this occurs, the Yazirian only
takes 1/2 the damage, because the shot will pass right through. The Yazirian is then unable to fly until he receives
proper medical attention.
145
Draft 0.75
Hit Location
01-02
Head
03-05
Right Arm
06-08
Left Arm
09
Chest
10-11
Abdomen
11-15
Right Leg
16-19
Left Leg
20
Tail
*-On a roll of legs or tail for the Que Sha, it is a Body-Tail hit. For critical hit purposes, any hit on the Body-Tail
when Legs are rolled, treat as a chest hit. For body-tail hit when tail is rolled, treat as Limb hit.
146
Draft 0.75
Hit Location For Tailed Quadrupeds
(Wen'Tri)
d20
Hit Location
01-02
Head
03-06
07-09
Left Fore
10-11
Forequarter
12-13
Hindquarter
14-16
17-19
20
Tail
Hit Location
01-02
Head
03-04
Right Arm
05-06
Left Arm
07-08
Chest
09-10
11-12
13
Forequarter
14-15
Hindquarter
16-17
18-19
20
Tail
d20
Hit Location
01-02
Head
03-04
Right arm
05-06
Left Arm
147
Draft 0.75
07-10
Chest
11-12
Thorax
13
14
15
16
17
18
19
20
Hit Location
01-02
Head
03-04
Right Arm
05-06
Left Arm
07-08
Chest
09- 11
12-14
15-17
18-20
148
Draft 0.75
Limb Incapacitation
If a character receives damage of 25% or more of his STA to a limb, the limb is incapacitated.
149
Draft 0.75
COBALT
BLUE
GREEN
YELLOW
4 round burst
2(2)
2(2)
1(1)
1(1)
10 round burs
4(4)
3(3)
2(2)
1(1)
12 round burst
5(5)
4(4)
2(2)
1(1)
3 Blast Burst
2(2)
2(2)
1(1)
1(1)
4 Blast Burst
3(3)
2(2)
1(1)
1(1)
Projectile
The following shows the effects on Initiative if the PC is wearing a full suit of the above listed Armor types.
Armor & Initiative
Armor
Type C
Type D
LCA
Subtract from IM
-1
-2
-3
150
Concussion Damage
Concussion Damage (CON DMG) is caused by a multitude of things; jolts to the skull due to an explosion or fall,
bruises caused by ballistic hits against armor. Even if a PC's armor absorbs the damage from a ballistic hit or an
explosion, the PC is going to suffer some superficial wounds from the concussion, and possibly get knocked
down.
Concussion can also occur due to a fall. Falling damage covered in the old rules is CON DMG for falling, and
should either be taken directly from STA, or the GM can allow some damage be absorbed by any Armor, but the
absorbed damage should not be more than the damage taken by the PC. Just how much damage absorbed is up
to the GM, and the damage should be taken from multiple hit locations.
Area effects explosions and damaged caused by them are covered in the Zebulons Guide, but the damage
caused is not compatible with the new Hit Location system, and Armor system. CON DMG will be applied even if
the armor absorbs the initial Physical Damage from the explosion. The Area Effect Rules apply in every aspect
they cover, but the GM should also calculate the CON DMG using the table to follow this section. Calculate the
CON DMG only if the Physical damage did not penetrate the PC's Armor. Also damage from the explosion should
affect multiple hit locations. The GM should make a judgement, and determine what hit locations are effected,.
The GM should also make a judgement on how much damage the armor in each location takes, based on the
total physical damage inflicted by the explosion
CON DMG from melee weaponry should also be calculated using the system to follow, but use the damage that is
inflicted before the Penetrability Rule if applied, if it does apply.
CON DMG is only applied only when the individual PC (or NPC) is wearing Armor, and an impact type hit is
absorbed completely by the Armor. It should be only calculated when it has been determined that an attack has
not penetrated the Armor.
CON DMG should be taken directly from STA because it is a general measure of damage to the body due to a
sudden jolt or impact. Hit location is not necessary if the CON DMG is caused by an Area Effect explosion, or a
fall.
151
Draft 0.75
PCs with FUR ARMOR benefit from it when calculating CON DMG; they can subtract 2 points from the CON
DMG calculated because it is absorbed by the FUR.
EXAMPLE: 44 points have struck Bill in the Chest, but he has his Inertia Screens on, so 22 points impact onto his
chest Armor, Styrane, which can absorb the 22 points, so the 22 is used in calculating CON DMG.
The following table defines the amount of CON DMG based on the amount of Physical Damage:
CON DMG
>= 10
11 - 20
21 - 30
1d3
31 - 60
1d6
61 - 100
1d10
<= 100
*10 for hits to locations other than head and chest. *Physical
Damage/10. for hits to the head and chest.
Concussion Damage should not exceed 10 points except in the cases of the Vital Hit locations; chest and head,
as can be seen the above table.
In the case of Ballistic attacks (non-Area Effect), the following rolls must be made: (d100)
* (1) Roll under (Dex or RS, which ever is higher) - (CON DMG x 5) or knock down.
* (2) For non-Vital areas, Roll under (Current STA) - (CON DMGx 5) or dazed for 1d10 turns (-1d10 CS to
everything)
For Vital Area hits, roll under (STA) - (CON DMG x 10) or knock out for 1d10 minutes.
152
Draft 0.75
Recoil in Star Frontiers has been sadly neglected in the past, even though it is a major factor in any kind of
combat, effecting ones accuracy. The following add-on rules covers this deficiency.
The initial task in calculating the effects of recoil is determining the Recoil Rating. This depends on the weapon
being fired.
Chemically Propelled Projectile Weapons (non-Gyrojet) - These refer to all auto-rifles and pistols, submachine
guns, and their semi-auto versions where applicable. The Recoil Rating of these types is equal to the Maximum
Damage of that particular shot. In addition, for the automatic weapons of these types, the Burst Recoil has a
penalty also, which is listed below.
Gyrojet type weapons - Gyrojet rifles and pistols have a standard propellant that dictates what type of recoil they
have. As a standard, all gyrojet type weapons have a 45 Recoil rating. For Grenade Launchers and Attachments,
the Recoil Rating is 50.
Gauss and LAP propelled weapons - The Recoil rating for any Linear Accelerated weaponry is equal to 1/2 the
Maximum Damage for that particular shot. This is for standard solid rounds. For special rounds, calculate as if a
solid round shot for recoil purposes. The Burst Recoil penalties is also listed below.
It is important to note that their is general recoil and burst recoil; where applicable, both are considered and both
penalties are applied cumulatively.
Recoil Penalty - If the Recoil Rating is greater than the firing PC's STR, the PC receives a -1 RS. Otherwise, fire
as normal.
Burst Recoil Penalty - Burst Recoil applies regardless of the results from general Recoil; no STR test, etc., unless
a special add-on device compensates for it.
Chemically Propelled:
4 round burst: -1 CS
10 round burst: -2 CS
8 to 10 round burst: -1 CS
153
Draft 0.75
COVER
A character has cover if more than half of his body is protected by an obstacle or anything that can hide him from enemy
fire or enemy sight. There are two types of cover: hard and soft. Hard reflects fire or can absorb the damage where as soft
just makes it difficult to aim or see the target.
Examples are:
Hard Cover
Soft Cover
Plastic curtain
Metal vehicle
Darkness
Smoke or fog
Tall grass
Hard Cover gives a minimum of -2 CS. It may be higher depending on the amount of the target's body that is visible to the
attacker. This is up to GM s discretion.
Soft Cover gives, a minimum of -1 CS, but it may be 'higher depending on the circumstances.
Range Category
Column Shift
Point Blank
+1 CS
Short Range
0 CS
Medium Range
-1 CS
Long Range
-2 CS
Extreme Range
-3 CS
154
155
Draft 0.75
Structural Points Table The Structural points for projectile weaponry is based on the type of weapon: Pistol, Large
Pistol, Rifle, or Heavy Weapon. This will go for auto-weapons, gyrojet, and all other weapons to be listed. The old
structural point damage rating will be listed where it agrees with the author's logic.
