Blastoff!

The ™ game pro- The STAR FRONTIERS set includes: The work ject was ambitious from the start. The A 16-page Basic Game rule book problems that appear when designing A 64-page Expanded Game rule three complete and detailed alien cul- book tures, a huge frontier area, futuristic is done — A 32-page introductory module, equipment and weapons, and the game Crash on Volturnus rules that make all these elements work now comes 2 full-color maps, 23” x 35” together, were impossible to predict and 10¾" by 17" and not easy to overcome. But the dif- A sheet of 285 full-color counters the fun ficulties were resolved, and the result is a game that lets players enter a truly wide-open space society and explore, The races wander, fight, trade, or adventure A quartet of intelligent, starfaring by through it in the best science-fiction races inhabit the STAR FRONTIERS tradition. rules. New player characters can be

D RAGON 7 members of any one of these groups: The adventure ple who had never played a wargame or a Humans (basically just like you With the frontier as its background, role-playing game before. In order to tap and me) the action in a STAR FRONTIERS game this huge market, TSR decided to re- Vrusk (insect-like creatures with focuses on exploring new worlds, dis- structure the STAR FRONTIERS game 10 limbs) covering alien secrets or unearthing an- so it would appeal to people who had Yazirians (ape-like humanoids cient cultures. The rule book includes never seen this type of game. able to glide short distances using detailed guidelines for creating adven- This decision meant most of the game lateral membranes) tures, alien planets and the plants, ani- needed to be rewritten and reorganized Dralasites (amorphous creatures mals, and intelligent creatures that live so persons with no gaming experience that can control and even alter the on them. could buy it, take it home and play it shape of their bodies) Something the game does not contain without learning a lot of rules. The num- Characters for the STAR FRONTIERS is rules for spaceship design or combat. ber and types of dice in the game were game are created by a system that gen- Traveling on commercial starlines is cov- changed, the maps and counters were erates two characteristics at a time. Sim- ered in detail, but no rules are given for added, and many realistic but complex ilar abilities are paired, so no character player-owned ships or spaceship wea- rules were sacrificed for playability.. In will ever have (for instance) a high dex- pons. This (admittedly) very important general, there was an overall softening terity score and a low reaction speed. In aspect of was left out be- of the game’s “hard core.” addition, characters can use experience cause there simply was not enough room Another addition was a separate, in- points they earn during adventures to in the rule book for it. We didn’t want to troductory-level game written especially raise their ability scores, to learn one of insert a weak set of starship rules, or for newcomers to role-playing games. 13 special skills, or to improve a skill they raise the price of the first set by increas- By de-emphasizing role playing, it al- already know. ing the size of the rule book. lows new gamers to start playing the Instead, the starship rules will be pub- sample adventures almost immediately, The frontier lished as a separate boxed game. This using simple character creation, move- After communicating via radio mes- will include rules for star ship design and ment and combat rules. sages for years, these four starfaring ra- construction, combat, character skills In order to meet the game’s scheduled ces meet in a region of space called the related to starships, starship deck plans, release date, this revision work was split Frontier Sector. This vast region, 1,500 rules for fleet combat and boarding ac- up among different members of TSR’s cubic light-years, contains 38 star sys- product development staff. The project tems. Only 17 of these systems have was completed in time for its scheduled been explored and colonized when the Defeated in space, the release at the ® XV game game starts. Sathar turned to terror- convention. Free is the law of the Fron- The STAR FRONTIERS game in its fi- tier, and corporations compete with each ism. . . . deadly agents nal form retains the original concepts other and local governments to control now lurk on almost every developed during the first two years of the most profitable areas and to open playtesting, but many of the mechanics routes to unexplored systems. Player known planet, carrying of play and specific rules are consider- characters are placed in this unexplored out their orders and un- ably different from the original versions. territory. They can work as corporate or Although many TSR employees were government agents, or can strike out on dermining the efforts of sad to say goodbye to the original hard- their own as free-lance adventurers. local authorities to build core version, others predict the revised Despite their apparent differences, the STAR FRONTIERS game will be very four races share one thing: a common up their worlds. well received. enemy that came upon them some time Because of the space that would have ago. Without warning, a fleet of warships tions, and a complete starship board- been needed, a complete list of credits attacked Frontier outposts and isolated game that can be played with or without was not published with the game. For colonies, destroying whatever they found the original STAR FRONTIERS set. those who are interested in the game’s wherever they went, fighting to the death long and fascinating history, the credits or destroying themselves to avoid being The long journey are listed below. captured. Only after several battles was Design work on the game started in Concepts and original design: Dave it learned that the marauders were the the summer of 1979. Dave Cook and Cook, Sathar, an evil race of worm-like aliens Lawrence Schick, full-time designers for Revision: Mike Gray, Allen Hammack, from outside the frontier. TSR Hobbies, were assigned to the pro- Harold Johnson, David C. Sutherland III, In the face of this onslaught, the four ject. Their goal was to create a wide- Steve Winter player races formed a loose military al- open science fiction role-playing game Crash on Volturnus: Mark Acres, Tom liance to protect their colonies: the Uni- with a solid scientific base. TSR wanted Moldvay, Doug Niles ted Planetary Federation. The second a game that would satisfy fans of hard- Art: Jeff Easley, , Jim Hol- wave of Sathar attacks was met by UPF core science fiction, and still be easy to loway, Harry Quinn, Stephen D. Sullivan warships. The invaders were slowly play. Dave and Lawrence started by de- Editing: Steve Winter, Troy Denning beaten back, system by system, until signing a character-generation system Playtesters: Mark Acres, Dave Bullis, they withdrew completely, leaving no and simple rules for movement and Brad Cihla, Dave Cook, Helen Cook, Jeff clues that would lead the victors back to combat. Then they started playtesting, Dee, Don Dexter, Mike Gray, E. Gary their home world. adding and revising. Gygax, Luke Gygax, Allen Hammack, Defeated in space, the Sathar turned The game grew and changed for two Kevin Hendryx, Jeff Herndon, Chris to terrorism. Humans, Dralasites, Vrusk, years, until it was finally submitted for Holmes, John Eric Holmes, Josie Irvine, and Yazirians were recruited to sabotage review in the summer of 1981. During Harold Johnson, Dave S. LaForce, Frank frontier bases and destroy the morale of those two years, TSR Hobbies grew tre- Mentzer, , Will Niebling, the colonists. These deadly agents now mendously. The company had discover- Doug Niles, , Jon Pickens, Mi- lurk on almost every known planet, car- ed that its games appealed to a much chael Price, Paul Reiche III, Bill Renter, rying out their master’s orders and un- broader audience than wargamers and Evan Robinson, Lawrence Schick, Don- dermining the efforts of local authorities fans alone. D&D® and AD&D™ ald Snow, Stephen D. Sullivan, Phil Ta- to build up their worlds. games, for instance, were selling to peo- terczynski, , Bill Willingham.

8 SEPTEMBER 1982 The SF ‘universe’

An in-depth examination of the STAR FRONTIERS™ game:

Rules and systems The game ‘world’ Components and more

by Tony Watson

The entry of the STAR FRONTIERS™ The reasons for this popularity, and some United States after a holocaust. MA takes game into the science-fiction RPG field is thoughts on why the game’s popularity place on a gigantic colony starship in a lot like man’s entry into interstellar isn’t as high as it might he, are outlined which the technical and social order has travel: Maybe man wasn’t the first race to in the text that follows. broken down. go into space, but now that he’s there, he While they are certainly interesting, intends to make his presence felt. Background and undoubtedly SF in nature, neither of Likewise, the STAR FRONTIERS TSR had previously published SF- these games fully realizes the potential of game certainly wasn’t the first science- oriented role-playing games, most nota- a science-fiction . A star-spanning fiction role-playing game on the market, bly the ® game and the civilization, interstellar spacecraft, but in its first year of existence it has METAMORPHOSIS ALPHA game, but strange aliens, and adventures on a moved into a position of popularity these two games are post-apocalyptic myriad of bizarre and challenging new alongside some of the older front-runners. visions of the . GW is set in the worlds are the elements of a classic SF

DRAGON 59 framework. The possibilities for adven- intelligent character creation and devel- military confrontation, they have resorted ture in such a “universe” are nearly limit- opment process lose their utility if to the employment of agents from the less. The STAR FRONTIERS game, coupled with a poorly thought out or other races to disrupt commerce and unlike its predecessor SF titles from TSR, inadequately described background. The harmony in the Frontier. The Sathar are is able to appreciate these possibilities. mechanics of a role-playing game are of a good bet to be behind any major plots A variety of science fiction RPGs have course very important, but they are, in the against the UPF, and thus a fine rationale appeared over the last half dozen years or final analysis, just ways for the players for any number of scenarios. so. Comparisons between all of them and and the gamemaster/referee to explore, To combat the Sathar, the UPF has the STAR FRONTIERS system are inev- confront, and challenge the dangers and created a law-enforcement arm, the Star itable. And on a comparative basis, it’s opportunities posited by the game’s set- Law Rangers. This is where player char- fair to expect good things from STAR ting. The fictional framework of any acters come into the action, as Star Law FRONTIERS. The game’s late entry into RPG is what attracts the players and Rangers. Playing the roles of Rangers the “outer space race” should entitle latches on to their imaginations; game insures that the players’ characters will gamers to expect a more polished and mechanics are merely modes of inquiry always be in the thick of an adventure tighter design than exhibited in some into the game’s possibilities. situation, and this aspect of the setting games that have come before. TSR had a An enterprising and imaginative referee aids the referee greatly in setting up sce- fairly long time to mull over its product, can get by with a minimum of back- narios and rationalizing player at the same time giving other games the ground material, relying instead on his involvement. opportunity to go first, blaze the trail, own hard work, but every set of game and have the first chance at tripping up. rules needs some sort of conceptual skel- Components As things turned out, some of the earlier eton. At the very least, the background “Everything you need is in this box,” SF role-playing games didn’t trip up too can provide some useful parameters for says the text on the back of the STAR badly, TRAVELLER® being the most the rules: What is possible and what is FRONTIERS package. Statements like obvious example of success, and the not. A fantasy game, for example, is very this are often suspect, but it’s not hype STAR FRONTIERS game will have to likely to have some element of magic and this time. STAR FRONTIERS is com- acquire and maintain a good reputation the supernatural present; what that power plete, including everything necessary to among the game-playing public to have a can do is as much a part of the back- begin play. The amount of material is shot at edging out some of the firmly ground as the actual limitations placed especially surprising considering the cost; entrenched old-timers. upon the power by the rules. If the at $12, the game is a bargain, and com- designer sets his fantasy RPG in a world pares favorably with other games of this The setting where magic commonly manifests itself, ilk in this regard. The components, It has always been this reviewer’s opin- wizards and magical artifacts will briefly described, are these: ion that the setting of a role-playing abound, and the rules will (or should) Basic game rules — A 16-page, 8½” by game is just as important as the design reflect this. At its best, an interesting 10¾” rule book containing introductory itself. An effective combat system and an background will give the players a real material, the basic game rules, and several sense of the imaginary world the designer beginning adventures. The back cover has created, as well as suggest possibili- doubles as a character record sheet and ties for adventures and the style of role- must be photocopied for game use. playing and refereeing the participants Expanded game rules — This 60-page should employ. book, of the same page size as the basic The STAR FRONTIERS game is set in rules, contains material on the four char- another galaxy than our own, one where acter races and the Sathar, a listing of the stars are closer together. Despite this skills and their uses, and guidelines for non-Terran “,” a race of character development plus extensive Humans, nearly identical to ourselves, advanced combat rules, rules for vehicles, serve as the focal point in the game. guidelines for the creation and use of Sometime before the time frame of the creatures, and listings of weapons and game, these people were able to contact equipment. In addition, the book three other starfaring races: Vrusk, large, includes brief sections on Frontier socie- ten-limbed insectoids; Yazirians, a race of ties, how to referee, and the design of somewhat ape-like humanoids with large, adventures. wing-like membranes; and Dralasites, Game map — This attractive item is amorphous creatures something like large one of the nicest features of the game. amoebas, capable of forming variable The 23” by 36” sheet is double-sided for numbers of limbs and changing shape. maximum utility, printed in full color The four races first met in a region of throughout. One side shows the down- space known as the Frontier, and there town environs of Port Loren, a star-city formed a multi-cultural civilization. The on an unnamed UPF planet in the Fron- needs of the society were met by a large tier Sector. The map has a truly extensive interstellar corporation, the Pan-Galactic display of buildings of various sorts, park Corporation, an entity not unlike some of areas, monorail tracks and stations, and the charter companies active in colonial so forth. The reverse side is a composite areas during the age of exploration in of seven different maps of various types of North America. terrain: craters, mountains, forest, ruins, The four races formed a political body, desert, a fort, and a large-scale map of a the United Planetary Federation, when town. The wide selection of terrain types they encountered the worm-like Sathar, should insure that one will be suitable for who seemed intent on destroying the civ- any given encounter. All maps are over- ilization that had grown up in the Fron- laid with a half-inch grid to facilitate the tier sector. The Sathar are the heavies in use of the combat rules. the STAR FRONTIERS universe. Counters — The STAR FRONTIERS Unable to defeat the UPF in a straight game includes 408 counters for use with