Structural damage
Full Max Damage
8 per shot
No Effect
3/4 Max Damage*
Full Max Damage
No Effect
3/4 Max Damage
3/4 Max Damage
10 per shot
No Effec
3/4 Max Damage*
3/4 Max Damage
3/4 Max Damage*
Draft 0.75
8 points/SEU
10 points/SEU
1/2 Max Damage
1/2 Max Damage
8 points/SEU
50 points/SEU
10 points/PEU
1/2 Max Damage
No effect
B->Bullet type
G-> Gyrojet type
N->Needler type
E->Gauss type
L->LAP type
* For Solid, light explosive, and high explosive. Acid and poison have no effect
157
Draft 0.75
PGS Weapons
Mass (Kg)
Cost (Cr)
Proj. PDD
Weapon Type
Mini-needler
Name
Inertia
Effective Defense
12/8+sleep
Max Damage
6 needles
Ammo Type
2
Rate Of Fire
-/0-5/6-10/11-25/26-40
Range: (Pb/S/M/L/E)
0.5
100
Proj. PDD
5.56 Derringer
Inertia
12
6 rounds
-/0-10/11-20/21-35/36-65
0.5
Projectile pistol
.22 auto-pistol
Inertia
28/8
12 rnd clip
4 rnd burst
0-5/6-25/26-100/101-150/151-200
0.5
Projectile pistol
Inertia
8rnd drum
2 shots
0-5/6-25/26-100/101-150/151-200
0.3
80
Projectile pistol
.32 auto-pistol
Inertia
36/10
12rndclip
4 rnd burst
0-5/6-25/26-100/101-150/151-200
0.7
155
Projectile pistol
Inertia
10
8 rnd drum
2 shots
0-5/6-25/26-100/101-150/151-200
0.5
85
Projectile pistol
Inertia
30/8
12 rnd clip
4 rnd burst
0-5/6-25/26-100/101-150/151-200
0.7
165
Projectile pistol
Inertia
12
8 rnd drum
2 shots
0-5/6-25/26-100/101-150/151-200
0.5
90
Projectiie pistol
.357 auto-pistol
Inertia
42/11
12 rnd clip
4 rnd burst
0-5/6-25/26-100/101-150/151-200
104
175
Projectile pistol
.357 magnum
Inertia
16
8 rnd drum
2 shots
0-5/6-25/26-100/101-150/151-200
1.2
100
Projectile pistol
.38 auto-pistol
Inertia
26/7
12 rnd clip
4 rnd burst
0-5/6-25/26-100/101-150/151-200
0.8
170
Projectile pistol
.38 special
Inertia
11
8 rnd drum
2 shots
0-5/6-25/26-100/101-150/151-200
0.6
95
Projectile pistol
.44 auto-pistol
Inertia
64/17
12 rnd clip
4 rnd burst
0-5/6-40/41-160/161-240/241-320
1.6
250
Projectile pistol
.44 magnum
Inertia
28
8 rnd drum
2 shots
0-5/6-40/41-160/161-240/241-320
1.4
125
Projectile pistol
.45 auto-pistol
Inertia
48/12
12 end clip
4 rnd burst
0-5/6-25/26-100/101-150/151-200
1.3
210
Projectile pistol
Inertia
20
8 rnd drum
2 shots
0-5/6-25/26-100/101-150/151-200
1.1
110
100
150
Projectile pistol
5.56 auto-pistol
Inertia
44/12
20 rnd clip
3/1
0-5/6-30/31-80/81-200/201-400
2.0
200
Spray Pistol
Acid Sprayer
Sal gel
varies
10 spray tank
1 spray stream
0-5/6-20-21-60/61-125/-
5.0
1300
Spray Pistol
Tangler Gun
Spec
Tangle
20 shot tank
5/20/50/100/ 125
2.0
280
Projectile pistol
Gauss Revolver
Inertia
varies
See Ammo
Chart
2 shot
0-15/16-50/51-175/176-280/281-360
1.0
1000
Gyrojet Sidearm
Inertia
20
10 rnd clip
3 shots
0-5/6-20/2l-60/61-125/126-250
1.0
200
Projectile pistol
LAP-31 Pistol
Inertia
54/15
1-15/16-35/36-180/181-270/271-345
1.1
230
Projectile Pistol
Needler I
Inertia
16/8+sl
10 rnd clip
3 shots
0-5/6-20/2l-60/61-125/126-250
1.0
200
Projectile pistol
Standard auto-pistol
Inertia
40/8
20 rnd clip
3/1
0-5/6-15/16-30/31-60/61-150
2.0
150
Project Lg Pistol
Gauss SMG
Inertia
varies
60 rnd clip
3/1
0-15/16-55/56-180/181-290/291-380
3.0
1100
Spray Lg Pistol
Flame Thrower
asbestos
44/spec
10 shot clip
1 shot
0-5/6-30/31-80/81-200/-
5.0
1500
Inertia
52/14
40 Round Clip
3/1
0-15/16-65/66-190/191-325/326-410
2.5
800
lngram M-19
Inertia
34/9
40 rnd clip
3/1
0-5/6-25/26-100/101-150/151-200
3.5
400
Needler II
Inertia
20/8+sl
10 shot clip
3 shots
0-5/6-30/31-80/81-200/201-400
2.0
300
158
Draft 0.75
Cost (Cr)
Weapon Type
Spear Gun
Name
Inertia
Effective Defense
8
Max Damage
Ammo Type
1 shot
Rate Of Fire
0-5/6-10/11-20/21-30/31-40
Range: (Pb/S/M/L/E)
4.0
100
Inertia
60/16
0-10/11-70/71-200/201-300/301-475
3.0
950
3.5
375
350
Uzi Mark 7
Inertia
29/8
40 rnd clip
3/1
0-5/6-50/51-200/201-300/301-400
inertia
40
40 rnd clip
10rnd brst
5/25/75/150/300
Projectile Rifle
.22 AutoRifle
inertia
35/9
20 rnd clip
3/1
0-5/6-60/61-120/121-250/251-360
4.5
180
Projectile Rifle
Inertia
10
20 rnd clip
3 shot
0-5/6-60/61-240/241-360/361-480
4.3
125
Projectile Rifle
Inertia
56/15
20 rnd clip
3/1
0-5/6-80/81-150/151-320/321-480
4.5
210
Projectile Rifle
Inertia
18
20 rnd ctip
3 shots
0-5/6-80/51-320/321-480/481-640
3.8
130
Projectile Rifle
Inertia
60/16
20 rnd clip
3/1
0-5/6-115/116-250/251-345/346-690
5.0
220
Projectile Rifle
Inertia
22
20 rnd clip
3 shot
0-5/6-115/116-460/461-690/691-920
4.0
140
Projectile Rifle
Inertia
42
20 rnd clip
3 shots
0-5/6-250/251-1km/10011.5km/1501-2km
5.2
300
Projectile Rifle
.308 AutoRifle
Inertia
64/17
20 rnd clip
3/1
0-5/6-50/51-100/101-175/176-300
5.0
230
Projectile Rifle
Inertia
24/7
20 rnd clip
3 shots
0-5/6-50/51-200/2Ol-300/301-400
4.4
150
Projectile Rifle
5.56 AutoRifle
Inertia
44/12
20 rnd clip
3/1
0-5/6-40/41-100/101-150/151-300
4.0
300
Projectile Rifle
Auto-Shot Gun
Inertia
34
20 shot clip
1 or 2 shots
0-5/6-50/51-200/201-300/301-400
5.0
650
Projectile Rifle
varies
See Ammo Chart
varies
60 md clip/
0-20/21-60/61-195-196-300/301-410
5.0
1150
Projectile Rifle
varies
32 Rnd Clip
1 shot
0-25/26-200/201-900/901-1.4km/1401-2km
4.0
1250
Grenade Rifle
Inertia
grenade
1 grenade bullet
1/2
0-5/6-40/41-100/101-300/301-600
4.0
700
Gyrojet Rifle
Inertia
28
10 rnd clip
3 shots
0-5/6-40/41-100/101-300/301-600
4.0
300
Projectile Rifle
Inertia
62/17
0-15/16-60/61-165/166-210/211-310
3.5
345
Projectile Rifle
Needler III
Inertia
24/8+sl
10 shot clip
3 shots
0-5/6-40/41-100/101-300/301-600
3.0
400
Projectile Rifle
Standard Auto-rifle
Inertia
40/8
20 rnd clip
3/1
0-10/11-40/41-100/101-150/151-300
4.0
250
159
Draft 0.75
Cost (Cr)
Weapon Type
Gauss Cannon
Name
varies
See Ammo Chart
Effective Defense
varies
Max Damage
1 shell
Ammo Type
1 shot
Rate Of Fire
-/250-3km/3km-7km/7km15km/15km-30km
Range: (Pb/S/M/L/E)
500
50 k
Grenade Mortar
Inertia
grenade
1 shell
1/2
0-10/11-100/101-500/501-km/1km2km
15
2000
Inertia
82
3 rounds
--/0-60/61-175//176-300/301-600
4.5
900
Projectile Heavy
Weapon
Inertia
150
1 shell
0-500/501-2500/2501-4000/40017000
855
Recoilless Rifle
Inertia
96
1 shell
1/2
-/0-150/151-lkm/1001-2km/2001-3km
20
4000
Standard MG
Inertia
80
10 rnd burst
--/0-70/71-200/201-500/501-lkm
20
2000
Inertia
80
10
10/50/120/350/500
20
3000
160
Draft 0.75
Beam Weapons
Weapon Type
Name
Effective Defense
Max Damage
Ammo Type
Rate Of Fire
Energy Use
Range: (Pb/S/M/L/E)
Mass (Kg)
Cost (Cr)
Beam PDD
Mini-Stunner
Sonic
Spec
10 SEU
2/shot
-/5/10/20
0.5
350
Beam PDD
Rafflur M-1
Synth
28
microdisc
1 Blast
All
-/0-5/6-15/16-30/31-60
0.5
300
Laser PDD
Laser ke 500
Albedo
5ps
10 seu clip
1-5
-/0-5/6-15/16-30/31-60
0.5
325
Laser PDD
Laser ke 500 IR
Albedo
5ps
10 seu clip
1-5
-/0-5/6-15/16-30/31-60
0.5
325
Laser PDD
Laser ke 500 UV
Albedo
5ps
10 seu clip
1-5
-/0-5/6-15/16-30/31-60
0.5
325
Laser PDD
Laser ke 500 VF
Albedo
5ps
10 seu clip
1-5
-/0-5/6-15/16-30/31-60
0.5
325
All
1/ea
-/0-5/6-15/16-30/31-60
5/10/20/30/40
0.5
1
300
350
Maser PDD
Maser zapper
Masmesh
24
Microdisk
Beam Pistol
Flash Gun
Spec
1d10
Any SEU
Beam Pistol
E.P. Blaster
Albedo
30 PEU Clip
Burst of 3 Blasts
1-10 PEU/turn
0-15/16-40/41-80/81-175/176-300
800
Beam Pistol
Electro-Stunner
Gauss/A-S
40/stun
20 SEU clip
1 Blast
2 SEU/shot
0-5/6-20/21-60161-125/126-250
500
Beam Pistol
Hand Blaster
Albedo
24/charge set
12 charge clip
2 Blasts
1 charge /shot
0-5/6-25/26-100/101-150/151-200
Beam Pistol
Laser Ke-1000
Albedo
20 SEU clip
2 blasts
1-10 SEU/shot
0-5/6-20/21-60/61-125/126-250
Beam Pistol
Laser Ke-1000 IR
Albedo
20 SEU clip
2 blasts
1-10 SEU/shot
0-5/6-20/21-60/61-125/126-250
600
Beam Pistol
Laser Ke-1000 UV
Albedo
20 SEU clip
2 blasts
1-10 SEU/shot
0-5/6-20/21-60/61-125/126-250
600
Beam Pistol
Laser Ke-1000 VF
Albedo
20 SEU clip
2 blasts
1-10 SEU/shot
0-5/6-20/21-60/61-125/126-250
600
Beam Pistol
Albedo
20 SEU clip
2 Blasts
1-10 SEU/shot
0-5/6-20/21-50/51-100/101-200
400
Beam Pistol
Maser Penetrator
Maser Mesh
32
10 SEU Clip
1 Blast
2 SEU/ shot
0-5/6-20/21-60/61-125/126-250
675
Beam Pistol
Rafflur M-2
Synth
32
10 SEU Clip
2 Blasts
2 SEU/ shot
0-5/6-20/21-60/61-125/126-250
650
Albedo
60 PEU clip
Burst of 4 Blasts
1-15 PEU/turn
0-15/16-40/41-80/81-175/176-300
950
Laser Ke-1500
Albedo
20 SEU clip
2 Blasts
1-10 SEU/shot
0-5/6-30/31-80/81-200/201-400
750
Laser Ke-1500 IR
Albedo
20 SEU clip
2 Blasts
1-10 SEU/shot
0-5/6-30/31-80/81-200/201-400
750
Laser Ke-1500 UV
Albedo
20 SEU clip
2 Blasts
1-10 SEU/shot
0-5/6-30/31-80/81-200/201-400
750
Laser Ke-1500 VF
Albedo
20 SEU clip
2 Blasts
1-10 SEU/shot
0-5/6-30/31-80/81-200/201-400
750
Maser Razor
Maser Mesh
40
10 SEU Clip
1 Blast
2 SEU/ shot
0-5/6-30/31-80/91-200/201-400
850
Rafflur M-3
Synth
36
10 SEU Clip
2 Blasts
2 SEU/ shot
0-5/6-30/31-80/81-200/201-400
825
Sonic Stunner
Sonic/A-S
stun
20 SEU Clip
1 Blast
2 SEU/shot
0-5/6-30/31-80/81-200/201-400
500
Gridsuit
10 per SEU
10 SEU Clip
1 Blast.
0-5/6-30/31-80/81-200/201-400
3000
Gridsuit
1dl00 roll
20 SEU Clip
1 Blast
5 SEU/ shot
0-5/6-30(31-80/81-200/201-400
4000
Albedo
12/SEU
20 SEU
1-10
5/30/80/200/40
425
0.8
650
600
161
Draft 0.75
Beam Weapons
Mass (Kg)
Cost (Cr)
Beam Rifle
Weapon Type
Name
Albedo
Eff. Def.
Max Damage
60 PEU Clip
Ammo Type
Burst of 3 Blasts
Rate Of Fire
1-10 PEU/turn
Energy Use
0-20/21-60/61-120tl2l-200/200-400
Range: (Pb/S/M/L/E)
1000
Beam Rifle
Laser Ke-2000
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
0-5/6-40/41-100/101-300/301-600
800
Beam Rifle
Laser Ke-2000 IR
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
0-5/6-40/41-100/101-300/301-600
800
Beam Rifle
Laser Ke-2000 UV
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
0-5/6-40/41-100/101-300/301-600
800
Beam Rifle
Laser Ke-2000 VF
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
0-5/6-40/41-100/101-300/301-600
800
Beam Rifle
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
-/250/500/1km/2.5km
2200
Beam Rifle
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
-/250/500/1km/2.5km
3000
Beam Rifle
Albedo
20 SEU clip
2 Blasts
1-20 SEU/shot
0-10/11-40/41-100/101-200/201-400
550
Beam Rifle
Rafflur M-4
Synth
special
10 SEU Clip
1 Blast
10 SEU/ shot
0-5/6-20/21-60/61-125/126-250
1000
Beam Rifle
Rafflur M-6
Synth
40
10 SEU Clip
2 Blasts
2 SEU /shot
0- 5/6-40/41-100/101-3001301-600
900
Beam Rifle
Sonic Disrupter
Sonic
special
20 SEU clip
1 Blast
4 SEU/shot
0-5/6-40141-100/101-300/301-600
700
Albedo
60 PEU clip
Burst of 3 Blasts
1-20 PEU/turn
0-25/26-80/81-190/191-250/251-460
10
1500
E.P. Autocannon
Albedo
Burst of 4 Blasts
1-30 PEU/turn
0-30131-90/91-195/196-260/261-490
25
2000
Heavy Laser
Albedo
1 Blast
5-20 SEU/shot
-/0-100/101-500/501-lkm/1.001-2km
20
5500
Laser Ke-5000
Albedo
1 Blast
5-20 SEU/shot
0-10/11-100/101-500/501m-lkm/1km -2km
20
6000
Rafflur M-10
Synth
42
1 Blast
5 SEU/ shot
0-10/11-100/101-500/5Olm-lkm/1-2km
22
8000
Rafflur M-9
Synth
44
10 SEU Clip
1 Blast
2 SEU/ shot
0-10/11-100/101-500/5Olm-lkm/1-2km
1200
Sonic Devastator
Sonic
special
1 Blast
10 SEU/shot
0-10/11-100/101-500/501-lkm/1-2km
15
5000
Albedo
10/seu
SEU
spec
5-20 SEU
5/20/60/180/350
25
7500
Albedo
10/seu
SEU
spec
5-20 SEU
5/20/60/180/350
25
7500
Albedo
1000
SEU
spec
10/50/300/800/1500
1000
162
Draft 0.75
Weapon
Max Dmg
20
Effect. Def.
Inertia
Ammo
15 Rnd Jetclip
Range
Enrgy Use
Rate Of Fire
B.O.B-G10
Gyrojet Pistol
0-5/6-20/21-60/61-125/126-230
---
3 rnd burst
PGS
B.O.B.-E9
AutoPistol
PGS
B.O.B.-E10
AutoPistol
Beam
Laser Attach.
PGS Rifle
B.O.B.-G150
Gyrojet Rifle
Beam
Laser Attach.
Beam Rifle
B.O.B-El000 Laser
Assault Rifle
PGS
56/15
Inertia
PGS Rifle
B.O.B.-EI001 LAP
Assault Rifle
88/23
Inertia
Beam
l0pS
Albedo
PGS Rifle
Pulse Rifle
72
PGS
Pump Action
Gren. Launcher
30
Projectile Rifle
LAP - 51
Assault Rifle
79/21
Grenade Launcher
44
Inertia
4 Gren.Clip
0-10/11-35/36-95/96-140/141-260
Beam Rifle
MT-1 Laser
Assault Rifle
8/SEU
Albedo
20 SEU Clip
0-10/11-40/41-100/101-200/201-400
5-20 SEUs
1 Burst
PGS
Rocket Launcher
30
Inertia
10 Rocket Cartridge
--/0-25/26-50/51-100/101-200
--
1 rocket
Melee
Vibroknife Bayonet
20
Inertia
20 SEU Clip
1/Hit
--
Beam Rifle
MT-3B Multi-Assault
Weapon
10/PEU
Albedo
60 PEU Clip
0-20/21-60/61-120/121-200/201-400
1-10 PEUs
1 Burst
PGS
Double Barrel
Gren. Launcher
24
Inertia
3 Gren.Clip /barrel
--
1/Launcher
PGS Rifle
MT-9X Double
Barrel Gren. Launcher
55
Inertia
6 Gren. Clip
or 24 Gren.Belt
1-5/6-45/46-105/106-285/286-425
--
PGS Rifle
92
Inertia
0-20/21-90/91-200/201-365/366-650
PGS
Grenade Launcher
48
Inertia
0-10/11-35136-100/101-175/176-265
28
Inertia
1 Mini Gren.
0-5/6-10/11-30/31-55/56-95
---
48/13
Inertia
20 rnd Clip
0-5/6-30/31-75/76-160/161-330
---
10/3
32
Inertia
5 Mini-LAP Gren.Clip
0-5/6-20/21-55/56-100/101-150
---
48/13
Inertia
20 Rnd Clip
0-5/6-30/31-75/76-160/161-330
---
10/3
8pS
Albedo
10 SEU Clip
0-5/6-20/21-45/46-120/121-200
1-5
2 Blasts
30
Inertia
15 Rnd Clip
0-5/6-35/36-100/101-280/281-550
---
3 Rnds
l0pS
Albedo
20 SEU Clip
0-10/11-30/31-90/91-150/151-300
1-10
2 Blasts
12pS(@)
Albedo
30 SEUclip
0-10/11-45/46-85/86-200/201-450
1-10
2 Shots (@)
0-10/11-55/56-140/141-185/186-230
---
12/3
0-15/16-55/56-155/156-200/201-400
---
12/3
20 SEU clip
0-10/11-30/31-90/91-150/151-300
1-5
2 Blasts
Inertia
0-10/11-60/61-140/141-220/221-400
--
10 Rnd Burst
Inertia
5 Gren.Shells
--
1 Grenade
Inertia
0-15/16-50/51-145/146-240/241-350
Mass (kg)
Cost (Cr)
2.0
375
3.0
450
3.0
460
5.0
950
5.5
1200
5.7
1250
10
NA
4.0
650
1 Grenade
6
4500
5500
1 or 2
855
---
12 Rnd Burst
NA
---
2 Grenades
163
Draft 0.75
Weapon
Max Dmg
Effect. Def.
Ammo
Range
Enrgy Use
HE (AP/3):
604/152
Standard: 173/44
Inertia
0-100/101-400/401-700/701-1km/1001-1.5km
Smart Gun
Assault System
84
Inertia
0-10/11-70/71-270/271-450/451-800
PGS/
Beam Hvy Weapon
MultiTech MT-BT
Dual Minigun
Projectile: 64/17
Beam: 54
Grid
50 SEU pack
(w/feedback
compensater)
250 Rnd pack
0-10/16-40/41-140/141-220/221-300
Rate Of Fire
Mass (kg)
Cost (Cr)
18 rnd burst
30kg empty
45kg
(w/180 rnds box)
75 kg (w/360 rnd
pack)
NA
--
10 rnd Burst x 2
30
NA
2 SEUs/blast
10 Burst
1 blast
18 kg empty 30 kg
w/ ammo pack.
4500
Range:
Electro glove
--
Steelglove
12
Melee
Shock grid
16/st
Melee
Electro-stunner
40/st
Col Sift
Eff. Defense
Power
Enrgy Use
Mass
--
--
--
--
--
+1
Inertia
--
--
--
Gau /AS
PClip
2/hit
Gau /AS
PClip
Cost
164
Draft 0.75
Grenade Type
ROF
Effective Defense
Blast Radius
Cost (Cr)
Flash
Temporary Blindness
Special
10
--Acid
16 / Turn
Basegel
45
--Chemical defoliant
Defoliates
--
40
--Dye
Marking
--
10
--Extinguish
Smother Flame
--
10
--Irritant
8/Turn
Special
25
--Slick
Slick Surface
slow movement
20
--Solid
Entrapment
--
100
--Radiation Bla.
Blocks radiation
special
30
Fragmentation
64
inertia
20
--Doze
sleep
Sta check
10
--Dusk
Dim Light
IR Vision/ Scanners
20
--Night Fall
Darkness
"
25
--Poison
S5/T10
Sta Check
30
Foam
Gas
--Smoke
-1 CS
IR
10
Incendiary
32 + 8 x 3 turns
Asbestos
20
Infrared
IR sensor damage
--
20
--Polyhedron
56
Sonic
25
--Boomer
80
"
75
--Marble
16
"
Tangler
Entrapment
Solvaway
25
Airfoil grenades
as per grenade
as per grenade
as per grenade
as per grenade
Sonic
Airfoil grenades - Normal grenade types shaped into frisbee/aerobee shapes. Doubles throw range. These cannot be fired from normal Grenade launchers.