60 JUNE 1983 the encounter and combat rules. The dice (a commendable choice, given the the tone the game is trying to set: flashy, countermix breaks down into five broad ease with which odds for endeavor colorful, and action-oriented. categories: 1) the four character races and attempts and occurrences can be rendered NPCs; 2) aliens; 3) creatures and animals; in percentages), the purchaser is ready to The basic game rules 4) ; and 5) vehicles. Counter vari- play the game right away and does not Unlike most role-playing games, STAR eties are easily differentiated by color need to buy more special dice. FRONTIERS has a set of basic rules. background; each counter also bears an Apparently, TSR is aiming the game identification number and a drawing (not Artwork toward newcomers to RPGs or people a silhouette) of the being, creature, or In the last analysis, artwork in a game coming over from D&D® game playing, machine represented. I am particularly has only aesthetic value. An ugly game and the company has decided that a set of pleased with the latter feature, since the can be a good game, but it’s much nicer if simple rules will serve to get the players drawings add considerably to the tactical it’s pretty. The artwork and graphics used involved quickly. The rules are simple feeling of encounters, in much the same in a game help to set the tone for play enough that the game could be played as manner as miniatures do. and jump-start imaginations into pictur- soon as an hour after the gamebox is Introductory Module SF-0, “Crash on ing the scene and the action. opened. The term “basic rules” is no Volturnus” — Beginning players can Graphics and illustrations used on the misnomer: They are very simple, but this immediately get involved with the STAR STAR FRONTIERS maps and counters is good; players will be able to get into FRONTIERS game in campaign form are well done and entirely in keeping the swing of things right away. through the inclusion of this introduc- with the mood of the game. Colorful and The rules begin with a storyboard-style tory module. The booklet is 30 pages illustrative, they are both attractive and recounting of a brief adventure, and then long, surrounded by a stiff “cover” that is functional. The game rules are profusely get into the meat of the matter with a sec- actually a double-sided, full-color foldout illustrated. Many of the drawings are tion on character creation. Like nearly all map. One side depicts the bridge and sur- purposeful as well as decorative, such as other role-playing games, the STAR rounding cargo bays and staterooms of the diagrams of each of the main races FRONTIERS system uses dice rolls to the starship Serena’s Dawn, and the other and the pictures of creatures. determine characteristics and abilities. is a detailed hexgrid of a large land area Since several artists contributed to the The eight qualities possessed by player of the planet Volturnus. The module work, the styles and quality vary. Most of characters are grouped into the four includes encounter materials, descrip- the interior work is adequate, though “ability pairs” of Strength/Stamina, Dex- tions, rules, and a 12-page pullout section Timothy Truman’s all-too-few pictures terity/Reaction Speed, Intuition/Logic, of creatures and background information seem a cut above the rest. Also note- and Personality/Leadership. The abilities on Volturnus. worthy is Larry Elmore’s contribution, in a pair have a clear relationship to one Dice — Last but not least are a pair of especially the box cover. The depiction of another — the second being a derivative ten-sided percentile dice, in different two humans and a Yazirian defending of the first, which is more of a character- colors, and a crayon for filling in the themselves before their wrecked vehicle istic, or quality. numbers. Since the game uses only these on some barren world superbly catches The character’s score in each category

DRAGON 61 is determined by rolling the dice and con- incidental but important topics such as more involved and interesting adventures. sulting a table. Scores run from 30 grenades, ammunition reloads, and cover. One of the major changes is the greatly through 70 in increments of five; the The amount of equipment available to increased emphasis on the role of the ref- average is 45, and 50% of the results will characters in the basic game is small. eree. More now than just a simple reader be either 40, 45 or 50. Unfortunately, a Four types of firearms (gyrojet, laser and of programmed paragraphs, the referee is sentence in the early part of this section needler pistols, and laser rifles) are avail- expected to handle the myriad of admin- gives the impression that the range can able, all illustrated. Some simple items istrative and scenario development tasks run from 1 to 100. This is clearly not the such as communicators, coveralls, pocket we have come to associate with the title. case; although the upper limit of 100 can tools, rations, and a first aid kit are men- Secondly, the rules greatly elaborate on be obtained through character develop- tioned. A cost table for all items, includ- character abilities and development, ment (and it would take quite a while), ing the prices for hospital stays and combat, and equipment. there’s no way a player character could be transportation, is included. While ability scores are rolled up in the so unlucky as to have a score of 1. To aid in the understanding of these same manner as the basic game, players Ability values for aliens (as in the simple rules, and get the players going are allowed to shift up to 10 points D&D® and AD&D™ games, humans are right away, the basic rule book has sev- between the two scores in an ability pair, the norm) are adjusted for certain charac- eral brief adventures. The first (and long- offering a greater diversity among player teristics. Yazirians, for example, tend to est) of these, “Pan-Galactic Security characters and their capacities. The eight be bright and dextrous, but are lacking in Breach,” is a programmed adventure; one character abilities are treated in greater strength and stamina. The differences player is chosen to take the part of the depth, and their use in the game is better between races are not radical, but suffi- “reader,” sort of a proto-referee, who will explained. cient to establish certain tendencies. guide the others through the fourteen The nature of the various races is also Tactical movement and combat are the numbered paragraphs of the story. Each dealt with in greater detail. Each of the topics of the rules section following char- paragraph represents a juncture where four player-character races, plus the acter creation. At this point in its “devel- the players must make a decision. There Sathar, has an entire page devoted to its opment,” the game is very much like a is usually a short descriptive passage to description. This includes a drawing of simple, man-to-man, tactical combat set the scene, a listing of any pertinent the being, with accompanying details of game. Movement and range are governed actions that take place or happen to the any special features, as well as sections on by the maps’ square grids. In each turn, a player characters, and a set of possible physical appearance and structure, senses, character may move and fire, reload, or choices for the players to make. Depend- speech, society and customs, attitudes, do nothing; each turn represents only six ing on the action selected, a new para- and special abilities. The information is seconds of game time. graph is consulted, and so it goes until quite comprehensive and, taken as a Movement is very simple: Each race the adventure is complete. whole, very intriguing. For instance, the may move a given number of squares per The scenario story is simple enough: Vrusk — despite their insectoid structure turn, either walking or running. Curi- The players are called upon to stop a — have an internal skeleton. Their cul- ously, diagonal movement is at the same party of raiders who have breached PGC’s ture is based on independent corporations rate as horizontal or vertical, a distortion security. As the action unfolds, players which serve a sort of clan role. The Vrusk attendant to the use of a square grid. will use all forms of movement and get along well with the other three races, Buildings, skimmers (hovercars) and the engage in several firefights. and are great lovers of art and beauty. In monorail track (on the Port Loren map) A second scenario, “Alien Creature on contrast to that are the shape-changing all have an effect on movement. the Loose,” is not a programmed adven- Dralasites, philosophical creatures with The combat procedure is equally sim- ture. This story involves a gigantic mon- strange senses of humor. Smell is their plistic: Fire combat is straightforward, ster rampaging through Port Loren. The most important sensory ability, and they and hand-to-hand and melee weapons are scenario can be played several times, breed by hermaphroditic budding. ignored. Fire combat is a function of the using rules for varying the ’s Unique racial characteristics are trans- type of weapon used, the range and the characteristics and powers. Following lated into game terms via the section on firer’s dexterity. A character’s dexterity is this mini-adventure is another page and a special abilities. Because of their elastic his base percentage chance of hitting a half of ideas and guidelines for creating body structure, Dralasites may form new target at point-blank range. Decreasing new adventures. limbs at will, while Yazirians may chances of success at longer ranges are A final bit of interesting information is attempt limited glides using their wing- accounted for by subtractions from this carried on the inside back cover, where a like membranes. The listings provide the base score, depending on weapon type. surprisingly complete glossary appears. It necessary information (die rolls and the If a hit is scored, the weapon does a cer- defines important terms and often-used like) for implementing these abilities in tain number of dice worth of damage, concepts, such as initiative modifier or game play. I found these five pages to be which is subtracted from the target’s range modifier. This is a handy list that among the best in the rulebook. They stamina, an ability which functions as will save some time for beginning flesh out the various races very nicely, hit points in this regard. Unfortunately players. imparting to the reader an understanding for the play of the basic game, the weap- The STAR FRONTIERS basic game of the physical structures and capacities, ons do a surprisingly small amount of rules, while hardly a satisfying base to as well as the cultural background, of damage, no more, than one or two dice. build a science-fiction role playing cam- each. Judicious adherence to the material Figuring the average of 1d10 as 5.5 and paign on, serve admirably to introduce should enable the players to “get into the average stamina as 45, characters will the rudimentary mechanics of the game. character” that much faster and enhance have to be hit about four to eight times The game is simple enough to get even the referee’s ability to run non-player (depending on weapon strength) to be absolute novices involved in play with a characters. knocked unconscious — and this without minimum of effort and problems, which In one major respect, the STAR benefit of defensive armor! Because of this seems to be its purpose. At this purpose, FRONTIERS system follows in the tradi- relationship between weak weapons and it excels. tion of games like TRAVELLER®, in strong characters, firefights can get a bit which the acquired skills (as opposed to monotonous and drag on and on. Not The expanded game rules innate abilities) of a character are impor- only is this somewhat “unrealistic,” but Again, the title is no misnomer. These tant parameters of what that character it slows the game down precisely when it rules are a considerable embellishment can accomplish. The game lists thirteen should be at its most fast-paced and excit- and expansion of the basic game. They skills that player characters can learn, ing. The combat section also covers provide the basis for conducting much grouped into three primary skill areas

62 JUNE 1983 (PSAs). These are Military (including more than three (3) XPs to a single char- sheet printed on the outside back cover of Beam Weapons, Demolitions, Gyrojet acter at the end of an adventure, and then the basic rule book. While spaces are pro- Weapons, Martial Arts, Melee Weapons, only to a character who performed excel- vided for recording personal data, weap- Projectile Weapons, and Thrown Weap- lently and made a great contribution to ons and chances to hit, movement rates, ons); Technological (Computer, - the success of the mission. Characters racial abilities and current medical status, ics, and Technician); and Biosocial who simply survive an adventure without no provisions are made for registering (Environmental, Medical, and doing anything outstanding are assured skills and levels. Given that these are Psycho-social). of receiving at least one (1) XP for the important aspects of a character’s Each of the thirteen primary skills is effort. makeup, on a par with the ability scores, further divided into subskills. The And this is why XPs are so few and far the suggestion to “record skills and number of subskills within a primary between, and so valuable: Experience equipment on reverse side” is hardly skill varies; for example, the skill of Beam points may be traded in for increased satisfying. The sheet could have easily Weapons allows the possessor an advan- ability on a one-for-one basis; that is, an been restructured to allow room to note tage when firing certain types of weap- ability score can be raised one point by skills and expertise. ons; the way the term “subskill” is used expending one XP. Alternately, XPs can The combat rules in the expanded in the rules, each specific weapon within be used to learn new skills or raise the game are considerably more complicated the Beam Weapons category is not a sub- character’s level of competence in a skill than those introduced in the basic book. skill. However, the Computer skill is already known. The level of knowledge of Almost a quarter of the book’s pages are divided into eight distinct subskills: oper- a skill can be raised to a maximum of 6, devoted to combat and supplementary ating computers, writing programs, with increasing costs at higher levels. rules. defeating security, bypassing security, The character development rules allow For the most part, the basic game com- displaying information, manipulating players to improve their characters by bat rules are used as the foundation, and programs, interfacing computers, and expanding their abilities and knowledge. then built upon. Where the basic rules repairing computers. Similarly, the While the characters are not locked into considered only a few factors in determin- Technician skill involves tasks such as certain skills, branching out into different ing a character’s chance to hit with a operating and repairing machinery; Med- areas is done at relatively high expense, weapon, the expanded rules mix in such ical skill covers diagnosis, surgery and the which seems to make sense. The number things as target size and movement, bursts administering of drugs. In total, there are of points necessary to go up levels in and careful aim, skill levels, even using nearly 50 subskills covering a great va- skills is not so prohibitive as to prevent the wrong hand. Special situations such riety of tasks the characters might appreciable growth in a campaign game, as opportunity fire, more than one shot a attempt. nor is it so cheap as to encourage the turn, and shooting at targets in crowds Subskills are translated into game rapid of super-characters. are addressed. The rules are complete action by the use of “success rate” formu- While the skill rules are among the enough to cover damage to structures. las. These are based largely on the charac- most interesting in the game, they are cer- The procedure, is a bit ponderous, but ter’s level in that skill (more on how lev- tainly ill served by the character record players can speed things up as they get els are attained in a moment). An example: A character with Medical skill level 2 is attempting minor surgery on a wounded compatriot. The success rate is equal to 40% + 10xlevel (=20%), or 60%. In addition, if the surgery is taking place in a hospital, 20% is added. Thus, the med- ic’s chance to succeed is either 60% or 80%, depending on the circumstances. This number, or lower, must be rolled on per- centile dice for the surgery to produce the desired results. All applications of skills work in a sim- ilar manner, although the base chance may vary from 10% to 100%, and the accompanying paragraph to a “success rate” formula may place special con- straints on the application of the skill, such as the availability of tools or drugs. The system is clever in its simplicity; the difficulty of the task is combined with the level of expertise in a simple-to-use method of determining success. The list of skills is complete for the areas covered, though one can think of a number of areas that are ignored, such as most of the “soft” sciences and humanities, and any- thing to do with spacecraft. A character’s skills, and also his or her eight basic abilities, may be upgraded via the character improvement process. Expe- rience points (XPs) are awarded by the referee after each adventure, or at the end of a session of play, but these points don’t come in clumps of hundreds or thousands as in many other games. The rules recommend that the referee award no