165
Draft 0.75
Missiles
Missile Type
Max Damage
Effective Defense
Rate of Fire
Range
Mass (kg)
Cost (Cr)
Micro Missiles
52
inertia
0-10/11-100/101-500/501-1km/l00lm-2km
25
Missile Type I
1 warhead
varies
varies
--/20-250/251-lkm/l00lm-3km/3001-9km
30
Missile Type II
2 warheads
varies
1/2
--/40-500/501-2km/200lm-6km/6km-1km
50
3 warheads
varies
1/3
--/60-750/751-3km/300lm-9km/9001-27km
75
varies
varies
as for missile
10
Missilier
varies
varies
1-3
10
2000
Popper
varies
varies
"
5000
MLTCs
varies
varies
"
1200 /tube
Launchers
Disposable missile launcher (DML)
Warheads
Warhead Type
Range
Max Damage
Effective Defense
Mass (kg)
Cost (cr)
AntiMssile
None
None
--
2xMssile #
50x Missile #
Electromagnetic
Discharge
5xMssile Range
Electronic Short
Insulation
3x Missile #
55x Missile #
Field Crusher
Target
66x Missile
--
2xMissile #
35 x Missile
Foam
6xMissile Range
varies
varies
2xMissile#
30x Missile
Gas
8xMissile Range
Varies
Varies
2xMssile #
30 x Missile
Heat Seeking
None
None
--
1 x Missile #
50x Missile #
High Explosive
7x Missile Range
75xMissile#
Inertia
1 x Missile #
40x Missile #
Sonic
6 x Missile Range
Stun
2xMissile #
35x Missile #
Standard Explosive
5 x Missile Range
68 x Missile
Inertia
1 x Missile #
35 x Missile #
Tangle
5xMissile Range
Entrapment
Solvaway
2x Missile #
30 x Missile #
166
Draft 0.75
Ammuntion
Bullets & Rounds Ammo
6 Round Clip
MAX DMG
Mass (kg)
as per weapon
Cost (Cr)
Rounds
10
8 Rnd Drum(P)
as per weapon
12 Rnd Clip(Ap)
as per weapon
12
20 Rnd Clip(R/Ap)
as per weapon
20
40 Rnd Clip(Smg)
as per weapon
40
Maxibullet Clip
as per weapon
30
30
20 Rnd Clip(Sg)
as per weapon
2.0
10
20
200 Rd Blt(Mg)
as per weapon
4.0
50
200
1 Rr Shell
as per weapon
1.0
10
as per weapon
0.6
85
36
as per weapon
0.5
80
40
as per weapon
0.8
100
48
36 Rnd Helap
as per weapon
0.8
400
36
MAX DMG
Cost
31
15 cr / 16 rnd drum
63
94
Gauss Ammo
24+S6/T9
24 +S15/T8
68/18
30 cr / 60 rnd clip
98/25
130/33
50+S8/T9
50+S15/T8
40
20 cr / 32 rnd clip
70
102
28+S8/T9
28+S15/T8
60/16
30 cr / 60 rnd clip
93/23
124/32
42 +S8/T9
42 + S15/T8
1600
300 cr / shell
1750
1800
1150 cr / shell
1500+S30/T
1500+S30/T
167
Draft 0.75
MAX DMG
Mass (kg)
Cost (Cr)
10 Rd Jetclip(P/R)
as per weapon
10
Rounds
10
as per weapon
0.1
15
15
Doze Jetclip
20
10
Poison Jetclip
50
10
30
10
0.5
80
Tangle Jetclip
Hi-Expl. Jetclip
PISTOL: 60 / RIFLE:
84
Maxijet Clip
15
15
6 Cr
6 Needle Clip
as per weapon
1 Grenade. Bullet
as per grenade
1 Grenade Shell
as per grenade
1 Rocket Cartr.
as per weapon
1.8
25
10
as per weapon
0.4
Minigrenade (BOB)
as per weapon
0.02
as per weapon
0.02
10
as per weapon
1.5
955
as per weapon
1.5
50
as per weapon
7.5
200
24
Needle
as per weapon
10 Needle Clip
as per weapon
20
10
as per weapon
3.0
25
10
Flame Tank
as per weapon
4.0
30
20
Compr.Air Cart.
as per weapon
10
Spear
as per weapon
MASS (kg)
COST (Cr)
POWER
30
Energy Ammo
30 PEU CLIP
as per weapon
1.1
120
60 PEU CLIP
as per weapon
1.3
200
60
as per weapon
11
300
120
SEU Microdisc
as per weapon
10
10 seu clip
as per weapon
50
10
20 seu clip
as per weapon
100
20
as per weapon
0.11
130
30
as per weapon
10
500
100
as per weapon
50
1200
1000
12 chrg. Clip
as per weapon
100
12
as per weapon
500
50 SEU
as per weapon
500
250
168
Draft 0.75
----
----
AV War Heads
Flechette Ammo
X1.2
--
x2 Ammo cost
35
30 each
25
---
25 per 10
0.5
100 (50)
Concussion
--
+ 25% to Ammo
Cost
X1/2
--
as per weapon
--
15 Cr
as per weapon
--
45 Cr
80/50st
---
50
spec
---
x3
Gas-Belt
Gel Ammo
Homing GyroJets
HVRA GL ammo
HVRA Small Arms
Mono-molecular ChainShot
169
Draft 0.75
Primitive Melee
Max Damage
CS
Effective Defense
Mass (Kg)
Cost (Cr)
Axe
16
+1
Inertia
15
Bottle / Mug
-1
Inertia
Bow
--
Inertia
50
Brass Knuckles
Inertia
10
Chain /Whip
-1
Inertia
20
Chair
-2
Inertia
Club (Small)
Inertia
Javelin
14
--
Inertia
20
Knife
10
+1
Inertia
10
NightStick
12
+1
Inertia
20
Pistol Butt
Inertia
Polearm
26
-2
Inertia
40
Rifle Butt
18
-1
Inertia
Spear
+2
Inertia
Sword(Small)
13
+1
Inertia
15
Sword (Medium)
20
+2
Inertia
30
Sword(Large)
28
+2
Inertia
45
Modern Melee
MaxDmg
CS
Effective Defense
Ammo
Energy Use
Mass (Kg)
Cost
(cr)
Chain sword
34
+2 CS
Inertia
20 SEU Clip
1/Hit
1.0 kg
325
Claws
14
Inertia or Slip
--
--
1.5
50
Electro-Claws
24/Stun
Gauss/A-S
20 SEU Clip
2/hit
140
Electric Sword
32/Stun
+1
Gauss/A-S
20 SEU Clip
2/hit
150
Electric whip
15
-1 Cs
Gauss
20 SEU Clip
1/HIT
1.0 kg
300
Force Axe
48
+2
Inertia or Slip
"
2/hit
450
Flail Axe
18
+1
Inertia or Slip
--
--
1.9
150
20
Inertia or Slip
--
--
0.4
55
Handblade
18
Inertia or Slip
--
--
1.0
25
K'Dasi Stranglecord
10+6/Rnd
-1
Slip
--
--
0.3
25
Laser blade
30/50
+1/+2
Albedo
20 SEU Clip
2/HIT
1.0 kg
500
Pole-spear
8 (each end)
+1
Inertia or Slip
--
--
1.8
22
Shock Gloves
Slicer Whip
16
25/entangle
chance
24
40
Special
12
24/Stun
20
18
38
48
45
55
25
30
20
0
+1
Gauss/A-S
Inertia or Slip
Powerpack
--
2/hit
--
2.0
50
45
+1
+2
-2
+1
+1
0
0
+2
+2
+1
+1
+1
+1
+1
Sonic
Sonic
Sta Check
Inertia
Gauss/A-S
Inertia or Slip
Inertia or Slip
Inertia or Slip
Inertia or Slip
Inertia or Slip
Inertia or Slip
Inertia or Slip
Inertia or Slip
Inertia or Slip
20 SEU Clip
1/hit
--
1/hit
1
--
20 SEU Clip
---1/hit
-1/hit
2/hit
---1
--
1
1
1
1
1
1.3
1.5
2.7
3
3.4
4
14
12
1
50
300
10
80
75
55
65
125
125
150
500
450
350
25
Sonic Knife
Sonic Sword
Spray Hypo
Steelglove
Stunstick
Tail Axe
Tail Ball
Twin-sword
Twin-Vibro Sword
Tri-Axe
Tri-Force Axe
Urtoran Axe
Utoran Staff
Vibroknife
170
Draft 0.75
Gauss Ammo
Solid Projectile-- Solid 8.0 mm Plasti-steel slug with a electrically charged core and with a Teflon tip.
Light Explosive Projectile- Special plastic explosive 8.0 mm slug, with a thin Plasti-steel coating.
Heavy Explosive Projectile- Concentrated plastic explosive 8.0 mm slug, with thin Plasti-steel coating.
Poison Filled Projectile- Highly fatal poison in a thin 8.0 mm needle-like slug.
Gauss ammunition comes in many different forms. The Standard Solid Projectile is a specially charged 4.0 mm
slug that is available to the public. The Light Explosive Projectile ammunition is available to corporate security
forces at normal cost and to the public at x 1.5 the listed price for the P.A.W.R Committee registration fee. The
High Explosive ammunition is only available to military personnel. The Acid-filled and Poison-filled are available to
all at normal price. Note: Gauss requires two turns to load and prime.
171
RIFLES:.22 Light, .23 Bronen MK 2, .24 Gunler MK-4, .30 M-5 Sniper, .308 Calibre ( and where applicable, their
automatic versions)
All of the weapons listed above are hybrids of their ancient Terran predecessors. There have been quite a few
changes since then. Many changes that make the Terran Imperial Expanse weapons much more different from
their ancient grandparents resulted from the wars, decline, and regrowth that plagued the Terran Expanse until its
fall. Ammunition is now caseless. The propellant is made of a highly directional ceramic explosive-concentrate.
The loading, firing, and anti-jam systems have been redesigned over the centuries. The weapons themselves are
molded from alloys of ceramics and metallic-plastics and specially treated to compensate for environment
differences. All these advancements have made these weapons the most reliable and durable in Allied Space.
Hand Blaster: The Hand Blaster is the only remnant of the Terran Space Marines. It was their primary weapon. It
is much like the EP lasers but not quite as potent.
Note: BFG actually stands for Baker-Folcha Group, the designers of the gun, but the users of the gun say it
stands for "Big F*cking Gun".
Flash Gun
A flash gun is a weapon designed for non-lethal self defense. It uses a miniature, high-power parabolic strobe unit
to blind and paralyze the target. The strobe's intensity overloads and blinds sight in the usual manner, but the
paralysis effect is what sets this weapon apart. The paralysis effect is caused by the pulse rate and pattern of the
beam. The pattern causes a neural cascade reaction similar to a mild epileptic seizure.
A flash gun is only effective if the target is hit in the head, but the beam spreads as it goes, eliminating the penalty
for called shots. If hit, the target is blinded for 1d10 rounds, and paralyzed for 1d4 rounds. Sungoggles will protect
the target unless the particular race is extra-sensitive to light. Light sensitives with goggles are affected normally.
Light-sensitives without goggles are blinded twice as long, but paralysis is the same
Ke-x-IR/UV
These weapons function identically to the Ke-x series of laser weapons, except the flash tubes are tuned to either
IR or UV frequencies, both being invisible to most races' normal vision. They are in great demand by snipers on
both sides of the law. These weapons are available but heavily regulated (Registration, waiting period, proof-ofneed).
Ke-x-VF
These variants on the excellent Ke-x series laser weapons use an electro-active, fixed-matrix radiant emitter to
allow a tunable beam frequency. It allows all the advantages of the Ke-x-IR/UV series, along with certain the
advantages of certain frequencies. For instance, blue-green lasers pass through sea water with no loss of power.
These weapons are available but heavily regulated (Registration, waiting period, proof-of-need).
Draft 0.75
The Ke-2200 is equipped with a synthetic-vision telescopic imager which utilizes detail-enhancing image
processing (+2cs to notice targets), Hi-res IR, and Low-light sensors
The most important feature of the weapon is the Remote Targeting System (RTS). This consists of a lightweight
tripod, a servomotor system, and a targeting/directing system. Once set up (takes 2 turns), the weapon can be
operated from up to 5m away by fiber-optic link. The RTS eliminates penalties from range or target movement.
The RTS has full use of the imaging sight. One drawback to the RTS is that while assembled, the weapon can
only engage targets in a 40 degree arc. The RTS takes another two turns to disassemble
1. Rifle GunComp with Compsight 1,2, T-System III, and Detail-Enhancement Progit (DE Prog: +2 for Target
Identification). This weapon/Guncomp configuration is designed to be used by personnel whos helmets
are equiped with Visors (Passive IR, UV, and one other), the Dis-Viz Progit and associated hardware.
Imaging system sensors on the weapon are transmitted through the dis-Viz Progit in the Helmet and then
displayed on the Dis-Viz Hardware in the Helmet visor.
2. Screen Scanner Attachment
3. Viz-relay Progit in the rifle GunComp that when the weapon is fired, changes the visor display to match
the frequency of the laser beam, allowing the sniper to accurateli "see:" and track the laser beam to its
target, and thereby maintaining "aim on the target. Also, through Audio-Act, VizRelay will configure the
weapons imaging system sesnors to "see" what frequency (Passive IR, UV, other) the sniper wants.
These weapons are generally illegal in the general public and restricted by Star Law.
Mini-Stunner
This is a short-range miniature sonic stunner. It's approximately the same size as a pen-light. It takes a
minipowerclip, and gets 5 shots from it. Except for range, the beam is identical to the standard sonic stunner.
Mini-stunners are popular with animal trainers.
174
Tangler gun
This item is an offshoot of the ongoing research into tangler grenade technology. It projects epoxied filaments
under high pressure. The effects of the weapon are similar to those of tangler gyro-shells, except more controlled
effects are possible.
The Chameleon is a submachine gun that is hinged in the middle so as to be folded in half. All components are
concealed in the stock while folded, making it appear to be a featureless 30cm x 8cm x 3cm alloy box. The gun is
spring loaded, so that with a DEX check, the gun can be unfolded and fired in a single turn. For an extra charge,
the weapon can be fitted with simple electronics and dummy switches to make it cosmetically resemble a CAS,
though non-functional. These weapons are available but heavily regulated (Registration, waiting period, proof-ofneed).
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BOB Weaponry
Best Of Both Series. This weapon series was created specifically for the Enforcer profession. It was intended to
be the ultimate two-in-one weapon. Because of many complaints from enforcers on the field about having to carry
two primary weapons, one of them decided to do something about it. James Flamor (a human.... sort of), a long
time veteran enforcer and celebrated hero in many sectors, retired to become chief executive of the BOB division
of WarTech after they excepted his idea.
MT-3B Multi-Assault
MT-3B Multi-Assault weapon is Multi Tech attempt to combine the power of H.E.P.E.S.A.W weaponry and the
dual power of two grenade launchers. It isn't a bad attempt because now it is the standard issue for most of WARTECH'S security forces. The rifle also gives the user a +1 CS for recoilless burst for the H.E.P.E.S.A.W rifle, not
for the grenade launchers.
Note: Smart Gun Assault Systems are not available to public. Military use only. Ammo as for Pulse Rifle.
The Smart Gun Assault System
(a) Compatible with the X-12 LC/CA Helmet
(b) Body-Comp (must be used with X-12 Helmet)
Dis-Viz
Helmlink
Compsight I,II,III
RESULT
Ancient Armor
Automatic penetration
Type A
Automatic penetration
Type B
Type C
Type D
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Result: This explains what happens when the round hits the armor. Example: When a type C is hit, 1/16 of the
damaged caused by the round is taken by the armor. The remaining 15/16 is taken by whatever is under that
layer of armor whether it be more armor or flesh.
Despite it original design as a PAA or small vehicle weapon, hand versions are available at the same price. The
weapons relative-lack of recoil makes it an attractive weapon for on the field.
Electro-Glove
The electroglove is a combined effects close assault weapon system. It was designed by WarTech for use in
close urban environments against numerically superior but technologically inferior opposition.
The base of the system is a standard heavy-duty Steelglove gauntlet. The gauntlet extends almost to the elbow
joint, or equivalent. It contracts when activated, making removal nearly impossible without destruction of the glove
or limb.
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Electrical grids are formed into the palm, inner fingers and knuckles. These grids are capable of delivering a
charge of up to 300,000 Volts at up to 150 Amperes. The electrical discharge can be configured by hand controls
on the glove surface.
A standard electrostunner is mounted into the forearm of the gauntlet. The only modification in the electrostunner
is that the electron accelerator coil is reinforced in order to resist physical impact better.
Steelcloth - A memory plastic that is soft and pliable until kinetic energy is applied. The plastic then momentarily
hardens to a degree proportional to the force of impact
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Ammunition
New Gryojet Ammo - High Explosive Rounds:
High Explosive jet rounds come in a 5 round clip and consist of a small charge of concentrated TD-19 with a small
impact detonator. This type of ammo is illegal in most parts of the known space. RESTRICTION: The design of
the ammunition only allows 2 rounds per turn.
Mass: same as non-Av round. Cost: x2 normal cost of standard ammunition for listed weapons. These items are
illegal in the general public but general available to Star Law and military personel.
Def.
MaxDam
Range
Mass
Cost
GL ammo
spec
35
5/10/15/-/-
neg.
30cr ea.
Def.
MaxDam
Range
Mass
Cost
Gyro ammo
spec
25
-/5/-/-/-
neg.
25cr per 10
Flechette Ammo
The ammo actually is a small cluster of finned darts. Range and damage are half normal, but gives +2CS to hit,
and hits d5 locations. Multiply Damage by 1.2, then divide it by the number on the d5 roll. The result ids the
amount of damage for each flechete hit. Flechette ammunition costs twice the normal ammo cost for the weapon.
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Gas-belt
This item contains a small supply of a gas in liquid form. When triggered, the belt shoots several streams of the
liquid in all directions. The liquid evaporates in a fraction of a second, creating an instant 6m cloud of the selected
gas. All gas types are available in liquid form, but smoke, doze, and nightfall types are by far the most common.
The belt can be triggered by one of many ways, among them methods as complex as Mind-link progit triggers,
and as basic as simple pull-cords. The main advantage of Gas-belts over the equivalent grenade type is that
there is almost no warning of the belt's activation.
Gas belts have one charge, but can be recharged easily.
Cost- 100cr (recharge 20cr)
Mass- .5kg
Gel ammo
Gel rounds are available for all PGS weapons. When the round impacts armor, it flattens, doing no real damage,
but concussion damage equal to two stages down on the table. After penetrating a Inertia screen, it won't have
enough velocity to have any effect. Gel ammo costs 125% of standard ammo.
Homing Gyroslugs
A slightly modified gyro-weapon fires small, radar homing guided projectiles. A small indicator near
gunsight/scope indicates the round in the barrel has acquired a target. Damage is half normal, but the attacker
gets a +1d2 RS on the roll. (Reminder: 96-00 always fails). Called shots cannot be made with homing ammo. The
gun modification costs 100cr (or 30cr and a weapon repair roll). The guidance increases the ammo cost by 50%.
These items are available but heavily regulated (Registration, waiting period, proof-of-need)
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Type
Def.
MaxDam
Range
Mass
Cost
HVRA
in.
80/50st
10/100/200/400/800
--
50
This ammo, usually for Grenade launchers, consists of a hollow ring of a dense alloy, with an inner layer of solid
rocket fuel. The rocket fuel ignites shortly after a small charge blows the round clear of the launcher barrel. The
shape of the round forms a ramjet, and accelerates the round to approximately 2000 m/s. The combination of the
rocket noise and it's sonic crack have given the round nicknames like "Banshee", or "Screamer". The extremely
rare federanium version of this round has been known to pierce battle tank armor. These items are illegal in the
general public but general available to Star Law and military personel.
Mono-molecular chainshot
Type
Def.
MaxDam
spread effect
Example
small
in
30
+2cs to hit
pistols
medium
in
30
1m rad
rifles
large
in
30
3m rad
grenades
X-large
in
30
5m rad
warheads
Cost is 3x normal.
Long ago, when battles were fought on the high seas, combatants ripped each others' sails and rigging with
cannonballs connected by iron chains. The concept lay dormant for centuries until the perfection of practical
mono-molecular mono-filament. Four to eight strands of mono-filiment, wound around a artificial diamond spool
proved to be a most effective antipersonnel round. Small weights on the ends of the mono strands cause them to
play out into a buzzsaw-like effect as the round spins. The strands decompose shortly after firing, so as to avoid
losing a foot by stepping on a spent round.
The technology involved in creating the monofiliment, the diamond core, and joining the two make the round very
rare away from high tech planets. They are made for almost all projectile weapons. Despite popular opinion,
mono line is not magic. To be sure, it has tremendous sharpness, but the structural strength is relatively low. Due
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Mono chainshot ammo has no effective penetration against type C and above armor, since the mono strand
snaps and tangles before doing significant damage. Against type B armor, the round does normal damage.
Against type A, armor rating is halved. Against unarmored targets (including natural armor) damage is 50%
greater than normal.
This item is illegal in the general public but general available to Star Law and military personel.
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Chain Sword
The Chain sword is a sword shaped weapon which has a blade composed of a chain of teeth-like blades that
rotate about the blade. It is powered by a 20 seu clip.
Clawfeet
Clawfeet are metal claw extensions that fit onto the clawed hands or feet.
Electric Whip
This is simply an electrified whip with a protected handle.
Flailaxe
The axeflail is a curved axe head set at the end of a chain cable. It is usually 1.2 m long, and is worn across the
chest with the axe head in front at the end of the attached chain when not in use.
Laser Blade
The laser blade consists of a 35 cm handle with a telescoping antenna-like emitter. The emitter can be set at a
variable length for Laser knife or Laser Sword (see Note in table). Laser Blade can be used as a Laser Knife (first
entry) or a Laser Sword (Second Entry)
Stranglecord
The stranglecord is a K'Dasi assassin weapon. A fine plastic cable is attached to two wooden handles. It is
difficult to detect. The damage is given as an initial value and a second inflicting value. The first value is the initial
damage caused by applying the cord around a part of the victims body, usually the neck. The second value is the
amount of damage the user can cause per round (without rolling) to the victim. It is usually 1.0 m long.
The pole-spear is a spear with leaf shaped points at each end. It's length is 1.7 m. The points are always razor
sharp, and barbed sometimes.
The handblade is simply two curved axe heads mounted on a strong 12 cm long hand grip. They are usually
collapsible for safe storage. Length is 0.3 m.
Twin-sword
The Twin-sword has two curved blades set parallel to each other sharing a common hilt. It's one-handed and the
length is usually 1.0 m.
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The Tri-axe is simply an axe with three heads. It is about 75 cm long from end to end.
Tail Axe
The Tail Axe is a large axe head which fits snugly over the end of a tail, fitted for most larger tailed species like
the Candrosian or the S'Saran. Length: .20 m
Tailball
The tailball is a spiked ball that fits in the same fashion as the tailaxe. They both cannot be worn at the same time.
Urtoran Staff
The Urtoran Staff is made from a hardwood tree only found on the Urtoran homeworld. It was the hardest wood in
the sector ever to be discovered. The Urtoran Staff has a hollow end that can be used for liquids, fishing line,
papers, etc. The other end is usually fixed with some flailing type weapon of the Urtorann's choice. Some
Urtorann carry many types of attachments to put on the end. It is usually 4.0 m long.