DRAGON 63 familiar with using it. On the plus side, Vehicles receive an equally detailed the planets accompany the data listing, the combat system is quite flexible and treatment. The problem of movement but overall, the amount of information covers just about any situation that is along the square grids of the maps (accel- about the Frontier Worlds is rather likely to crop up. eration, deceleration, turning, special skimpy. Perhaps a future supplement, Damage is handled in a much more manuevers and the like) require complete devoting itself to a description of the sec- acceptable manner than in the basic game coverage. The problem is intensified at tor, will rectify the situation. rules. Because of increased rates of fire the same time it is being covered; in addi- The final parts of the rule book deal and the opportunity to change energy set- tion to the “normal” ground cars and with a number of “how to” questions: tings on beam weapons, characters can do hover transports, the rules deal with how to referee, create an adventure, or considerable damage with their weapons glijets, aircars and other forms of flying deal with non-player characters. This sort in the expanded game, putting excite- transportation. The role of vehicles of all of information is quite valuable, espe- ment and a real sense of danger into types in combat situations is also covered. cially to referees just starting out who combat situations. In addition to damage One of the weak points in the rules is might find the task of creating and run- taken against stamina, some weapons can the sections dealing with creatures. ning an adventure rather formidable. The cause unconsciousness. To help the char- Encounters with strange and alien ani- advice, while often obvious, is sound. acters out in this suddenly more danger- mals are part and parcel of SF adventure, The back cover of the rule book con- ous environment, there are several types and I think the design of the STAR tains one of the most important features of defensive suits and screens that can FRONTIERS game could have dealt with of all: a complete index to the rules. absorb damage from certain types of this topic in more depth. attacks. My main criticisms are aimed at the The introductory module Although I have only mentioned results and examples of creatures pro- “Crash on Volturnus” is a structured ranged weapons, the expanded rules treat vided, rather than the process itself. The introductory module for use with the melee attacks with equal thoroughness. randomness and silliness that would expanded game rules. It is intended to Twenty types of melee weapons are listed, result from a system based on die rolls is start a campaign off, as well as introduce from chairs and bottles to sonicswords rejected in favor of guidelines following all parties involved to procedures and the and vibroknives. The procedure for their an almost Socratic method. The referee style of play. Everything is carefully use is much the same as that for ranged asks himself a series of questions: What is explained for the referee, and by follow- weapons. the creature’s purpose? Its size? Its speed? ing these instructions his first attempt at Unlike those in many other role- How does it attack and defend? Does it running an adventure should go playing games, the combat rules in STAR have special abilities? The referee then smoothly. “Crash on Volturnus” also FRONTIERS are not abstract. Rather, uses these guidelines to create his beastie, appears to have the secondary goal of they are nearly as precise and as detailed although finishing the creation still providing an example for referees to emu- as those one would find in a boardgame. makes quite a demand on the referee’s late; it seems to be representative of the Given the emphasis the game’s design imagination. sort of adventures one can expect in a places on combat, this is understandable. Ten sample creatures, with all the STAR FRONTIERS campaign. necessary statistics, descriptions and illus- Random encounters and planned trations, are offered in the rule book. The encounters are joined by a pullout section fantastic nature of some of these examples on NPCs, creatures and special locales. A seems to fly in the face of any sort of bio- blank map to help the players keep track logical rules, and some of them remind of their travels is provided, while the ref- me of the sort of “homemade” creatures eree has his own full-color display of a that might pop up in a DUNGEONS & large section of the planet Volturnus. ® scenario. What’s acceptable The scenario plays smoothly, thanks to in a fantasy game can seem a bit odd in a the care that the designers have taken science-fiction setting. But some could with it, and problems are few. The turn this argument around on the prem- emphasis is on action. The players will ise that strange, other-worldly environ- skip from one danger to another, and ments could cause creatures stranger than encounter strange creatures and aliens. these to evolve, so it’s largely a matter of They’ll be forced to battle for their lives individual taste. on numerous occasions, and the scenario The next major section of the rules is certainly tense. surveys the equipment available to adven- “Crash on Volturnus” seems to succeed turers. Two pages of tables list weapons, on all counts, both as a learning process defenses, toolkits, robots, computers, for players and referee and as a exciting power sources and miscellaneous equip- adventure. While some players may balk ment, along with their cost and mass. at several of the premises (a surprising Seven pages of text and descriptions number of alien races dwell on Voltur- accompany them. Despite their simplic- nus, for example) a little willing suspen- ity, I found the rules for computers and sion of disbelief should get everyone into robots to be useful and innovative. the spirit of things. The four-page section on Frontier societies raises some questions about Closing comments completeness. This should be the text Like any good role-playing game, that fully fleshes out the Frontier Sector, STAR FRONTIERS has a lot about it to but the information given is a bit sparse. like, and a bit to dislike as well; just what One full page is a map of the sector. Six- will appeal to whom depends on individ- teen systems are listed, coded for popula- ual preferences and ideas about what a tion, trade characteristics, and gravity. role-playing game should be. The follow- Curiously, the number of moons circling ing constitutes this reviewer’s general a planet is given, but a planet’s atmo- opinions of the STAR FRONTIERS sphere — certainly a critical aspect — is game system. ignored. A few slender notes on some of One of the best aspects of the game is

64 JUNE 1983 its approach to character creation and The completeness of the sections on development. The choices made for abili- aliens, the expanded combat rules, and ties seem intelligent, and the question of the equipment lists is certainly note- skills is handled very well. Skills, because worthy. The physical quality of the game of the broad range of subskills and the is quite good, and the maps and counters easy method of their application, add are attractive as well as useful. considerably to the game without any real The STAR FRONTIERS game cer- bother. Combine these features with the tainly has a different feel from that backgrounds and special abilities for evoked by TRAVELLER. Some of the aliens, and you have a system that easily weaker aspects of the TSR game, such as lends itself to character differentiation background and starships, are strengths and role-playing. The procedure for of the TRAVELLER system. GDW’s development and new skill acquisition game seems a bit more solid and serious seems fair and reasonable. in its approach. Comparing the two is The STAR FRONTIERS combat sys- like comparing the movies and tem is extensive and complete. It is cer- 2001: A Space Odyssey: both very good, tainly one of the key aspects of the game; but very different, facets of science fiction. only character creation seems to be of The STAR FRONTIERS system, for its equal importance. The emphasis on part, improves upon the concept of skills armed confrontation in the rules seems to as important components of a character, be an accurate reflection of the design and has a more versatile combat system philosophy behind the rules. The STAR than the TRAVELLER rules. The TSR FRONTIERS game is very action/vio- game is the new kid on the block, while lence oriented, more so than most science- TRAVELLER has had five years to fiction role-playing games. One may entrench itself as the front runner. come away from reading the rules with A final question remains: Is the STAR the impression that the rest of the game FRONTIERS game just a D&D game in was built around the combat system; even space? The pedigree is evident, but I so, many opportunities to ameliorate this think TSR has managed to avoid trading tendency to “shoot ’em up” may present magic for technology, swords for lasers, themselves to thoughtful referees. and for aliens. The emphasis on On the other hand, the rules have one action and some of the design philosophy glaring omission that should strike any belies the kinship of STAR FRONTIERS science-fiction gamer right away: the to the D&D game, but it is innovative and almost total absence of anything to do original in its own right. The similarities with spacecraft? will make it easy for D&D players to shift The rules devote a couple of para- over to STAR FRONTIERS as their first graphs to space travel, consisting of science-fiction role-playing game. This guidelines on travel time, schedules, and may be the largest single body of STAR passage costs aboard starliners. But no FRONTIERS buyers. One very important provisions are made for players owning advantage in the TSR connection is that starships, nor are there any rules for their players can count on the company to design, movement, or use in combat. support the game with accessories, and The referee will have to either impro- TSR’s wide distribution network should vise, or accept space travel in the manner make these products easy to find. in which the game defines it: a simple The STAR FRONTIERS game is fast- means of getting from one world to paced, accessible, and playable. The another. True, most activity in a game design shows thought and imagination, campaign will take place on planets and the product is quite a bargain. While rather than between them. But other not without its weaknesses, it’s certainly a science-fiction role-playing games such as contender in a competitive market and UNIVERSE™ and TRAVELLER have probably a good choice for newcomers to devoted lengthy sections of rules to star- this facet of role-playing. ships, and to good effect. By ignoring this aspect of the science-fiction genre, the designers of the STAR FRONTIERS sys- tem have limited not only their , but the possibilities open to the players as well. The hope is that this situation will be rectified soon. Similarly, the material on the United Planetary Federation and the Frontier Worlds in particular is a bit skimpy. If one accepts the points contended earlier about the importance of setting and con- text, four pages (one of them a map) is too little to build a campaign upon. A supplement the size of the “Volturnus” module could quite nicely add the miss- ing planetary maps, plus data and notes on society and economics, and would cer- tainly be a worthwhile project.

DRAGON 65 The Zethra An NPC race for the STARFRONTIERS® game

by

thus far limited the information gathered on this possibly dangerous race. Agents are warned that the Zethra them- selves constantly gather information, possibly for future mili- tary use, and news of a sensitive nature should on no account be allowed to reach them. Agents are also warned to beware the personal powers of such individuals when encountered — an excerpt from a report filed by Agent 00616Y “Umbryl,” ordered to question Urluth of Cassidine, is appended: “The alien was initially approached by Agent 00982H 'Sam- ber’ and a recording robot 00151R ‘Tencode’ Level 5 modified Security Type, and it seemed intrigued. It accompanied them to Brazil’s Hubstar Saloon, but upon seeing the follow-up guard take position behind it — two Vrusk, four Humans and a Dralasite, all field agents of some experience and good reports — the alien grasped both Agent 00982H and the robot and appeared to shock them with such force that the Human agent collapsed and the robot went haywire, dancing about jerkily on the spot. “It then forestalled the guards attack by transmitting a jolt through the metal floorplates of the Hubstar’s lobby that stunned all seven into unconsciousness. An electrostunner fired by myself from within the Hubstar appeared to do it no damage, and it touched the robot again. The robot spoke, From Pan-Galactic File 009887615AR211 Open: obviously to me and at the command or instigation of the This report is filed upon completion of a preliminary study alien: ‘Don’t try this again. I go now. Do not follow.’ Contact ordered when Agent 00969H “Quillanson” asserted that the with my superior, Agent 00812D ‘Asimit,’ resulted in orders to beings Hhon of Prenglar, Stulta of Dramune, and Mlaqaq of do just that. Report concludes with film and robodata. . . . .” Ruane’s Star were common members of a single race. Ques- tioning of these individuals, and the beings Urluth and Vrendu Zethra of Cassidine, has yielded little information, save that all, Physical appearance and structure though they have no detected regular intercommunication, think of themselves as Zethra, and originated on a single, Zethra are rubbery, ball-like creatures with high elasticity and unknown planet beyond the borders of the Frontier sector in durability, possessing a number of tentacle-like appendages. the direction of the Xagyg dust clouds. Six of these are retractile, strong, dextrous arms, capable of As far as can be determined, the Zethra (the name is used in manipulating both large, heavy objects and tiny, intricate con- singular and plural forms) derived the theoretical knowledge trols or items; their length varies from 1-4 meters. These pro- of interstellar spacetravel mechanics, but lacked heavy metals ject from the body in a ring about its widest circumference. A with which to construct spacecraft (Ref: Security File Cata- ring or “crown” of four small (.5m long) sensory tentacles logue, “Zethra Briefings”). At length, they acquired a derelict projects from one end of the ball, parallel to (but separated space vessel, thought to be an abandoned Vrusk “Sarsk” from) the ring of arms. explorer starship (Ref: Security File Catalogue, “Vrusk Explora- Zethra are a mottled greenish-gray with a few orange tions, Xagyg Sector”), mastered its controls, science, and main- patches, but they can alter the pigmentation of their skin cells tenance, and several hundred Zethra set out to explore by rearranging internal supplies of chemical substances, to surrounding space with it. blend with their surroundings. Although they are able to Information as to their precise route and adventures match all color hues exactly, they cannot alter their low reflec- remains undisclosed, but the ship has apparently moved out tivity or the soft texture of their skin, and so cannot gleam or of the sector, after leaving an unknown number of Zethra on become rigid. various Frontier worlds. Such planetfalls seem to have been Of the five major spacefaring races, Zethra most closely by choice, rather than by any military or colonization plan, resemble Dralasites internally, due to the amorphous nature but the intractable and enigmatic nature of the Zethra has of their body parts. A Zethra’s brain is located beneath its

76 APRIL 1984 crown; feelers from the brain’s green, oval mass extend down Speech throughout the rest of the body like countless tiny threads, directing body activities and supplying necessary energy. Zethra have no audible speech, instead using a rapid, complex Energy storage nodes, resembling star-like clusters of green language of electrical energy pulses with which they commu- threads, are located about a Zethra’s body. They can be moved nicate with other Zethra through any good conductor (e.g., by the brain to avoid loss, if particular body areas are threat- ferrous metals), or through direct seefer contact. Zethra can ened or injured. Zethra move by rippling and rolling their communicate with Humans, Dralasites, Vrusk, and Yazirians ball-like bodies, pushing themselves along, or pulling at their through a code-like series of “clicks”; they “hear” sounds in surroundings for propulsion. return by sensing and interpreting air vibrations. Zethra are hermaphroditic. They mate by tentacle contact, Zethra create “clicks” by silently tapping someone with a and one or both partners may give birth by budding. A “bud” tentacle, or by banging on a surface with a held object. They grows in a bubble-like shape from the skin wall of the parent, may also pass electrical pulses or mild shocks through conduc- until at length it breaks free to become a miniature, indepen- tive materials (a painful form of communication!), or cause a dent, and fully capable Zethra. machine to emit sounds by the use of electrical pulses. Any Zethra who has practiced with a polyvox can cause it to emit a Particular information on Zethra: message through the use of energy pulses. They appear to Average size: 1.5m diameter comprehend unfamiliar languages rapidly and with ease. Average mass: 60 kg Average lifespan: unknown; thought to be 400+ Society and customs years Zethra appear to be very self-interested and amoral. Rare in Reproduction: hermaphroditic, budding the extreme, they seem to lack any organized society or racial Body temperature: 34 C; wide tolerance of changes goals, although they will readily cooperate with their own or in environmental temperature with other races for rewards. Zethra desire supplies of Senses energy, or organic matter with which to produce it. Zethra also like information, and appear fascinated by trivia Zethra sense heat, light, and electrical energy, and can distin- from all races and planets: odd bits of poetry, music and lyrics, guish variations in the same with great sensitivity through catch-phrases, rumors, and apparently inconsequential facts. their four “see-feelers,” or “seefers” (as Humans call these Such information is used for personal enjoyment and to organs). They can also sense vibrations and energy fluctua- achieve some unknown goal or future scientific development, tions through parts of their bodies, but entirely lack a sense of but they will divulge nothing of their personal plans or prefer- smell. Like Dralasites, they also lack the ability to see or appre- ences. All information can be retained perfectly for later recall ciate colors, detecting them only as differences in shade. and use.