Urtoran Axe
The Urtoran Axe is a double bladed axe with the blades forming a five pointed star shape. It is usually 2.2 m long.
The damage of a human sized Urtoran Axe is reduced by 5 points; Mass reduced by 9 kg. The cost is the same
because a smaller one requires it to be customized.
The slicewhip is a flat leather strap attached to a short handle with razor sharp segmented blades running the
edge of the strap. A spiked metal ball is often attached to the end of the strap to add to the mass. It is usually 2.0
m long. There are 2 attacks with the slicer whip - the standard slice-slashing attack, or the slicer entangle.
Wristclaws
Wristclaws are 4 long extendable spikes on a wristband. They extend by pressing the small release lever that fits
in the palm of the hand, and is attached to the wristband. They are usually 15 cm long.
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WEAPON EQUIPMENT
Equipment Type or Name:
Mass
Cost
Legal Code
WEAPON EQUIPMENT::
Armor Piercing Ammunition
----
----
----
Guncomp (Pistol)
--
500
0.25
750
Guncomp (Rifle)
0.5
1000
Guncomp Progits
--
+ 20%
var
Laser Silencer
--
500
---
Spec
0.5
450
B/D
---
100
B/D
--
800 Cr
700
500
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When ammunition is upgraded to Armor Piercing (AP) ammo, it is redesigned to specifically to penetrate armor.
Advanced Star Frontiers has 4 classes of armor:
Suits
Screens
Personal Armor
AP ammunition effects each class differently. If a PC is wearing different layers from each class and is hit by an
AP hit, each layer should be considered in turn, according to the order of layering. A complete example will be
given.
For each class, the AP procedure will be given. AP ammunition can be bought, but is illegal for any nonmilitary/non-Star Law/non-corporate security PC to own. AP costs 10 times the normal cost of the ammo, and is
only available for chemically-propelled ballistic weapons and EMA/LAP weaponry.
AP Hit Procedure:
Suit: The only suits that effect ballistic hits are: Skein Suits, Grid Suits Rule of Thumb : When a suit is hit by AP
ammo, the suit absorbs 1/5 of the damage, the remaining 7/8 goes through.
Personal Armor: Personal Armor & AP ammunition resolution depends on the Armor Type (A,B,C,D). The
following table explains the basics:
AP Resolution
Automatic Penetration
100%
Automatic Penetration
100%
Damage - 1/4 IP
Damage - 1/2 IP
Powered Armor Suits - Penetration into powered Armor suits depends on the Structural Points attributed to the
suit at the hit's location. In the following table, a range of Structural points is given followed by the Penetration
Number (Pen. No.); the number to roll under on a d100 to determine penetration. The total amount of damage
187
Penetration No.
SP >= 50
80
50< SP <=100
70
55
50
40
30
20
SP>900
10
NOTE: Current Structural points should be considered if the Armor has been hit multiple times.
PC-#2 is wearing a Commander-class Powered Armor Suits, with a Grid Suit underneath. He is hit twice with AP
hits, once in the leg and once in the chest, both 56 points. For the first hit (to the leg), the first layer is the
Commander suit, with its full 170 points in that location. For 170 Structural Points, the Pen No. is 55. The attacker
rolls a 62, which says the penetration fails, and the damage is subtracted from the suits Structural Points at that
location. The second hit strikes an area that has been hit before, and has a only 98 points left. This puts the Pen
No. at 70. With a roll of 39, the shot penetrates. The damage that goes to the next layer is: (70 - 39)/70 x 56 =
24.8 or 25 (round up). The Commander suit absorbs the difference; 56-25 = 31, leaving 98 - 31 = 67 SP in that
location. The Grid suit takes 1/5, which is 5, leaving 20 to go through and hit the player's chest.
Guncomps
Guncomps are miniature versions of bodycomps. Progits are hardwired into the comp at purchase and cannot be
changed. Only weapon related progits, like comp-sight, Targeting systems, diz-vis, etc., are commonly available
for guncomps. The progits are usually activated by small pressure switches imbedded in the weapon's trigger or
handle.
188
slots
base cost
mass
Pistol
500
neg.
SMG
750
.25kg
Rifle
1000
.5kg
Laser Silencer
Mass- neg. Cost-500
Lasers usually make a moderate amount of noise due to piezo effects within the flash tube. This noise is not as
loud, but much more distinctive than those of projectile weapons. A laser silencer shifts the frequency of the
generated noise out of the hearing range of most races. This shift in piezo effects causes an effeciency drop
which decreases maximum damage by 10%. The silencer can be switched on or off by an external switch. This
item is illegal in the general public but general available to Star Law and military personel.
189
normal effect,
5-7
8-9
10
This item is illegal in the general public but general available to Star Law and military personel.
Def.
MaxDam
Ammo
ROF
Engy
Range
Ms
Cost
Bm Rfle
none
130*
SEU
5/25/60/100/150
700
A screen disrupter attachment is an under-mounted beam weapon which projects an energy pattern that sets up a
destructive harmonization pattern in the screen it is set up for. The damage rating is ONLY for purposes of SEU
loss from the screen's power source. It does NO damage to anything other than screens. This item is illegal in the
general public but general available to Star Law and military personel.
Steady-Gun mount
This is a spring loaded arm mounted on a body harness. It is designed for carrying light ordinance-scale
weapons. The weight of the weapon is borne by the torso, rather than the arms. The rig also has attachments on
the back of the rig for counterbalancing weights, or an ammo box. Mass 5kg. Cost 500cr. This item is illegal in
the general public but general available to Star Law and military personel.
It allows carrying and using a weapon usually restricted to bipod or light tripod use. If a counterweight (an ammo
box or power pack, usually) is attached to the back of the harness DEX and RS are only -10, otherwise -20.
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Personal Armor
Archaic Armor
Type
Name
Energy
Protection
High Impact
Protection
Low Impact
Protection
Armor Structural
Pts.
Base Mass
(kg)
Base Cost
(Cr.)
Leather
12
150
4.5
150
Heavy
Leather
10
15
180
6.5
170
Cuirboilli
12
17
200
9.5
185
Ring Mail
15
20
240
11.0
200
Chain Mail
10
18
23
260
14.0
220
Scale Mail
11
20
25
280
19.0
230
Plate Mail
15
22
27
290
28.0
245
Armor Structural
Points
Base Mass
(kg)
Base Cost
(cr.)
Modern Armor
Type
Name
Energy
Protection
High Impact
Protection
Low Impact
Protection
Reflek 1
50
700
1.0
1850
Mesh
12
20
26
280
---
1000
Reflek 2
30
10
13
550
1.0
1925
Thorane
20
12
16
400
2.0
1250
Korane
25
33
240
2.0
1350
Shieldex
25
12
450
2.0
1400
Skorane
20
20
26
250
3.0
1425
Talthane
28
28
37
450
3.0
1475
1525
Kelvax
12
50
65
550
3.0
Sorex
50
12
18
700
4.0
1550
Flax
32
32
42
700
4.5
2500
Korex
40
28
37
750
5.5
2500
Torex
28
40
52
700
4.5
2500
Protex
48
48
62
1000
11.0
2600
Laminor
60
60
78
1200
14.0
2700
Stryker
80
80
94
1400
19
2800
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Type B: Light plastic or cloth-woven armor easily made into clothing, or specially treated cloth.
Type C: Heavy plastic & metallic armor not easily made into clothing. Citizens not employed by a militia or
security organization must have the armor registered with the Planetary Armor & Weapons Regulatory Committee
(PAWRC), at a cost of 500 cr.
Type D: Plate armor. Only available to military or security personel. Military or Security ID required upon
purchase.
Energy Protection: The Energy Protection is the maximum amount of protection from a single attack by an
energy type weapons (Lasers, EP, etc) the armor provides before the armor is penetrated.
High Impact Protection: The Impact Protection is the maximum amount of protection the armor provides from a
single attack by an PGS, before the armor is penetrated.
Low Impact Protection: The Impact Protection is the maximum amount of protection the armor provides from a
single attack by an regular impact melee-type weapons (non-modern) and modern impact melee-type weapons
(vibroweapons or monofilament edged), before the armor is penetrated.
Armor Structural Points: Total amount of damage the armor can take before it is useless against attacks.
Mass & Cost: The listed amounts are for base suit, humanoid standard size (arm (2), legs (2), head, chest, and
abdomen).
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Armor Suits
Mass & Pricing for Various Races
The lists above are the base costs for a full suit of the given armor types. The hit location they cover are the arm
(2), legs (2), head, chest, and abdomen or equivalent (Standard humanoid configuration) For specially shaped
races or under/over-human size races, their all multipliers to the cost and mass of the armor. The protection does
not increase or decrease with size because that is primarily based on density. If the character requires additional
armor for other limbs, like a tail or more than 2 legs, then the Armor Structural Points would increase by a
percentage. (More hit locations mean the more chance to hit the armor. It's a balancing factor.)
The protection is given in either Energy or Impact. The points given is the amount of damage that is absorbed by
the armor before it penetrates, for it's given damage type. The amount of damaged absorbed is then subtracted
from the Armor Structural Points to show Armor Fatigue.
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Mass Modifier
Cost Modifier
(1)
Human
x 1.0
x 1.0
(2)
Urtoran
x 1.4
x 1.3
(3)
x 1.0
x 1.0
+ 10%
+10%
+ 10%
(4)
x 0.9
x 0.9
Torani, Tor'Drani
+ 10%
+10%
+ 5%
(5)
x 0.70
x 0.70
+ 10
+ 10
+ 5%
(6)
x 0.7
x 0.7
Yazirian
Skansii, K'Dasi, Wen'Tri
+ 10%
+10%
+ 5%
(7)
Candrosian
(Forequarter equivalent to Abdomen)
x 1.3
x 1.3
+ 5%
+ 10%
+10%
+ 5%
(8)
x 1.1
x 1.0
Humma
+ 10%
+10%
(9)
x 0.5
x 0.5
(10)
x 1.2
x 1.2
+ 10%
+10%
(10)
Vrusks
(Thorax equivalent to Abdomen)
x1.0
x1.0
+ 10%
+5%
Ifshnit
Osakar
+ 10%
+ 10%
+ 5%
+ 10%
+5%
+ 10%
+ 10%
+5%
+ 10%
1. Since the human is the base, no extra cost and no extra limbs.
2. The Urtoran are considerably larger than humans, but otherwise the same shape.
3. Human-sized tailed races. They can buy extra armor for their tail if they like, but if they don't, it need to be
noted on the character sheet.
4. These are the smaller-than-human-sized tailed races. They can buy extra armor for their tail if they like,
but if they don't, it need to be noted on the character sheet.
5. Yazirians can choose to have armor on there wings, but it hinders their ability to glide.
6. Another smaller-than-human race, they are considerably smaller than the Torani as well. Like the others,
they can choose to have tail armor.
7. Larger centauroid race, the Candrosian have a Forequarter and a Hindquarter hit location, which
corresponds to their back half. The Forequarter, for pricing and mass purposes, is equivalent to the
abdomen, so it is covered in the base armor suit.