DRAGON 77 The few Zethra encountered have readily joined Frontier and functional stability. Prolonged combat, complex mental life. As noted above, they appear to have come from a planet effort, and the healing of injuries can double a Zethra’s daily in an unidentified sector, spreading through space by using a energy consumption. Zethra can heal minor wounds by rest- derelict spacecraft built by Vrusk, which they found, studied, ing in the normal fashion, or by expending energy (50 SEU and then piloted by use of their special abilities. They do not will restore one lost hit point). This represents a return to appear to have had the materials necessary to construct their body stability. own spacecraft. Lost limbs or body organs will regenerate very slowly; a Attitudes tentacle, for instance, takes 3-6 months to be replaced, and a seefer 1-4 months. Given enough time and food, a Zethra can Zethra are not allies of any particular race, and refuse to always rebuild itself so long as most of its brain and at least cooperate with either the Sathar or any UPF organization, one “storage-star” cell cluster survives. It will patiently absorb such as the Star Law rangers, the Pan-Galactic Corporation, or all organic matter around it until able to regrow the damaged the smaller interstellar companies. Their true feelings are parts of its body. difficult to identify, but they seem to get along with all crea- It must be emphasized that Zethra can only absorb organic tures who do not hinder their activities. Zethra do not appear matter, and will convert it entirely to energy with few by- to understand humor on the part of any creature. Rarely products. Different materials will, of course, yield different offended by the words or deeds of others, they are commonly amounts of energy (live intelligent creatures seem to yield the thought of as emotionless. They can, however, become the most energy, per given amount of mass, though Zethra will friends or enemies of individuals of other races. refrain from “eating” companions or obviously intelligent beings unless such beings are enemies). Special abilities Zethra can also transmit energy by contact, with great preci- Zethra can, at will, consume organic matter and convert it to sion, releasing up to their current total SEU, minus 25, in any energy, using it for continued activity, healing, and rejuvena- turn. These pulses can activate or deactivate computers, secu- tion. This is done by some inexplicable natural process which rity systems, and robots. The pulses will duplicate the effects remains a mystery to Frontier scientists of all races, even after of throwing the “on” switch, or of giving certain command exhaustive physical and field examinations. Zethra can store words; they may also simply blast or jolt the machinery past such energy in internal battery-like organs, using or releasing the point of its safeguards. Unfamiliar equipment and large it when necessary to move, think, act, manipulate items, or as computers often cannot be knocked out in such a manner, but a weapon against other creatures. a Zethra can always cause a robot to malfunction by a dis- An adult Zethra can store 220-440 SEU in its body, and charge of 100+ SEU. A Zethra who is familiar with a scanner, requires approximately 20 SEU daily for movement, thought, security lock, or related device will not hesitate to disable it if it is so inclined, regardless of the wishes of other creatures. A Zethra discharge is less potent than a beam weapon, doing 1d10 damage per 2 SEU expended. They can elect to put more energy into a given attack, so that a cornered Zethra could well slay half a dozen or more opponents. Zethra dis- charges must be by direct contact or through a metal conductor (which reduces damage by -2 points per meter of conductor separating Zethra and victim). A Zethra can expend 2 SEU to stun as an electrostunner does, but if a target appears to be protected by an anti-shock implant the Zethra may increase its next attack jolt to 14 SEU, sufficient to both overcome and destroy the implant. A gauss screen can stop a Zethra jolt, but will usually fail under repeated attacks; Zethra cannot burn out such a defense, but know their lim- ited power supply. Zethra are immune to all electrical and radiant energy (i.e., laser) attacks, and can drain a powerclip, beltpack, or backpack at the rate of 10 SEU per turn. Laser, electrostunner, stunstick, and shock glove attacks all provide Zethra with energy, rather than damaging them. They absorb 10 SEU per turn given to them by the weapon attacks, conducting away what cannot be absorbed. Fire and sonic attacks do half-

78 APRIL 1984 Additional Data Zethra may use all tentacles with equal facility; they have no “handedness.” They also lack a back side, and can move in any Zethra can tolerate a direction with equal ease, rarely losing control in weightless conditions. range of atmospheric Zethra cannot be stunned, but are otherwise affected by non-electrical beam weapons as noted above. They can

pressures. . l and absorb bounce as effectively as other creatures leap, but are affected by wounding, falling, and explosives. Zethra swim at the same any needed materials rate as the other races, but lose no stamina points until their current SEU is 40 or less (then they lose 5 STA per 30 min- from surrounding gases utes). Absorption of aquatic lifeforms will prevent SEU loss. Water transmits Zethra jolts poorly: -3 points of damage per through their skins. 10 meters distance, but any creature within the jolt’s effective radius in contact with the water cannot avoid damage. Zethra can tolerate a range of atmospheric pressures (though not the vacuum of space) and absorb any needed materials from surrounding gases through their skins. They have no lungs, and don’t require oxygen or other specific damage to them. Electrical creature attacks (such as those of gases. They cannot drown unless drained of energy and the Rogue Crystals found on Volturnus) do no damage, and are imprisoned underwater with no food available. absorbed in the same way weapon attacks are. Physical Inert (“noble”) gases do not yield the materials Zethra need, attacks do full damage. but they can tolerate them for short times. Poison, smoke, or For example, if three Star Law marksmen with laser rifles doze grenades will not affect Zethra. Stimdose, Staydose, and shoot a Zethra with their dials set on 20 SEU, they would do power screens have normal effects on them, however. no damage to it, but would instead give it 10 SEU of additional Zethra cannot wear defensive suits, but can wear belts, with energy (the rest being channeled away). The Zethra could pouches, linked from the base of an arm around the curve of conduct the excess energy to the marksmen or another target their bodies to the base of another arm. In this manner they through a metal floor, while engaging in some other activity. can carry screens and other items. Some Zethra have ID cards Zethra can also serve as a power supply for beam weapons, issued by local authorities to keep track of their movements defensive screens, and machinery wielded by themselves or and activities, but Zethra have no distinctive Personalized others. Contacting the necessary powercords with the tips of Recognition Attribute (such as a fingerprint or voice pattern). their tentacle-like arms, they will often recharge the equip- Referee notes ment of encountered strangers in return for food and gossip. Experience The PSA of Zethra are always Technological. Zethra are always after more information, but their goals, plans, and A Zethra’s perfect memory, inquiring mind, and reasoning feelings should remain a mystery to other races. If a Zethra intellect aid it in its understanding of the manufacture, han- befriends a player character, that PC can trust the Zethra not dling, and repair of machinery and mechanical tools or aids. to make any hostile acts, but not to act in a consistent or This ability is similar to a Vrusk’s Comprehension, but is effec- “sane” manner; the PC may be attacked by space pirates and tive only in dealing with objects and mechanical thinking, not see his friend wander out into a laser crossfire to inquire of in social dealings. This allows a Zethra to add 1d10% chance the new arrivals if they know any old songs, or have heard of success to its success rate (in addition to its skill level) when anything about so-and-so’s daughter on the planet Kdikit. using Technical Skills. Zethra seem very long-lived and know much of past Frontier Zethra ability modifiers events and machinery. A typical Zethra will have skill levels as follows: Melee Weapons 1, Thrown Weapons 2, Computer Zethra NPCs are created in the same manner as characters Skill 4, Robotics Skill 3, Technician Skill 6, Environmental 2. normally are, according to the STAR FRONTIERS® game rules. Zethra tend to prefer thrown weapons in combat if they The base ability scores are altered by applying the following cannot use their electrical discharges effectively. They always modifiers: try to learn what they can of computers and robots (some- thing local authorities are understandably reluctant to aid or allow, given the unknown aims and flexible loyalty of Zethra). STR/STA: -5 Naturally adept at Technician subskills, they are of necessity DEX/RS: +5 practiced in Environmental Skill. Two subskills here are auto- INT/LOG: +5 matically possessed by all Zethra, regardless of study or train- PER/LDR: -5 ing: Analyzing Samples, and Making Tools/Weapons. Zethra often work as fences, barkeepers in spaceports, or as body- Zethra movement rates guards to rich and adventuresome spacefaring individuals. Any position where new information is likely to be constantly Normal rolling (=walking): 15 m/turn forthcoming is preferred. “Scrambling” (=running): 35 m/turn It must be emphasized that Zethra are rare, enigmatic, mys- Average movement per hour: 6 km terious creatures. They must always be NPCs, but represent Consider Zethra movement as “Slithering” for application of an independent force, rather than an enemy to other races Terrain Effects. like the Sathar. Zethra seem to like travel and adventure.

80 APRIL 1984 Starquestions Questions, answers, and advice on STAR FRONTIERS® gaming

by Penny Petticord, Carl Smith, and Roger E. Moore

This column is the science-fiction equiv- : How can the STAR FRONTIERS game alent of the "Sage Advice” section of be combined with other role-playing DRAGON® Magazine; the information games like the DUNGEONS & presented here is as accurate as can be DRAGONS® game? found, and comes from TSR, Inc.'s game A: At present, there are no set con- experts. Readers wishing to contribute version systems to change charac- questions or problems should send them ters from one game system to the to: Starquestions, Dragon Publishing, STAR FRONTIERS game, or vice P.O. Box 110, Lake Geneva, WI 53147. versa. Such conversions will be Because of our workload, we cannot printed as game variants in the write back to everyone individually, but future, if some reader submits such we’ll answer your questions here. systems to Dragon Publishing. We are also accepting questions on the Alien Races GAMMA WORLD® and UNIVERSE™ role- playing games, and we may be able to Q: Can some of the new races described in answer questions on the older SPI sci- the STAR FRONTIERS game modules, such ence-fiction boardgames as well. Send all as the Ul-mor, Kurabanda, and Enora from questions to the address listed above. the Volturnus series, be used as player With POLYHEDRON™ Newszine’s per- characters? mission, we are reprinting some of the A: The full statistics and abilities of questions asked about the STAR NPC races described in the various FRONTIERS game in the “Dispel Confu- modules haven’t been developed and sion” column therein. Read and enjoy, playtested enough to see if they would and write to us soon! fit within the game system as PCs. You General topics can use them as PCs if you want, or even create new character races, but Q: Who created the STAR FRONTIERS you’ll run the same risk that players in game? fantasy games run when they use A: The original rules were developed giants and dragons as PCs: it might be by Dave Cook and Lawrence Schick, fun, but the PCs might be too power- between 1979 and 1981. The game ful for the game to properly absorb. was revised by Mike Gray, Allen emphasized in the final version over Careful game refereeing could offset Hammack, Harold Johnson, David C. complete realism. this, of course. Sutherland III, and Steve Winter, and edited by Steve Winter and Troy Q: How is the STAR FRONTIERS: Alpha Q: Can a Dralasite divide into two or three Denning. Dawn game different from the STAR characters? FRONTIERS game rules that were first A: No; Dralasites are single creatures Q: I understand that the STAR published? and can only divide themselves when FRONTIERS game was rewritten before A: There is no difference between giving birth, not at their whim. When it was first published. Will the original them. For various marketing rea- they give birth, they produce baby rules developed for the game ever be sons, the game’s name was changed Dralasites, not new player characters. published? to distinguish between the two sepa- A: Currently, there are no plans to rate sections of the STAR FRONTIERS Q: How flat can a Dralasite make itself? publish the original version of the game rules printed thus far: the Can it go under doors? STAR FRONTIERS game. Much of the Alpha Dawn character generation A: Dralasites can “squash” themselves material that was left out was felt to and combat portion, and the Knight as low as 10 cm high overall, but this be too complex; playability was Hawks space combat rules. will take them about an hour to

ILLUSTRATION BY JEFF EASLEY 82 MAY 1984 accomplish. Few doorways have Character skills get 1 kilogram of the explosive for 50 cracks under them that are this high; credits? Q: The cost for gaining skill levels is most would be only a couple of centi- A: No; Tornadium D-19 should cost 50 unclear; how many experience points does meters at most. Cr for 50 grams. This should be cor- it take to get from one level to another? rected in the game rules. The 1 kilo- A: The listed point cost is as stated for Q: Can a Dralasite move if it turns into a gram mass assumes that some of that every transition. It does not simply big, round ball with no arms or legs? mass is taken up by packing material, require 3 (or 4 or 5) more points each A: It could roll itself along, but no and also helps restrict the amount of time a new level is gained; instead, it is faster than at its walking speed unless explosive a character can carry a progression. For example, to go from going downhill (a dangerous situation!) around at one time. level 1 to level 2 in the Military PSA It would also not be able to fight, since costs 6 points. When the same charac- it couldn’t hold or fire weapons. Q: On the equipment lists, what are the ter goes from level 2 to level 3, it will masses of unmarked items like grenades? cost 9 points. To get to level 4 from Q: Can a Vrusk carry another character on Why aren't they marked? level 3 costs 12 points, and so forth. its back? A: Unmarked items have masses of The entire progression from levels 1 to A: It can, but it would be the same as if under .5 kg; they aren’t listed individu- 4 will then cost 27 XP. a human were carrying someone ally because of the bother in having around. Vrusk are not adapted to characters keep exacting track of Q: Could a new PSA, Jack-of-All-Trades, be serving as pack animals, and acting as every gram of equipment carried. A created? If so, how would it work? such could give them serious back reasonable amount of such equipment A: You could create such a PSA, injuries and other medical problems. may be carried about (20 grenades, for though the game system already example) depending upon how diffi- allows a character to learn many dif- Q: Can Humans, Vrusk, Yazirians, or cult such items are to pack away and ferent skills. If you use such a PSA, it Dralasites interbreed and have children? how many are taken. If lots of items would be best to use the doubled Tech- A: No; the four races are genetically are being taken, an overall mass may nological PSA Skill Costs for all skills incompatible with one another, and be assigned to them by the referee. the character wants to learn. Remem- not even advanced biological sciences ber, this PSA has not been playtested Vehicles could crossbreed them. and may need to be altered for game Q: How does one manage vehicle-mounted balance and playability once the cam- Q: Could someone use a genetically-altered weapons in the game? paign has gotten underway. “superman” character in the game, with A: The note in the rules stating that heightened strength and other powers? Equipment vehicle mounted weapons are not A: Setting aside the question of covered refers only to fixed and heavy Q: The Expanded Rulebook gives two whether or not this is possible (and it weapons, such as turrets, tank guns, different costs for the Standard Equip- is doubtful even in reality), such a ball-mounted machine guns and ment Pack. Which is correct? super-character would throw the lasers, and missile launchers. If the A: The 150 Cr cost given on the equip- game balance out of alignment. Who referee allows it, characters may ment list is correct; the 250 Cr cost would want a normal human if one mount a machine gun or similar given under Expanded Game Charac- could have a super-human? How weapon on a simple ring or post ters is incorrect. would the other players in the game mount on vehicles such as aircars feel about this? The problems that and explorers. This would cost 150 Q: The rules say a gas mask fits over the such a character might create would Cr total. Glijets and hovercycles can- wearer’s face. How does this apply to more than offset the enjoyment the not be so mounted. Vrusk, who breathe through small nostrils player using such a character might Mounting a weapon does not change in their undersides, or to Dralasites, who feel in running it. Of course, the any of the modifiers given in the Vehi- breathe through their skin? game referee might use such altered cle Combat section. The advantage of A: The rules were written from a characters as non-player characters the mounting is that it allows use of human point of view. A Vrusk gas (since NPCs are not necessarily heavier weapons while on a moving mask is a harness arrangement that bound by character restrictions), and vehicle. One major drawback, of straps to the underside of the body. such NPCs might be allied with or course, is that vehicle-mounted weap- The filter is a thin sheet of plastic fight against the player characters. ons are prohibited in built-up, civilized material that covers the nostril area. areas; characters driving such vehicles Psionics The Dralasite gas mask is better risk immediate arrest. called a gas suit; it completely covers Q: Why weren’t psionics included in the the Dralasite. Again, a thin sheet of Modules STAR FRONTIERS™ game rules? plastic material filters the harmful A: This was a design decision. It was Q: What new modules will be coming out gases. Because this limits the amount felt that psionics would not fit with the in the future? of oxygen reaching the Dralasite, they mechanics of the STAR FRONTIERS A: Generally, TSR, Inc., avoids may only wear these suits for a short game system, so they were dropped announcing lists of new products to be period of time before they become too from the rules. However, a psionics released, unless such items are almost hot. The Dralasite gas “mask” may be system for the STAR FRONTIERS game ready for shipping. The best thing to worn with other defensive suits. appeared in ARES™ Magazine, Special do is to keep in close touch with your Edition #2 (“Frontiers of the Mind,” by local hobby shop. They may receive a Q: On the Equipment List Tornadium D-19 Jon Mattson), and may be worth a list of “coming attractions” that you masses 1 kilogram. Does this mean you look. can examine.

84 MAY 1984 Yachts The six types of interstellar yachts vary in size. Some are as big as light cruisers while others are only marginally larger than assault scouts. Each yacht listed below is representative of an entire class of yachts, and is described with all rele- vant game statistics. Abbreviations are used for hull size (HS), hull points (HP), acceleration/deceleration factor (ADF), maneuver rating (MR), and damage control rating (DCR).

Belvedere Class — HS 9, HP 45, ADF 2, MR 3, DCR 47; Weapons: laser battery, 1 laser cannon; Defenses: reflective hull; one lifeboat. Astro-Blaster III Class — HS 6, HP 30, ADF 1, MR 2, DCR 38; Weapons: electron beam battery; Defenses: reflective hull, interceptor missile battery; no lifeboats. Class — HS 4, HP 20, ADF 4, MR 3, DCR 32; Weapons: laser battery; Defenses: reflective hull; no lifeboats. Nova Class — HS 5, HP 25, ADF 2, MR 2, DCR 35; Weapons: laser battery, 3 assault rocket batteries; Defenses: reflec- and Deadly tive hull; no lifeboats. Rim-Song Class — HS 3, HP 15, ADF 4, MR 3, DCR 29; Weapons: laser battery, New starships for the assault rocket battery; Defenses: reflec- STAR FRONTIERS® Knight Hawks game tive hull; no lifeboats. Nebula Class — HS 7, HP 35, ADF 2, MR 2, DCR 41; Weapons: laser battery, 2 by Carl Smith Engines firing at full speed, Lightspeed assault rocket batteries; Defenses: reflec- Lady soon left the closing vessel far tive hull, masking screen; one lifeboat. behind and vanished into space. Privateers Viyizzi the Yazirian blinked and adjusted The UPF frigate searched the area the rangefinder. A blip had appeared on around the planet for twenty minutes Privateers are privately owned or corpo- the scanner where nothing could be before giving up the hunt for the Lady. rate vessels especially outfitted for one seen before. Keeping her eyes on it, she The captain sighed, recorded the inci- job — fighting! Privateers are usually called Captain Llewellyn. dent, and gave orders to resume the yachts, freighters or obsolete military “Bogie closing,” she said, omitting the ship’s regular patrol patterns. Once vessels which have been re-armed and “sir” as usual. more a privateer had managed to run upgraded. They vary in size from that of Llewellyn left his command chair and the blockade at Theseus. an assault scout to ships almost as large moved over to her station. “Is it a as a cruiser. Sathar?” New starships will be available on Privateers hunt down pirates, protect Viyizzi squinted and fiddled with her June 1st, 1984, for all gamers who use corporation vessels from Sathar and goggles. “Hard to say. Seems a little small the STAR FRONTIERS® Knight Hawks for one.” She ran up the magnification in game system. The ship miniatures will hopes of making an identification, but include yachts and privateers for inter- shrugged. stellar businessmen, adventurers, and “That only leaves UPF vessels,” Lle- pirates to use for transportation and wellyn remarked. “Can we outrun it?” space warfare. “If we don’t outrun it, Lightspeed Lady Interstellar yachts include commercial gets sold at auction, and we do time for vessels as large as liners, as well as blockade running over corporate lines." smaller, privately owned craft that cor- Viyizzi bit her lip. “Whatever we’re porations and wealthy citizens might going to do, let’s do it now.” use. Privateers are privately owned Llewellyn nodded grimly. “Let’s go, vessels outfitted as protective escorts for then. Lightspeed Lady is a lover, not a company freighters, as government- fighter — unless we get cornered.” Going supported raiders which prey on enemy back to his grav-couch, he punched a commerce or Sathar vessels, or as pirate few buttons on the console before him. ships that prey on anyone and everyone.

78 JUNE 1984 other enemy ships, and sometimes act as fled after taking damage). When last III. Incident 329-J — Raid on pirate ships themselves. They can be seen, the surviving ship (Midnight Wasp) commercial vessel armed in many different ways. If you was headed in the direction of Mad- The Nebula-class yacht Ch’t’kl, com- wish to alter the ship statistics given derly’s Star. A pirate base is generally manded by Captain Vlik Clik’k, a Vrusk, below, consult the rules laid out in the believed to be in that area but has not was heading into the Scree Fon system STAR FRONTIERS® Knight Hawks games been located as of this date. from Dixon’s Star when it was inter- when creating your variant ship. Each Set up: The Gaston begins the game 5 cepted by two Sathar fighters from the vessel below is representative of an hexes (50,000 km) away from the two assault carrier SAV Deathknight. The entire class of ships. other vessels. The two pirates should Deathknight was operating on a deep appear at the 4 o’clock position with penetration mission into that frontier Rollo’s Revenge — HS 10, HP 50, ADF regards to the Gaston. All ships are fully area. The fighters closed from a distance 3, MR 2, DCR 50; Weapons: laser battery, armed; the pirates fire first. The Gaston of 80,000 km, having been screened by a proton beam battery, 2 electron beam has an initial speed of 2; the pirates start minor asteroid while waiting for the batteries, 4 torpedoes; Defenses: reflec- at a speed of 3. yacht. tive hull, masking screen, 3 interceptor Victory conditions: The Gaston must The two fighters (Horror and Fear) missile batteries; 1 avoid taking over 35 hull points damage, closed from Ch’t’kl’s 10 o’clock position lifeboat. or else will surrender. Each pirate will and raked the vessel with rockets. The Condor Class — HS 13, HP 65, ADF 3, fight until it takes 25 hull points damage, Ch’t’kl sent out a distress call and MR 3, DCR 59; Weapons: disruptor beam at which time it will attempt to flee. The received a faint reply from a distant UPF cannon, 2 laser batteries, proton beam pirates must stop firing once the Gaston assault scout. The ensuing battle lasted battery, electron beam battery, 3 torpe- surrenders; the Gaston may continue less than an hour’s time. The UPF assault does; Defenses: reflective hull, electron firing at all targets until it surrenders. scout arrived only to find the shattered screen, proton screen, masking screen, II. Incident 114-T — Intercep- and sundered hulk of the Ch’t’kl. Tapes 2 interceptor missile batteries; 1 lifeboat. tion of blockade runner recovered from her hull reveal that she Moonbright Stinger Class — HS 9, HP severely damaged one fighter and 45, ADF 3, MR 2, DCR 45; Weapons: A Dauntless-class assault scout, the UPFS traded shots with the other until a laser cannon, 2 seeker missile batteries, Devastator, was on routine patrol “lucky” shot destroyed her propulsion electron beam battery, 2 torpedoes; around Theseus when it intercepted an system and sent her into an asteroid. Defenses: reflective hull, masking unknown starship attempting to enter Set up: The Ch‘t‘kl begins the game screen, interceptor missile battery; 1 the Theseus system. Approaching the with an asteroid set 8 hexes to its 10 lifeboat. vessel as it was 70,000 km from the o’clock position, moving at a speed of 2. Thruster Class — HS 2, HP 10, ADF 4, planet Minotaur, the captain demanded The two Sathar craft begin at a speed of MR 4, DCR 26; Weapons: laser cannon, 2 that the vessel identify itself as “dis- 0 (zero), in the same hex as the asteroid assault rocket batteries; Defenses: reflec- tressed” or leave the restricted area (they were only 500 km behind it). tive hull; no lifeboats. under escort. Victory conditions: The Sathar win if Lightspeed Lady Class — HS 4, HP 20, The vessel, later identifed as the Light- they manage to disable the Ch’t’kl by ADF 4, MR 3, DCR 32; Weapons: laser speed Lady (of the same class of yachts), inflicting at least 30 HP damage on it, at battery, 3 assault rocket batteries; took evasive action and headed planet- which point the Ch’t’kl will surrender. Defenses: reflective hull, masking side. The vessel was intercepted on the The Ch’t’kl wins if it can put 15 hexes screen; no lifeboats. Devastator’s 10 o’clock position. The distance between it and the Sathar craft, Golden Vanity Class — HS 4, HP 20, blockade runner evidently sighted the or if it can destroy or disable the Sathar. ADF 3, MR 4, DCR 32; Weapons: 3 laser UPF vessel closing in a 2 o’clock position Creating new scenarios batteries, 2 assault rocket batteries; and opted to escape. After a running Defenses: reflective hull, masking battle, the UPFS Devastator ran into New scenarios may be easily developed screen; no lifeboats. some asteroidal debris, took moderate for the STAR FRONTIERS Knight Hawks game, using some of the above situations New Scenarios damage to her guidance system, and allowed the Lightspeed Lady to escape. as guidelines. The forces in a game I. Incident 47-Q — Attempted Rumors support the theory that the should be evenly matched, though (as piracy Lightspeed Lady was transporting illegal may be seen above) they don’t have to armaments to residents of Theseus and be set up that way. More experienced or The Belvedere-class yacht Gaston, out of did not complete its mission. daring players may decide to pit a Fromeltar, was carrying supplies bound Set up: The ships may be set up as reduced force against a more powerful for K’aken-Kar. Entering the Kizk’-Kar described above and begin the game 7 attacker or defender managed by one or system, the Gaston was approached by hexes apart. Minotaur lies 10 hexes more less experienced opponents. two vessels. Bo’kan Yorb, the Yazirian directly ahead of the Lightspeed Lady at It should be noted that during both captain of the Gaston, demanded that the game’s start. The Devastator’s statis- the First and Second Sathar Wars, nei- the vessels identify themselves; no word tics are common to all UPF assault ther side massed starship forces larger came back but the starships opened fire scouts. The privateer has an initial speed than ten or so ships per side in a single moments later from 50,000 km. The of 3; the UPF vessel travels at 4. battle. Of course, there’s nothing to keep attackers were identified as Moonbright Victory Conditions: The Lightspeed players from setting up titantic battles Stinger-class pirates. Lady wins if it can get 10 or more hexes with twenty or more ships per side, and Captain Yorb sent an S.O.S. to all UPF away from the UPF scout. The scout with two or more players per team each vessels in the area, then managed to wins if it can inflict 12 or more hull controlling part of a fleet. Let your imag- destroy one vessel (Darkstar Warrior) points damage on the privateer, which ination run free, and enjoy the new and severely damage the other (which will force it to surrender. Knight Hawks miniatures.

D RAGON 79 According to the STAR FRONTIERS game glossary, the Star Law Rangers operate as an interstellar police force that “concentrates on finding Sathar "Freeze! agents, but also fights space pirates and other interstellar criminals." We also know that the Rangers have large terri- torial areas of authority because in the Star Law!” history section we find that Rangers “track the Sathar’s agents from planet to The interstellar police of the planet and fight them on their own terms.” Beyond that, there is little for an STAR FRONTIERS® game aspiring STAR FRONTIERS game referee or player to consider when dealing with By Kim Eastland Star Law forces. The purpose of this article is to fill in some holes that exist * Although the interstellar company most referees. What is given here is a sug- about this intergalactic organization and often referred to in the STAR FRONTIERS gested organizational structure for Star its members. game is the Pan-Galactic Corporation, Law. We hear a lot about the Rangers, a Before proceeding any further, let’s the Knight Hawks Campaign Book notes glamorous branch of Star Law, but in look at a few facts and assumptions that that it is only one of a half-dozen similar fact they are only one small part of a will help define law enforcement and mega-corporations in the Frontier. It stellar agency dedicated to galactic military authorities in the STAR seems obvious that each mega-corp peace. FRONTIERS game. would want their own security force to We know that Star Law Headquarters * The peace of the Frontier region is guard their property and interests, to is located in the city of Port Loren on maintained in space by the UPF Space- investigate industrial espionage, etc. No the planet Gran Quivera (“The Hub of fleet (see the STAR FRONTIERS Knight one mega-corp security force would be the Frontier Sector”) in the Prenglar Hawks game). We assume that actual trusted by any other to always stay system. We also know there is a Star authority in deep space is in the hands within its corporate authority. Law base on Morgaine’s World in the of the Spacefleet and not the Star Law. * In addition to the above, innumerable same system. Beyond this, we can create * The defense of individual planets is the other law enforcement agencies would some “basic facts” as a foundation for responsibility of their armies and mili- be at work: high-tech mercenaries hired Star Law. tias. This is certainly true for civilized by rich individuals as body guards, pri- 1) A Star Law base exists on every planets. Whether the armed forces are vate investigative firms licensed to oper- civilized world of any size in the Fron- made up of volunteers, inductees, or ate locally or planet-wide, and so forth. tier Sector. These bases range from mercenaries would depend upon the As you might guess, the problem of large complexes to one-man offices, planetary government, its population interplanetary security is a big one. If depending upon that world’s needs. and resources, etc. (in other words, the the theft of a Pan-Galactic Executive Vice 2) Star Law itself does not own a great referee). It is safe to assume that matters President’s personal belongings oc- fleet of ships or an army of combat of immediate local defense (riots, revolu- curred, it would bring in Pan-Galactic’s vehicles. Each base would probably have tions, massive pirate raids, etc.) usually Security Force, any private firms that an array of fast, light armed vehicles for fall under the authority of a planetary the VP had employed, and (if notified) planetary and interplanetary transporta- army and the space fleet it uses for the city authorities. If the felon was tion, such as flit-boards, rocket bikes, orbital defense. loose on the planet, that might bring in skimmers, etc. * Every large city will have its own all planetary investigators authorized to 3) Star Law would not have vast ar- police force to guard its citizenry and keep the local peace. If certain major mies of combat personnel because the maintain law and order. Some planets crimes were committed during the rob- UPF and individual planetary govern- might have police with wider territorial bery, say the theft of a government ments would not want a powerful Star authority for counties, states, provinces, shuttle for a getaway, the armed forces Law undermining their own powers and nations, or continents. might now be involved. authority. Instead, Star Law would have However, if the fugitive leaves the numerous agents with wide-ranging planet and escapes into deep space, authority who would not pose a threat would the Spacefleet be involved? What to city or regional police forces or plane- happens if one of the possessions stolen tary armies. was a device that would be of interest to 4) Star Law personnel would have the a hostile alien race? Could a Port Loren power to call the UPF’s attention to beat cop try to arrest a Sathar in deep major transgressions by city or plane- space? Obviously, there must be a law tary governments, though they try to enforcement agency with far-reaching avoid matters arising from local politics. powers and jurisdiction that can work They can get military assistance from with different local agencies while tran- Spacefleet or other authorities if scending their limitations. This is the job deemed necessary by the UPF Security of Star Law. Council. An individual Star Law agent’s The exact crimes and jurisdictional firepower would be impressive since he areas that Star Law would be involved must often uphold the law when work- with can be laid out by individual game ing with few allies. An average Star Law