8. Slightly larger than humans, the Humma also require difficult-to-design armor. Like the others, they can
choose to have tail armor, but it will hinder their tail ability. Armor also hinders their jump ability
9. For Humma, Leg Guards reduce leaping range half. To get extra flexibility and eliminate this modifier, it
costs an extra 10% original cost.
194
Optional: These modifiers can be applied to the existing suit prices and masses, if the GM so wishes. It is
recommended for the larger races to pay more, considering their size. It is left to the referee's judgment how to
handle Alpha Dawn & Zebulon suits.
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Type
SEU
Use
Protect.
Cost
Mass
---
50 Each Location
30 Kg (x Racial Mass
Modifier)
---
Special. See
description.
50 Kg (x Racial Mass
Modifier)
Scout-class Suit
8 hrs
80 kg (x Racial Mass
Modifier)
Voyeur-class
Scout/Recon. Suit
8 hrs
Special. See
Description
Commander-class suit
20
hours
Warrior-Class Suit
5 days
Special. See
Descritption
Overlord-Class Suit
5 days
Special. See
Descritption
Raider I Suit
5 days
Monolith-class Suit
7 days
Special. See
Descritption
Raider II Suit
10
hours
Explanation
Min. Level - Minimum Level in Weapons: Powered Assault Armor Skill required to operate. A = Automatic; No
Skill Required
Type-Common name
SEU - Amount constant powered-up--time the system has .
Protect - Total Amount of damage in each location the armor can take before the armor is penetrated and
useless. The Armor absorbs 100% of all damage, up to it's total Potect points, until rendered useless.
Some suits below have a special distribtution of points, based on hit location. See below for the values.
Cost - Cost in credits times the Race Mass Modifier listed above. No extra cost for extra limbs. Most venders
include this kind of customization in with the price.
Mass - Mass in terms of a Base Mass times the Race Cost modifier.
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Light Combat Armor (w/ X-12 Light Combat Computerized Assault Helmet)
"Light", in this case, is a slight misnomer. It is in fact larger and more bulky than even type-D armors. It is only
"light" when compared to other power-armor models.
LCA is intended as the "common man's" power armor. It is less powerful than the heavier models, but still
significantly enhances combat performance over standard armor, and is inexpensive enough to equip relatively
large number of troops. LCA is commonly word by the field leader of a large group of standard infantry.
Servo Assist
General Systems
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head-25
arms-30
chest-60
abdomen-40
legs-50
Servo Assist
Systems
Built-in chronocom
Environmental controls
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Scout-class Suit
Armor protection
See Chart
Servo Assist
+20 STR
+1 CS in melee combat
General systems
*Dis-Viz
*Helmlink
*Body-Scan
Recon Systems
Radar (Type B)
Parabolic (Type A)
Enviornmental Systems
Environmental Suit lining, Note; Does not have pressurization capabilities. No life support and not air tight.
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head-25
arms-50
chest-80
abdomen-50
legs-70
Servoassist
+10 str
+15 Dex/Rs
+2 CS in Melee
General systems
*Diz-Viz
Radiophone
*Helm-Link
*Comm-link
progits
*Body Scan
*Audio act
*Enviro-Comp
*Hear-All
*Chronocalc
*Stop-Hear
*Comp-Talk
Offensive Systems
Defensive Systems
EPC type IV
IR damper
Sonic Screen
Recon Systems
1km rad)
200
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multisource mass spectrometer. (400m pinpoint,
no rad)
satellite/base)
Environmental controls
201
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Commander-class Suit
Armor protection
See Chart
Servo Assist
+25 STR
+2 CS in melee
General Systems
*Dis-Viz
*Helmlink
Progits:
*Body scan
Recon Sytems
Radar (Type C)
Parabolic(Type B)
Motion (Type B)
Environmental controls
Environmental Suit Lining. Note: Not Pressurized. No life support for hazardous environment use.
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Draft 0.75
head-45
arms-80
chest-120
abdomen- 90
legs- 80
Servo Assist
+20 Str
+2CS in Melee
General systems
*Diz-viz
HRIR/Low-Light visor
*Helm-Link
*Body-Scan
*enviro-comp
progits:
*Audio-act
*Comp-Talk
Offensive systems
(usually SAMs)
OR
Defensive systems
Environmental controls
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Draft 0.75
head-50
arms-90
chest-140
abdomen- 100
legs- 85
Servo Assist
+20 Str
+3CS in Melee
General systems
*Helm-Link
*Comm-link
Radiophone
*Body-Scan
HRIR/Low-Light visor
*enviro-comp
*Hear-All
*Audio-act
*Stop-Hear
*Comp-Talk
*map-calc
*Diz-viz
Offensive systems
Defensive systems
Environmental controls
Draft 0.75
Raider Type I
Armor protection
See Chart
Servo Assist
+30 STR
+2 CS in melee
General Systems
support.]
Comlink in Helmet
*Helmlink
*Dis-Viz
Recon Systems
Radar (Type C)
Parabolic (Type C)
Motion (Type C)
Seismic (Type B)
Environmental controls
Offensive systems
Albedo Screen
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head- 80
arms- 150
chest- 200
torso- 150
legs- 160
Servo Assist
+30 str
+2cs in Melee
General systems
*Comm-link
*Body-Scan
Radiophone
HRIR/Low-Light visor
*enviro-comp
*Hear-All
progits:
*Stop-Hear
*Audio-act
*Comp-Talk
*map-calc
*Diz-viz
*Helm-Link
map-calc)
206
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warfare)
Defensive systems
Albedo screen
Inertia screen
detonation)
Environmental controls
207
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Raider Type II
(Note: Wearer must have a Brainlink implant)
Armor protection
See Chart
Servo Assist
+30 STR
+2 CS melee
General Systems
*Helmlink
*Dis-Viz
Weapons]
Recon Systems
Radar (Type C)
Parabolic (Type C)
Motion (Type C)
Seismic (Type C)
Environmental controls
Offensive systems
Max DMG: 12 pS
Location: Wrists
Max DMG: 75
Max DMG: 28
Location: Helmet
Defensive systems
Draft 0.75
Layering of Armor
There are four basic categories of protection:
The basic rule of thumb for Layering Armor is a character can wear 1 layer from each category, with the following as
special cases:
1. One can not wear Type C or D Armor under Powered Armor
2. Type A armor can be worn without counting as a layer.
Exoskeletons can be worn over or under a suit except in the case of Full Mesh, which can only be worn over.
Type A armor can only be worn under the exoskeleton.
Type C can only be worn over an exoskeleton (but not attached without special modification), but the exoskeleton
operates at 75% efficiency. But the wearer does not receive the initiative penalties from wearing full Type C
armor.
Type D armor can only be worn over the exoskeleton (but not attached without special modification), but the
exoskeleton operates at nulled efficiency, i.e the wearer does not receive any bonuses from the exoskeleton. But
the wearer does not receive the initiative penalties from wearing full Type D armor.
In the case of Powered Armor, an exoskeleton CAN NOT be worn with any type of Powered Armor, or Powered
Assault Armor, or Powered Armor Suit.
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Type C, Type D, and Light Combat Armor (LCA) can be specially modified to be mounted onto exoskeleton, for a price. In
doing this, the exoskeleton would operate at normal efficiency, and the wearer would have his own costumed made
powered armor suit. COST is 1.5 times the normal cost of the armor.
The reason LCA is included in this group is because it is on the fringes of the definition of Powered Armor Suits. It does
not have an interconnected electronic muscle and skeleton system like its big brothers, so it can be modified to mount on
an exoskeleton.
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Armor Equipment/Add-ons
Electro-Active armor
EP
IP
SP
MassX
CostX
Armor
15
15
40
.2
350
Mini-screen
20
20
40
Electro-Active armor combines some of the benefits of screens and normal armor. In addition to normal armor, EA armor
projects a repulsion field acting as extra armor rating. The mini-screen's structure points actually come from integral
power packs (3SEU per piece). As long as the armor SP is not exhausted, the mini-screen SP can be recharged almost
instantly from any standard source. Note: This process is relatively awkward and takes 1 turn per piece of armor. EA
armor is a Type C armor, and cost x1.5 normal cost to weave into normal clothing.
Cost
Mass
750
0.5
875
0.6
980
0.8
1025
1.0
550
4.0
150
0.3
The ElectroPolar Armor Coating consists of a monofilament superconducting mesh applied to the armor and an
ElectroPolar coating spray over the mesh armor. The super-conducting mesh is then wired into the wearer's power supply
and can be controlled by either manual switch or bodycomp.
ENERGY USE: 1 SEU per 10 Turns or fraction thereof, per layer of Mesh.
Each type has a different effect. When the system is activated, current flows through the spray-covered mesh which it
polarizes. In turn, this affects all electromagnetic wavelengths leaving and coming into the wearer. It causes all EM waves
to "go around" the wearer making him/her appear either translucent or transparent to sight. There are Four Types:
TYPE I: Standard
This type makes the wearer appear translucent to sight at long ranges or in the dark. It also is an effective defense
against Starlight vision equipment. This type is available to civilians.
NOTE: When damaged, the mesh cannot be repaired on the spot. The repairs must wait until the wearer has time to do it,
and he must have a kit to do it with. A Repair Kit includes extra mesh patches, extra spray, and a Nanolaser Torch.
Fortunately, the superconductors in the mesh are configured so that if damaged, the mesh-coating continues to function
at a lessened efficiency.
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Equipment
Type
COST (Cr)
MASS (kg)
SECURITY DEVICES
ISS
var
var
RoboSentry
10,000
25kg
RoboScout
12,000
30
DEFENSE EQUIPMENT:
----
----
Screen Scrambler
--
500
2000
400
1.5
800
2.0
1500
2.2
SUITS
Omni Suit
4000
Gelsuit
--
500
ROBOTS/DRONES
CAST Drones
-Control Device
5000
-Spy-Eye Class
1200
3000
5000
11
8000
5000
1 (5 filled)
25
MilSpec Medkit
600
Infiltration I
500
-----
T-system I
350
----
Infiltration II
600
-----
T-system II
450
-----
550
-----
MEDICAL EQUIPMENT
COMPUTER PROGITS
Type A
Type B
Type C
T-system III
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ENERGY SUPPLIES
----
---750
10
1500
4.5
900
10.5
1800
4.5
938
10.5
1875
Tactical Parabattery
30
750
MISC EQUIPMENT:
----
----
Flit Pack
15
22000
750
1.5
175
500
0.5
500 (10)
Spider pack
10
Vehicle Turbocharger
1500
15%/10%
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Equipment Description
Security Devices
Imaging Sonar Sensor (ISS)
The ISS detects objects by bouncing ultrasonic pulses off of them. This allows accurate ranging information, but can be
detected by appropriate sensors. Imaging sonar costs 300cr and mass varies with device (scope, visor, etc.). This item is
legal in the general public.