D RAGON 71 mission team would include 2-6 members. only a few that STAR FRONTIER game ranks. Their numbers are few and turn- 5) Any ventures beyond the Frontier players or referees need concern them- over is high. They usually work alone. “on the Rim” (as the unexplored and selves with. The titles and definitions of 8) Star Law Commanders: A Star Law possibly dangerous systems are called) or those positions are: Commander is a Marshal empowered to into alien space (neutral or enemy) would 1) Star Law Deputy Officer (DO): A venture into alien space. He has com- be officially undertaken by Star Law. Star Law DO is a rookie officer, fresh plete authority to operate in the UPF’s Any unofficial ventures would be made out of the academy. He or she is in effect best interests there. In the Frontier and by mercenaries, bounty hunters, etc. a lower-grade City Officer and is as- Rim, he can command all of the above 6) Residents of the Frontier Sector signed to assist someone of a higher levels of Star Lawmen. Commanders are who are not of the four main races but rank, usually a full City Officer. After a the only persons in Star Law who can who have clean records and initiative period of time, usually one to three legally kill an intelligent lifeform without might also be Star Law officers. Indeed, years, the Deputy Officer is evaluated any evidence but their own word. Only when dealing with the Rim, they might and may be promoted to a higher grade. a handful of Commanders exist, and be more desirable as agents than one of On rare occasions a DO might be pro- they report to the UPF Security Council the major races. moted into positions as high as a Chief along with the Star Law Captain-Gen- 7) All investigations of known hostile Agent, depending upon his background, eral. races (Sathar, Mechanons, Zuraqqor, skills, and abilities. A Star Law DO can- Other sections of Star Law that might etc.) would be made under the authority not be immediately promoted to Ranger come into play are: of Star Law. A Star Law agent’s author- status, however. 1) Star Law Posse: A group of Star ity level would be very great in this 2) Star Law City Officer (CO): A Star Law Troopers whose mission is to help area. Law CO may have many Deputy Officers out Star Lawmen in trouble. They can 8) Investigations dealing with possible below him. Usually a CO is a Star Law- only be assembled by a Marshal, Com- crimes committed by Star Law person- man who has authority only over a mander, or Star Law HQ. Their stats are nel would be handled by a special particular city. COs work only in major usually normal for their race, and they branch of Star Law Internal Affairs that cities on highly advanced planets. should be armed and armored competi- answers only to the UPF Security Coun- 3) Star Law Planetary Officer (PO): A tively by the referee. NOTE: The posse cil. Planetary Officer may have many Dep- does not exist to haul the player’s “after- 9) All investigations of other estab- uty Officers below him; on major civi- burners” out of the fire all the time. lished security forces (Spacefleet, world lized planets, he may command some They can help if the referee has armies, etc.) or interplanetary governing COs as well. A Planetary Officer cannot swamped the players with foes. bodies (such as the United Planetary exercise his authority on another planet 2) Star Law Penal Officers: The worst Federation) would be handled by special unless ordered to do so by his Com- criminals in the Frontier Sector are kept investigation committees appointed by manding Officer at Port Loren. at certain penal colonies. Maintaining the Star Law Captain-General. 4) Star Law Deputy Agent (DA): Star these secluded prisons and the transport 10) Under article 15 of the Securities Law DAs may command numbers of ships that conduct prisoners there is the Act, a Star Lawman of Ranger rank or Deputy Officers, POs, and COs. A Dep- business of Star Law Penal Officers. above may commandeer any ship, pri- uty Agent governs investigations that Outside of their penal functions, they vate or UPF-owned, not engaged in an assist other law enforcement and secu- operate at Deputy Officer rank. active defense of UPF space for the rity forces. DAs can command POs and 3) Star Law Internal Affairs Agents: purposes of pursuing enemy agents in COs in their planetary system only. When investigating Star Lawmen, IA or out of the Frontier. 5) Star Law Chief Agent (CA): A Chief agents have the command capability of a 11) Under article 12 of the Securities Agent is one rank above the DA and can Marshal. Act, a Star Lawman of any rank can command all officers below his rank. He 4) Star Law Undercover Agents: impose Stellar Law in a city, county, or has the power to override the authority While most Star Lawmen can go under- continent if he deems it necessary to of other security forces within his plane- cover, these agents are in “deep cover.” maintain civil obedience. tary system when dealing with investiga- They have maintained their cover for 12) Under article 13 of the Securities tions there. A CA is extremely powerful years and may not even reveal them- Act, a Star Lawman of Ranger rank or within his system. selves to player characters, but can pass above may also impose Stellar Law on 6) Star Law Ranger: Rangers are a information to them secretly. They usu- an entire planet if he deems it necessary sort of cross between DAs and CAs in ally only answer to Star Law Marshals, to maintain civil obedience. authority, except they can exercise their Commanders, or HQ, and are found in 13) Under article 14 of the Securities power in any system within the Frontier high risk areas such as the Rim. Act, the Star Law Captain-General may Sector. They operate one level above Star Law Authority impose Stellar Law on an entire system CAs in the Star Law chain of command, if he deems it necessary to maintain civil but usually work with other security All Star Lawmen have the following obedience or UPF security. Only the UPF forces rather than commanding them. powers in addition to those listed above: Security Council can declare Stellar Law Rangers are usually called in when hos- 1) The authority to detain, pursue, and on the entire Frontier. tile alien intrigue is suspected (Sathar warn or arrest anyone within their 14) Star Law retains its authorities plots in particular). jurisdiction who breaks the law. The during both peacetime and wartime. 7) Star Law Marshals: This unusual decision to warn or arrest is at the Star position is usually awarded to Rangers Lawman’s discretion and dependent up Star Law Ranking whose jurisdiction extend into the Rim such factors as past record, severity of Although there are many different posi- systems. Some Marshals patrol the Rim crime (speeding vs. possession of a tions within Star Law and various exclusively. They have authority over weapon), attitude of lawbreaker, etc. grades within those positions, there are other Star Law Rangers and all lower 2) The authority to commandeer any

72 JULY 1984 vehicle and pilot it, or cause it to be Star Lawman. These 15 cm. square piloted, in excess of normal legal regula- devices are then tied into Star Law’s tions, in an attempt to fulfill section 1. mainframe computers at the end of This authority does not include any every shift, and their info is dumped overt actions that unnecessarily into the general information pool. Star threaten society. Lawmen thus create a running account 3) The authority to search a premises of their own activities, an open “file” on in an attempt to fulfill section 1 if due various suspects, and recordings of cause exists. In those cases where Star eyewitness accounts and testimonies. Law Command can be contacted imme- The info-pool contains a vast wealth of diately for confirmation, such must be current information that can be made obtained. In those cases where Star Law available whenever it is needed to Star Command is more than ten minutes Lawmen only. communications distance away and the A recorder helmet operates in much Star Lawman decides that this wait is to the same way and even has a file com- the detriment of or dangerous to society, puter built in, but it also has a tiny vis- the Star Lawman may gain access to the ual scanner/recorder built in that can premises in any fashion possible. In record the case visually as well. The cases where a Star Lawman is in pursuit helmet can either be broadcast to a local of a criminal or lawbreaker or is witness recording facility or use micro-discs in to a criminal act, then the Star Lawman the built-in recorder to store the images. may gain access to the premises in any fashion possible. Termination of cases 4) The authority to protect society, and reassignment himself, or private property (in that A Star Lawman under the rank of order), whether in an attempt to fulfill Ranger can be called off a case or have section 1 or in the normal course of his his case closed by either a personal activities, by whatever means necessary directive or general reassignment, both excluding measures which may be more issued by Star Law Headquarters. Star harmful than that which is threatening Law Rangers can only have their cases society, himself, or private property. closed or be reassigned by personal 5) The authority to close down any directive from Star Law HQ. Star Law establishment, business, or operation Marshals cannot have their cases closed, which is either breaking a law or endan- but can be reassigned, but only by the gering society and the common good Star Law Captain-General, and then until the appropriate agency, govern- another Star Lawmen of equal or higher mental department, or proper level of rank must take over their cases. Star authority can investigate the problem. Law Commanders cannot be reassigned (In some instances the Star Lawman or have their cases closed, but they can himself must investigate the alleged be recalled by the Star Law Captain- crime). General for briefing or debriefing. Star Obviously, the Star Lawmen have a Law Commanders can be forcibly re- much greater level of authority than tired, but another Star Law Commander normal law enforcement agents, but must take over the case, and the entire they also have a much greater responsi- casefile and official actions ordered are bility. Because of this, the screening of reported to the Security council to pre- Star Law applicants is incredibly de- vent any cover-ups. tailed and thorough, and includes Telol injections, psychoprobes, and rigorous Final thoughts indoctrination. In the entire history of Obviously, the number of scenarios that Star Law (127 years), there has never can be built upon the needs of the dif- been a recorded instance of a “bad ap- ferent types of Star Lawmen listed ple” getting through the screening, above is far greater than those for a though some Lawmen have gone bad “one-level” Star Law. Game referees after years of stress and exposure to might wish to start players as Star Law criminal element. Deputy Officers and bring them “up To placate an always suspicious public, through the ranks.” The point at which recent innovations such as the file com- PCs are promoted should be determined puter and recorder helmet have been by the referee and should depend less introduced into the Star Law ranks, on PC skill levels than on how PCs con- especially among Lawmen working in duct themselves on cases. As in any law highly dangerous or urban areas. The enforcement organization, the remuner- file computer is a specialized computer ation may not be high, but the excite- that does nothing but record informa- ment and satisfaction of a job well done tion verbally fed into it by a is often reward enough.

74 JULY 1984 For as long as the oldest spacer remem- Background to the Battle bers, the enigma of the Ebony Eyes has Every galactic year a special research existed. It was discovered accidentally ship is sent to the Ebony Eyes to check by a tramp freighter, captained by a on any changes in their energy patterns human named Eboniyes. Over the years and to try new experiments. The ship the phenomenon became known as the stays for two standard days and is usu- Ebony Eyes, both after the captain and ally accompanied by a small military the presence of black holes. escort, since some of the most important Located exactly halfway between the scientists in the UPF are involved in the systems of Dramune and K’aken-Kar on research. the Frontier Sector Map (p. 51, STAR This year a larger than usual military FRONTIERS Expanded Game Rules), the escort was sent with the research ship Ebony Eyes are two unique black holes (the Ensten); an increase in Sathar hostil- that orbit one another, lying only ities in recent months brought this 160,000 kilometers (16 hexes) apart. about. The military vessels were Both singularities are almost equivalent instructed to protect the Ensten at all in size and strength. costs, and also planned to conduct Anything coming within 50,000 km (5 maneuvering and weapons drills in their hexes) of one of the Ebony Eyes is lost, spare time. and will fall into the singularity within The trip to the Ebony Eyes was minutes. Rescue and escape are impos- uneventful and soon the scientists sible. It is possible for a ship to take up aboard the Ensten were happily taking an orbit around one of the Ebony Eyes readings. The crews of the UPFS vessels, at a 60,000 km (6 hex) radius; the ship however, were nervous because of unu- would move at one hex per turn, and sual energy transmissions they picked could start a scenario already in orbit up as they entered the system. They around the Eye. An orbiting ship would were also unused to the “duplicating” have a speed of zero. A ship may enter effects of the local space-time distortion. orbit around an Eye by coming within Only minutes after taking up positions six hexes of it at a speed of one, moving at the Ebony Eyes, the UPF crews were along the proper orbital path, then turn- shocked to discover what appeared to ing off its engines. A safe “window” be an enormous Sathar war fleet coming exists between the holes (30,000 km around the side of Ebony Eyes Beta. The wide, or 3 hexes) for ships to travel through without risk of having their flight paths altered by the singularities’ enormous gravitational pull. The two black holes, designated Ebony The Battle Eyes Alpha and Ebony Eyes Beta on official UPF astronavigational charts, are relatively small compared to average black holes. But an interesting pheno- at Ebony mona occurs around the Ebony Eyes that is known at no other known black hole location. Because these two black holes are so Eyes close together, the temporal and spatial fields around them have been twisted out of shape. This phenomenon causes A STAR FRONTIERS® illusionary duplicates of anything that enters the area to appear. The duplicates Hawks (0-3 of them, determined by a d4-1 roll) Knight game scenario will appear within a few kilometers of by William Tracy the original object (in the same hex as the object), and will make every move that the original object makes. The duplicates will shoot illusionary weap- ons if the original does, and the beams and missiles launched will be duplicated as well (though duplicates will have no effect on targets). Energy sensors, radar, and all other detection devices will not be able to tell which object of an identi- cal set is real and which is not.