Progits
Infiltration
This progit helps the user to infiltrate other computers when using the Computer: Defeat Security or Computers: Bypass
Security skill. Each progit comes with a small extension cable to plug into the computer's main banks.
Infiltration progit Bonus
TYPE
COLUMN SHIFTS
Type I
+1CS
TypeII
+2CS
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+2/+1/+1/+1/+0
II
+2/+2/+1/+1/+1
III
+2/+2/+2/+1/+1
Repair Equipment
Armorgel
Armorgel is an isotope based paste which can duplicate the properties of most modern armor materials when it is applied.
It is stored in tin/lead alloy tubes and comes with an application kit which include gloves, application knives, and primer
spray. Armorgel comes in 3 types. Each kit can do up to 10 Repairs.
Armor Gel Repair Table 1
TYPE
Cost
COL SHIFT
Armor Type
I
II
400
0 CS
A, B
800
-1 CS
C, D
III
1500
-2 CS
Armor Repair
Cobalt
Blue
Green
Yellow
Note: +1/2 CS (rd) per level in Machinery Repair. +1 CS per level in Armorer Skill.
Suits
Omni-suit
Mass- 3kg Cost-4000cr
An Omnisuit is a hostile environment survival suit designed primarily for military scouts. The exact design of the outer
shell is a highly classified secret, but it combines the effect of a gridsuit and a IR deadsuit.
216
Gelsuit
A gelsuit is a 2-layer self-sealing bodyglove containing a mixture of blood/body fluid coagulant and anesthetic. When
pierced by an attack, it bathes the wound with its solution, then closes up. There is enough mixture for 20 uses. The
benefit of a Gelsuit is that it nullifies the effects of pain and sudden shock. The wearer acts as if he/she has never been
hit. It also helps in any attempt on Medical Treatment skill attempts on any wounds. The Gelsuit gives a +2 CS to any
Medical Treatment attempts to heal the wound. Mass: Neg. Cost: 500 Cr
Defense Equipment
Screen scrambler
Screen Scramblers act as countermeasure for screen scanner. Shifts screen composition at random intervals; completely
neutralizes effects of shield scanner. These items are available but heavily regulated (Registration, waiting period, proofof-need). Cost: 500cr. Mass: Neg.
25%
Ballistics Attacks:
15%
Phasing other screens and their effects are up to the GM. Energy use for a SPA is both the corresponding energy-uses
for each of the screens. Cost: 2000 Cr. Mass: 1 kg.
Draft 0.75
A CAST is a drone control device used by a specialized group of Techexes called CASTers. It allows them to mentally
monitor and control many drones simultaneously. The CAST is usually installed in a fixed security console, but there are
briefcase-sized portable versions. Both versions are equipped with a standard plug for a Mind-link cortex coordinator
cable and various attachments for transceiver modules. The CAST creates a two-way link to each drone. A non-CASTer
trying to use a CAST will be nearly instantly disoriented by the multiple sensory overlays. Some CASTs have a secondary
port called a "piggyback port". A non-CASTer can plug into a piggyback port and observe the output only from one drone.
Mass - 4kg (portable) Cost - 5000
CAST Drones
Spy-Eye class Basic hoverdrone
Speed- 40 m/t
Armor- 25 sp
Cost- 5000cr
Cost- 1200
Speed- 40 m/t
Armor- 30 sp
Speed- 80 m/t
2 type 1 missiles OR
Armor- 15 sp
1 type 2 missile
Armament- none
4 air-dropped grenades
visual
Cost- 8000cr
Speed- 80 m/t
Armor- 25 sp
Cost- 3000cr
powerpack
Speed- 50 m/t
2 air-dropped grenades
Armor- 35sp
ammo packs
Cost- 5000
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Draft 0.75
Energy Supplies
Improved Model Power Packs
With coming of the new Alliance and the Frontiers First Expansion, new demands on Power supply devices have forced
new developments in the market. the following are new power pack devices that are the result of this need. These power
devices apply to power belt packs and back packs.
1. The first level of improvement is called is the basic IMP or Improved Model Pack. The IMP's core is enhanced to
store twice the normal capacity i.e. a IMP Power Belt Pack carries 150 SEU and the IMP Back Pack carries 300
SEUs, keeping the masses the same. The cost is 3x the Standard price of the device.
2. The Second level of IMP is called the Vampire. The packs are the same as the first level except the mass would
be increased by 0.5 kg. The extra mass is needed to provide for a Vampire Receptacle, allowing for Standard
SEU clip connection. With the proper skills (Power Read), a PC can drain SEUs from a clip to the belt pack or
back pack at a rate of 1 SEU per combat turn. Without the proper skill there is a chance that the Vampire circuitry
will burn out and all that would be left is a IMP pack. The unit also has a Parabattery Adapter to fit on the Vampire
Adapter to recharge off of a parabattery or equipment powered by the Vampire to draw power from a parabattery.
These cost an additional 20% of the IMP price.
3. The Third Level uses the IMP Packs, as well and are called the Solaris. This upgrade adds 0.5 kg to the mass of
an IMP, which is the mini-solar generator attachment. The Solaris attachment allows for 1 SEU recharge per
combat turn in an moderately cloudy day under normal sunlight (does not increase with better sunlight). The
Solaris will attempt to function when ever the IMP pack is below maximum charge or equipment attached to it is
operating (except at night or darkness). These cost an additional 25% of the IMP cost.
The final upgrade level of the IMP is the Bastard pack; using both level 2 and 3 combined (Vampire and Solaris). All the
above apply. The mass is increased by 1.0 kg and the cost is 30% more than the normal IMP cost.
Tactical Parabattery
As some military units started to use parabatteries in tactical situations, it was discovered that parabatteries were not as
well protected as other power cells. Despite the small size of a type one parabattery, it exploded with the force of an
explosive warhead when hit by weapons fire. A tactical parabattery consists of three 10cm by 10cm by 3cm submodules, and a separate power distribution panel, with 6 power ports. Various attachment kits are available for wearing
the parabattery in a belt pack, back pack, conformal body rig, etc. The battery modules are each armored on one side, as
a weight-saving measure. The armoring provides 20 structural points. Cost-750 Mass- 30kg
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Draft 0.75
MISC. EQUIPMENT
Conformal medkit rig
Instead of a backpack, A CMR consists of a pair of thigh packs and a tactical vest with small individual compartments for
the medical gear. They hold the weight of the medkit closer to the body, making quick movements easier. They also have
quick-release tabs, making it a simple action to get out of the rig. It is standard for Military medics, and is available at
almost any military surplus store.
Cost- 25cr
Mass- 1kg (5kg filled)
Flit-Pack
Cost- 22,000
Cargo-none
Weight- 15kg
A flit pack is a development of the Flit board originally developed for Star-Law SWAT teams and Land-Fleet Special
forces. It consists of a backpack mounted power unit, and two micro turbines on extensible mounts. The unit is narrower
than the average user, allowing normal mobility when not in use. When activated, each mount extends 1 meter outwards
and slightly forward. This process takes one turn. The flit pack is controlled by a hand control, and auto-hovers when
controls are released. This allows for a relatively stable firing platform. Firing while moving gives a -3 CS to appropriate
skill. These items are available but heavily regulated (Registration, waiting period, proof-of-need)
Draft 0.75
Recharge- 50
Most MTAP modules are approximately the same size as a pack of cigarettes. They weigh between 50 and 300
grams each.
Mini-light- This finger-sized light can project a beam of light clearly for about 10m. It attaches directly to the
MTAP.
Micro-cam- This 10cm by 30cm by 20cm unit can record 100 still frames at up to 10 frames per second. The
imaging cell is aimed by a simple peep-hole. The images cannot be retrieved by the unit; it must be plugged into
some other device.
Micro-audio- This is a sound recorder similar in size to the Micro-cam. It can record an hour of sound. The
recorder has an integral microphone/speaker, but can have various external mikes, bugs, speakers, etc attached
to a multipurpouse jack.
Mini-bomb dispenser- This is a dispenser for various miniature munitions. The munitions are dispensed one at a
time by a push button arrangement. The mini-bombs are dispensed in the same order as loaded, and cannot be
changed without emptying and reloading the device. The munitions are usually scaled-down versions of normal
grenades. Smoke and foam minis hve a radius of 1 meter, others have a diamater of 1 meter. Frag mini-bombs
have a maximum damage of 32 points. Up to three mini-bombs can be thrown as a volley. Roll to hit for each
bomb.
Oxy-tank- This is a small tank of compressed air. It has a self-contained regulator, letting it be used as a scuba
tank. It has enough air for 10 minutes of normal activity, 5 minutes of heavy exertion, or up to 20 minutes if
motionless or unconscious. The Oxy-tank attaches to the MTAB by means of a small carrying case
Monocular- This is a small (80mm by 30mm) model of all standard visors. The main difference between this and
most visors is that it must be held to the eye to use.
221
Ascender motor- This is an accessory to the line reel that allows the reel to lift up to its safe workload.
Gaspatch dispenser- this dispenser dispenses chemical treated patches with touch-sensitive adhesive around the
edges. A gaspatch is simply stuck to the mouth/nose. A gaspatch is not quite as effective as a standard
gasmask, but it is effective enough to defeat most gases.
Mini-Medkit- A minimedkit is larger than most modules, but holds the bare essentials. It contains 3 local
anesthetic patches, 3 staypatches, 3 stimpatches, A small package of wound closure patches, and a small can of
antiseptic/ hyper-coagulant spray.
Cargo- This is simply an empty box with small doors on the top and bottom.
MilSpec medkit
This is a medkit specially designed for the rigors of combat. The Spray hypo is replaced with dermal patches and
measured-dose styro-sprays (a styro-spray is a one-use disposable micro-hypo spray). All the electronics are in plasteel,
shock-resistant housings, letting the kit as a whole take much more punishment before being damaged. Cost 600cr. Mass
3kg
Smart-metal multi-tool
This is a computerized handle with a piece of "Smart Metal" on one end. The smart metal can be re-configured to any
configuration stored in a toothpick-sized memory cell. Any configuration can be scaled up or down within reasonable
limits. One of these can replace many, if not all tools in a toolkit. It can at GM's option provide a +1 or +2 CS for
mechanical-based rolls, or just insure that the tech will never take penalties from lack of proper tools.
One memory clip holds 20-50 tool designs, depending on complexity. Weight .5kg Cost 500 (10 each for memory clips)
Spider pack
A spider-pack is a climbing aid that consists of backpack with eight articulated arms pair of sensor sleeves for the user's
arms, and a pair of hand-held control units. The pack is used by pressing a switch on the hand control (models vary, but
usually trigger-type switches) to activate an arm. The selected arm will then copy all motion of the user's arm, via the
sensor sleeve. In this manner the user can climb almost any surface, provided enough hand-holds. The arms are each
two meters long, though on some models, the top arm on each side is three meters long. The end of each arm has hightraction polymer tip, and deluxe models have rock drills built into the top two arms. Spider packs have adapters for all
common power sources, and uses 10 seu per hour of normal use. Cost- 1500 Mass- 10
Vehicle Turbocharger
Material cost- 15% Labor cost- 10%
222
223