DRAGON 79 Sathar had gone undetected as nothing Defenses: RH, ES, PS, SS, ICM(x12) could be seen, visually or using long- UPFS Honor (light cruiser) range detectors, of what was on the HP 70 ADF 3 MR 2 DCR 100 other side of the Ebony Eyes (which are Weapons: DC, LB, EB, PB, RB(x6), T(x4) surrounded by whirlpools of matter and Defenses: RH, ES, SS, ICM(x12) dust extending out to 50,000 km). The Sathar were just as surprised, and UPFS Chivalry and Faith (destroyers) believed that a major UPF fleet had HP 50 ADF 3 MR 3 DCR 75 discovered the base of operations they Weapons: LC, RB(x4), LB, T(x2), EB had established at the Ebony Eyes some Defenses: RH, MS(x2), ICM(x5) months ago, from which they had suc- UPFS Electron and Proton (frigates) cessfully raided UPF space and eluded HP 40 ADF 4 MR 3 DCR 70 discovery. Weapons: LC, RB(x4), LB, T(x2), EB The famed Battle of Ebony Eyes Defenses: RH, MS(x4), ICM(x4) resulted. It was certainly one of the most unexpected military actions to Sathar Ships have taken place with the Sathar, and it SAV Disease and Apocalypse SAVB Nova (fortified space station) proved to be one of the most confusing (frigates) HP 300 DCR 150 battles as well. HP 40 ADF 4 MR 3 DCR 70 Weapons: LB(x5), RB(x16) Weapons: LC, RB(x4), LB, T(x2) Defenses: RH, MS(x4), ICM(x12) UPF Ships Defenses: RH, MS(x2), ICM(x4) SAV Blood War (heavy cruiser) UPFS Ensten (research vessel) The following 10 fighters are based HP 80 ADF 2 MR 1 DCR 120 HP 40 ADF 4 MR 3 DCR 70 aboard the fortified station Nova: Weapons: LB Weapons: LB(x2), PB, EB, DC, S(x2), Defenses: RH T(x4), RB(x8) Fighters A-J Defenses: RH, ES, PS, SS, ICM(x8) HP 8 ADF 5 MR 5 DCR 30 Weapons: AR(x3) UPFS Admiral Clinton (battleship) SAV Famine (light cruiser) HP 120 ADF 2 MR 2 DCR 200 Defenses: RH HP 70 ADF 3 MR 2 DCR 100 Weapons: DC, LB(x3), PB, EB(x2), S(x4), Weapons: DC, LB, EB, PB, RB(x6), T(x4) Scenario set up T(x8), RB(x10) Defenses: RH, ES, SS, ICM(x8) The following is a list of the ships that fought at Ebony Eyes, with the hex number that each begins the game in and their direction of facing (see below). It also lists their speed when the battle begins. Use the appropriate counters for the ships, upside down planet counters for the black holes, an da miscellaneous ship counter for the Ensten. Direction of facing is indicated by an alphabetical letter, A-F, that follows each ship’s hex number. The following dia- gram shows in which direction a ship will face on the Knight Hawks game map: Ebony Eyes Alpha: Hex 2019 (stationary) Ebony Eyes Beta: Hex 3519 (stationary) UPFS Admiral Clinton: hex 3526 D (full stop) UPFS Honor: hex 3326 F (full stop) UPFS Chivalry: hex 2929 E (full stop) UPFS Faith: hex 4033 C (full stop) UPFS Electron: hex 3233 D (full stop) UPFS Proton: hex 4229 A (full stop) UPFS Ensten: hex 3426 E (full stop) SAVB Nova (in orbit): hex 4119 (1 hex/ turn) SAV Blood War: hex 2816 D (2 hexes/ turn) SAV Famine: hex 3611 B (2 hexes/turn) SAV Disease: hex 4116 C (1 hex/turn) SAV Apocalypse: hex 4116 C (1 hex/turn SAV Fighters (aboard the Nova): hex 4119

80 AUGUST 1984 between real ships and their illusionary Tactics and victory conditions copies. If a real ship uses a weapon, any The Sathar will try to knock out the copies of it will appear to shoot the same Ensten’s engines, so that after defeating type of weapon. Individual “to hit” rolls the UPF ships they can capture the should be made for all weapons, both Ensten’s scientists (they have recognized from copies and (of course) real ships. If what the ship is and how valuable its one of the rolls is determined to hit a passengers would be). target, determine randomly whether the The Ensten alone may attempt to target ship or a copy of it (if any) was escape the battle; both UPF and Sathar struck. ships will not voluntarily leave the map If an illusionary weapon hit a real until one side or the other is conquered. ship, the ship’s crew can determine The Ensten may escape by exiting the which ship fired the weapon and can game board from the far left side, disregard that ship when firing back. between hexes 0101 and 0139. If the Ship facing diagram Thus if a ship and its two copies fired Sathar see they will not be able to stop missiles at another ship and only an the Ensten from escaping, they will Special rules illusionary missile hits, the target ship center their efforts towards destroying A referee will be needed for this sce- can disregard the “fake” ship that fired it. The Sathar will follow the Ensten nario. At the start of the game, the ref- the illusionary missile when returning until they are destroyed. eree should roll dice and determine how fire, and can thus permanently increase To win, the UPF ships must destroy all many copies of each ship exist (d4-1), its chances to find which of the copied the Sathar ships, but not necessarily the and then inform the players of the ships is the real one. space fortress, and keep the Ensten safe. results for both their own fleet and that If a real ship is hit by a real weapon, it If the Ensten is destroyed, but the of the enemy. The referee will have to will take damage and so will its copies. A Sathar ships (excluding the space for- keep track during the game of which real weapon hitting a fake ship and a tress) are destroyed, the game is consid- ships are discovered to be copies and fake weapon hitting a fake ship will ered a draw. If the Ensten escapes but which are found to be real. This can produce no effects, but no one except all the UPF ships are destroyed, it is involve some elaborate bookkeeping. for the referee will be able to tell if the considered a marginal victory for the Targeting computers and personnel weapon hitting the fake ship was real Sathar (their base is discovered and they will not be able to tell the difference or not. must flee).

D R AGON 81 Yachts and Privateers Return Revised statistics for STAR FRONTIERS® Knight Hawks ships by

Imagine yourself flashing like a meteor the first vessel of each class; these ves- 5, DCR 26; Weapons: assault rocket through the void of space with a Federa- sels have consequently given their battery (4); Defenses: reflective hull; no tion cruiser on your tail, or picking your names to the entire class of ships. lifeboats. way nimbly through the densely-packed Note that the first models of the Yacht Lightspeed Lady Class: HS 4, HP 20, ADF asteroids in the White Light system, class were armed like military ships. 4, MR 4, DCR 32; Weapons: laser battery, searching for a pirate base concealed Later models have been streamlined assault rocket battery (3); Defenses: somewhere among the crowded rocks. considerably for less warlike roles. To reflective hull, masking screen; no These are just a couple of situations in simulate this modification, players are lifeboats. which you might appreciate having the allowed to add 1 ADF or MR point for Moonbright Stinger Class: HS 9, HP 45, controls to a fast and manueverable ship each weapon or defense system that is ADF 3, MR 2, DCR 45; Weapons: laser at your fingertips. removed. This is an exception to the cannon, seeker missile launcher (2 mis- The yachts and privateers introduced Knight Hawks “Modifying Spaceships” siles), electron beam battery; Defenses: to the STAR FRONTIERS Knight Hawks rule. reflective hull, interceptor missiles (x6); game in DRAGON® Magazine #86 (“Fast one lifeboat. and Deadly”) represent new vessels Rim-Song Class: HS 3, HP 15, ADF 4, MR Rollo’s Revenge Class: HS 10, HP 50, ADF designed for jobs such as these. Because 3, DCR 29; Weapons: laser battery; 3, MR 3, DCR 50; Weapons: laser battery, of some discrepancies with the game Defenses: reflective hull; no lifeboats. proton beam battery, electron beam rules contained in that article, some Imp Class: HS 4, HP 20, ADF 3, MR 4, battery, 6 torpedos; Defenses: reflective additional explanations are in order. DCR 32; Weapons: laser battery, assault hull, 6 interceptor missiles; one lifeboat. As several readers noticed, the arma- rocket battery; Defenses: reflective hull; Condor Class: HS 13, HP 65, ADF 3, MR ment allowed on the yachts and priva- no lifeboats. 3, DCR 59; Weapons: disruptor beam teers more closely resembles that Nova Class: HS 5, HP 25, ADF 2, MR 2, battery, 2 laser batteries, proton beam allowed on military vessels than civilian DCR 35; Weapons: laser battery, rocket battery, electron beam battery, 4 torpe- ones. In fact, these ships were designed battery, laser cannon; Defenses: reflec- dos; Defenses: reflective hull, stasis as “paramilitary” vessels, and conse- tive hull; no lifeboats. screen, interceptor missiles (x8); one quently are not restricted by the civilian Astro-Blaster III Class: HS 6, HP 30, ADF lifeboat. ships’ limitations on armament. 1, MR 3, DCR 38; Weapons: laser battery, Yachts and privateers Because of the advanced technology electron beam battery; Defenses: reflec- in your campaign needed to outfit these ships, however, tive hull, interceptor missiles (x4); no the cost of building them also increased. lifeboats. Despite their relatively high cost, the To simulate this, if players in your cam- Nebula Class: HS 7, HP 35, ADF 3, MR 3, versatility and high performance aspects paign wish to purchase or build a yacht DCR 41; Weapons: laser battery, rocket of yachts and privateers are causing or privateer ship, require them to pay battery, laser cannon; Defenses: reflec- them to appear more and more fre- double the hull cost listed in the Knight tive hull, masking screen; one lifeboat. quently throughout the frontier. For Hawks rules. Belvedere Class: HS 9, HP 45, ADF 3, MR example, the space battles fought as part The ship statistics given below should 3, DCR 47; Weapons: laser battery, of “Laco’s War” have been fought almost be considered official for the various rocket battery, laser cannon; Defenses: exclusively by privateers, and both pri- classes of both yachts and privateers. reflective hull, interceptor missiles (x4); vateers and yachts promise to figure The following abbreviations are used: one lifeboat. prominently in the struggles to control HS = hull size; HP = hull points; ADF = trade to mineral-rich Alcazzar as well Privateers acceleration/deceleration factor; MR = (see the Mission to Alcazzar module for manuever rating; DCR = damage control Privateers were designed as powerful, more information —Ed.) Other uses for rating. See the Knight Hawks rules for a fast ships. Unlike yachts, these vessels these nimbles ships include duties as full explanation of these ratings. have not evolved beyond their original pleasure vessels, exploration ships, con- purpose and are still used primarily for voy escorts for corporate or military Yachts combat operations. formations, high-speed freighters, The six classes of yachts are listed scouts, mercenary transports, and even below. The specific ship statistics are for Thruster Class: HS 2, HP 10, ADF 4, MR pirate ships.

82 AUGUST 1984 StarQuestions Questions and answers on STAR FRONTIERS® gaming

by Penny Petticord

This time the column takes another As for the hunter’s statistics, it will fall unconscious and soon die. look at the STAR FRONTIERS science- must be remembered that the A: Alter the “Atmosphere” section to fiction game. If you need some hunter was not designed for combat. read, “60% nitrogen, 24% oxygen, answers to help your gaming cam- The creators of the machine system 16% other gases.” The carbon diox- paign, write down your questions assumed that the operations would ide level should be considered to be and mail them to StarQuestions, meet no resistance except for local at about Earth’s level. Dragon Publishing, PO. Box 110, flora and fauna, so they equipped Lake Geneva, WI 53147. hunters with only a self-defense Q: On pgs. 55-56 of the Campaign Book, program. A hunter cannot use weap- it states that the ship counters for Outer Q: How high can a character’s ability ons like robots designed for fighting; Reach are white on orange, but none of scores be raised? it can only use its arms. Such a the counters were printed that way. A: No ability score can be raised robot’s normal chance to hit would A: This was a mistake made in the above 100, including racial abilities be 60%, but a -20% modifier is given production of the counters. Just such as Lie Detection and Elasticity. due to the arms’ size and clumsiness. mark the black on orange counters The initiative modifier is also low- for Outer Reach with a pen to distin- Q: In ARES™ Magazine #15 there was an ered due to size and slow move- guish them from other counters. article about putting von Neumann ment. machines (those capable of self-replica- Q: On p. 56 of the Campaign Book, tion) into the STAR FRONTIERS game. Q: The White Light System Brief for under “Frontier Deployment Map — Star There are a few questions I have about Clarion (Gollywog) in the “Warriors of Systems,” it states that the planets inside the article’s description of the machine: White Light” module states that the the yellow “sunbursts” on the Frontier 1. What hull size is the machine’s atmosphere is 16% carbon dioxide. If so, Deployment Map are labelled by name. starship? the air is unbreathable without protec- They aren’t. 2. How long does it take the plant to tion. Earth, for instance, has 0.033% A: This was a minor glitch in the produce 1,000 hunters? carbon dioxide by volume; the danger- game, not critical to play. Players can 3. How many structure points does the ous level is 0.5%, at which point humans label the planets if they desire. plant have? 4. How many stamina points does a hunter have? 5. Why are the IM and attack scores for the hunter so low? The statistics given in the article seem to be in conflict with those given in the Expanded Game Rules, p. 26, under “Robots.” The hunter’s IM is listed as -3 and its attack score is 40%, but the hunter has a third- level computer in it. A: The machine’s starship is hull size 18, with six hatches and six engines, ADF 2, MR 2. It takes one day for the machine to produce 10 hunters, so 1,000 hunters would take 100 days. The whole plant has 1,000 structure points, and the main com- puter has 200. A hunter has 600 stamina points, making it slightly larger than a heavy duty robot.

84 AUGUST 1984 Illustration by Jim Holloway STAR FRONTIERS® game background by Kim Eastland

STAR FRONTIERS game char- The establishment of the There is a lot to thank the acters confront a number of PGC as the major mega-cor- FGC for in this early develop- identifiable organizations poration on the Frontier was mental period. It founded a throughout the course of designed into the basic rules common unit of currency their adventures (Star Law, as a starting point from (the credit), established the the Sathar war machine, spy which game referees could galactic board of trade, cre- networks, etc.), but one orga- launch their own scheme-of- ated and spread the Pan- nization stands out from all things for corporate struc- Galactic common language, the rest: the Pan-Galactic tures. The information given financed innumerable scien- Corporation. in the original STAR tific breakthroughs that led The STAR FRONTIERS FRONTIERS Alpha Dawn frontiersman further and Alpha Dawn basic game rules game was applicable for the further into space, and did list Pan-Galactic as “the oldest time of the First Sathar War. much, much more. and largest interstellar com- The information given for the But there were great prob- pany." The history section Knight Hawks game is specifi- lems inherent with the one- explains how Pan-Galactic cally placed at the beginning company system. Corporate was established: “Soon, set- of the Second Sathar War, corruption became rife on tled worlds in the Frontier decades later. This article‘s the less civilized worlds. became melting pots for the material is based on the time Often whole planets and four races, with dazzling period after the Second races were at the mercy of mixtures of architecture and Sathar War, at the start of the the PGC’s concept of “moral- alien cultures. To supply the Corporate Wars that fol- ity,” and too often aesthetic needs of these worlds, the lowed. This allows referees to values were lost to financial first interstellar company, the pick the time period their ones. No competition meant Pan-Galactic Corporation, campaigns will occur in as stagnation in many industrial was formed. It developed well as the campaigns’ loca- areas and complete control of interests everywhere, from tions. the economic system by a scientific research to farming single entity. Possibly the Corporate History to spaceship building. PGC worst problem, however, was even created its own lan- Before discussing the “cur- the lack of autonomy on a guage, Pan-Galactic, which rent” mega-corps, we should planetary and interstellar soon became the most com- take a look at the past. The scale because of the over- mon language of all races on first large interstellar com- whelming dependence of the Frontier worlds; Many large pany was the Pan-Galactic Frontier on one source for all companies which started Corporation; it is no exagger- its needs. Because of this last later were modeled on PGC, ation to say that the PGC factor, it was inevitable that but none approach the size ruled the Frontier in the PGC would lose its monopoly or power of the Pan-Galactic early days. Like the great on the Frontier. Corporation." railroad corporations of late During the period between In the STAR FRONTIERS 19th- and early 20th-century the Sathar Wars, secret finan- Knight Hawks game, Pan- Earth, the PGC was the only cial groups sprang up, invest- Galactic is mentioned as the fast, safe way to travel ing money in land and largest of over a half dozen through an unknown frontier various industrial operations huge and multi-faceted cor- for the millions of pioneers and gaining power until their porations operating in the who yearned for land and size could no longer be hid- Frontier. How and when did their own fortunes. The PGC den from the PGC’s eyes. Pan-Galactic’s monopoly on had its fingers in every pie, Many of these initial invest- the Frontier fail? Where did controlling financing, trans- ments were made in cities, these other companies come portation, mining, industrial planetary governments and from? The status of the mega- and agricultural organiza- militias, and even in the UPF corps is the subject of this tions, and more on the Fron- itself. By the time PGC recog- article. tier worlds. nized its potential rivals, it DRAGON 65 was too late; their footholds were estab- ity in many areas that the PGC could not erty. Spacefleet was rearmed and could lished, and with them came planetary even compete in. easily intimidate smaller fleets. For a autonomy. Pan-Galactic’s hold over the The single greatest factor preventing while it looked like the UPF forces could Frontier was broken at last. The new those embryonic firms from being swal- prevent any occurrences leading to corporations decided to fight PGC on its lowed by their richer cousins once they further “Laco’s Wars.” own ground, making diverse investments were successful was the UPF Anti- Unfortunately, the government didn’t and establishing their operations in the monopoly and Merger Laws, passed reckon with the mega-corps greed or same areas as PGC’s own operations. during the Second Sathar War. Wishing resources. A combination of swelled This last point is very important, to discourage centralized industry, the mega-corporate coffers from the Second because without it, the Sathar could not UPF enacted numerous laws that pre- Sathar War, thousands of unemployed have presented a serious threat to the vented complete monopolies from form- soldiers no longer on the UPF’s payroll, UPF in the form of a Second Sathar War. ing and laid down complicated and the emergence of specialized com- Escalating competition between the guidelines for mergers. So effective panies who thrived on military conflict larger companies, particularly PGC, the were these laws in curbing continuing resulted in an escalation of corporation Streel Corporation, Greater Vrusk corporate tyranny that they were kept warfare to a previously unknown level. Mutual Prosperity Institution, and Cassi- “on the books” following SWII. The ani- In addition to covert Sathar, Mech- dine Development Corporation, led to mosity some of the older mega-corps felt anon, and pirate activities, the UPF secu- armed conflicts that required much of towards the UPF Governing Council’s rity forces now had to deal with full Star Law’s and Spacefleet’s time and decision to keep these laws is still felt scale invasions, sieges, and battles energy to monitor and quell. Many today. fought by over a dozen mega-corps and galactic historians agree that without conglomerates of smaller firms. It is The Corporate Wars this debilitating distraction, the UPF during this time period that the informa- forces would have been far better pre- The term “Corporate Wars” was not tion in this article (and the one following pared for the Second Sathar War. For an coined until a decade after SWII. The in next month’s ARES™ Section —Ed.) example of Star Law’s need to keep first use of the term was by WarTech, applies. constant surveillance over the Frontier, Inc., in a special weapons catalog they see the STAR FRONTIERS® module SF4, released for various industries. The Stages of a Corporate War Mission to Alcazzar. media quickly picked up on the term To better understand the Corporate With the coming of SWII, investments and pumped it to its sensationalistic best Wars, one must go to Star Law and their and corporate focus changed radically (after all, things had been pretty calm guideword for rookie Deputy Officers: and swiftly. Many executives and design since SWII). ICEWARS! This acronym outlines the teams left the established mega-corps to The true beginnings of the Corporate seven steps of escalation usually seen in found their own companies, aimed at Wars are actually decades old. In fact, a Corporate War: far more specialized areas. Financing they started before SWII began. The became available through planetary and confrontation that started the war is * Interest conflict — A conflict of inter- galactic bonds created to increase local described in the STAR FRONTIERS® est develops between two corporate industry and jobs. Because of this shift Knight Hawks game: “Laco’s World (Dix- entities over mineral rights, world devel- of talent, many of the established mega- on’s Star) is the scene of a decade-long opment rights, or whatever. corps decided not to compete with these conflict between the Streel Corporation * Corporate espionage — Usually an emerging companies, chosing to shut on one side and Pan-Galactic Corpora- increase in corporate spying takes place down those particular operations of tion operating through the Galactic Task after the initial conflict of interest their own which were now forced into Force on the other. Tens of thousands of develops. If results indicate the opposing competition. The logic behind this was casualties have been inflicted on the corporations’ goals are not in actual based on the larger investment firms’ planet, and more than a dozen space- conflict, then the entire matter is solid belief that specialized companies ships have been destroyed in what has cleared up immediately. could not grow to any significant size come to be called ‘Laco’s War’." This war * Economic sanctions — If espionage and, thus, would later be merged back started and was settled before SWII, the does indicate a conflict exists, economic into existing mega-corps. results decided by PGC’s extravagant sanctions are imposed to pressure the This was a disasterous mistake by the military expenditures. This set the pat- opposing corporation out of the conflict. few mega-corps of those pre-war years tern for future corporate conflicts of an Sometimes this works, sometimes it and clearly shows the tunnel vision and “unnegotiable nature." doesn’t. lack of foresight which permeated the At first, the UPF could not afford to go * Withdrawal — When economic sanc- top executive levels at that time. The to war with every corporation who tions do not pressure either side out of a specialized firms grew at unprecedented raised an army or space fleet. With the conflict of interest, then a rapid with- rates and reinvested their income in sudden reintervention of the Sathar, drawal of corporate personnel and their own specific areas, not in mergers culminating in SWII, corporations equipment from the site begins. This and outside acquisitions. Because of this, ceased their hostilities to combine their “pullout” sometimes confuses opponents within years, the thought of traveling efforts against the common foe. But the into believing the economic sanctions with anyone but Trans-Travel or buying end of the war quickly brought resumed worked. Generally, it is a prelude to war. weapons from anyone but WarTech Inc., tensions and private military escalations * Armed Conflict — Once a site is was all but absurd. They were the best began anew. This time, however, the deemed to be vacated by a corporation of in their fields, were reliable, and were UPF was mobilized for such occur- any potential “hostage” personnel or competitive in their pricing lest some rences. New laws gave Star Law more material, mercenaries are sent in to upstart company gain an advantage on power over corporate infringement on “hold” the site while “negotiations” them. In short, they represented reliabil- other corporate operations and prop- proceed. 66 SEPTEMBER 1984 * Reinforcements — The inevitable hostil- of the losing corporation’s forces. ities are exchanged and reinforce- It should be remembered that these ments are sent in to “protect the corpo- wars are no longer fought on developed rate interests.” The actual war has now worlds within the Frontier. Nearly all begun and “negotiations” continue to be battles occur on newly discovered worlds held while the war continues. The length and moons. If a corporate war is seri- of the war varies. The shortest war on ously effecting the health or welfare of a record was between two moon-mining planet on the Frontier, Spacefleet may colonies around Outer Reach in the Dra- step in and end the conflict in the swift- mune system. A stray maxi-missile with est, surest fashion it knows, by space two high explosive warheads bit a cache bombardment, blockade, and other pro- of TD-19 in a tin hut and the blast of cedures. No corporation has ever won a shrapnel punctured every spacesuit battle with Spacefleet’s forces. worn in the battle. Actual battle time: 3 For campaign play’s sake, it is also minutes. Casualties: 135 dead. The long- important for the referee to remember est war on record is the great PGC-Streel that forces within the mega-corps often War over Laco in Dixon’s Star system. make for unpredictable developments. Actual battle time: 10 years. Casualties: Power struggles between executives are 235,000 dead, 367,000 wounded, 170 tril- commonplace. The cadres, akin to mod- credits in equipment destroyed. ern labor unions, are strong in certain * Stabilization — When one corporation industries, and a planetary government wishes to withdraw from the conflict, certainly affects a mega-corps operating because of the drain on its resources or procedures (not to mention the effects of the inevitability of its defeat, the “negotia- the UPF government and Star Law on tions” suddenly become serious and the corporate policies). conflict is usually resolved within a week. Terms of “surrender” range from full Look for a detailed list of the major mega- reparations for the victorious corpora- corporations of the Frontier in next tion’s financial outlay to the withdrawal month's ARES™ Section.

DRAGON 67 The Mega-Corporations

STARFRONTIERS® game background has now confined most of its operations by Kim Eastland to financial areas only. Funds for Fron- tier explorations, business ventures, new governments, etc., are most often supplied by the PGC. Headquarters: Port Loren, Gran Quivera, Prenglar. Chief Executive: Kim Lee (Human). Subsidiaries: No large ones, but PGC owns innumerable small and middle- sized corporations. Allies: Galactic Task Force, Inc. Enemies: Streel Corporation, MercCo. Occasional Opposition: Cassidine Development Corporation. Streel Corporation Streel has grown remarkably in the last few decades and is fast approaching the PGC in size and financial power. Streel offices are now spread throughout the Frontier and in the Rim, an area PGC has neglected. Streel specializes in bank- ing systems, savings and loan institu- tions, and financial backing in real estate and agricultural areas. Headquarters: Point True, Pale, Truane’s Star. Chief Executive: K’an Ku (Vrusk). Subsidiaries: The largest are Greater Vrusk Mutual Prosperity Institution, First Dralasite Savings and Loan chain, and the Yazirian Financial Co-op. Allies: MercCo. Enemies: PGC, Galactic Task Force, Inc. Occasional Opposition: Cassidine Development Corporation. Cassidine Development Corporation CDC has also grown over the last few decades, but not to the extent of the Streel Corporation. CDC has offices on all major worlds and is starting to expand into the Rim. CDC specializes in insurance companies and in financial operations of a riskier nature, such as Last month, “The Mighty Mega-Corpora- The first five mega-corps share control planetary and deep space mining opera- tions” introduced STAR FRONTIERS over their respective areas, and are tions, archaeological digs, and off-Fron- gamers to the companies and company constantly in conflict with each other. tier exploration ventures. wars of the Frontier. This article Headquarters: New Hope, Triad, describes who the mega-corporations Pan-Galactic Corporation Cassidine. are and what they control. The follow- Pan-Galactic is still believed to be the Chief Executives: Members of the ing is a list of “current” (post-Sathar War largest business entity on the Frontier, Board of Directors share equal power; II) mega-corps, their operations, head- but no factual data to support that belief most noted Director is Xoprothun quarters, chief executives (if known), has been released. The PGC has offices (Dralasite). subsidiaries, and allies and enemies. on nearly every inhabited planet, but Subsidiaries: CDC is fronted so well

78 OCTOBER 1984 of the Frontier laboratories. Almost all independent agricultural and dairy operations deal with Synth-Corp, but they are all on that subsidiaries are relatively unknown. Enemies: Galactic Task Force, Inc., very good terms with each other. Synth- Allies: CDC has had an alliance, at one PGC. Corp has possibly the best reputation of time or another, with almost every Occasional Opposition: Various small any mega-corp for fairness and quality. mega-corp except PGC and Streel. security organizations, militia, and Headquarters: Synthtown, Inner Enemies: None. pirates. Reach, Dramune. Occasional Opposition: PGC, Galactic Chief Executive: Krondot (Dralasite). Task Force, Inc., Streel Corporation, and The following mega-corporations have Subsidiaries: Thousands of small and MercCo. monopolies in their respective areas middle-sized companies. (60%-70% control of their industry). Interplanetary Industries Galactic Task Force, Although they are involved in armed Incorporated conflict with smaller companies and I.I. specializes in high tech, non-com- Galactic Task Force (usually known sim- pirates, they seldom battle each other puter or communication devices. More ply as Galactic, or GTF) has a monopoly except for possession of land, mineral galactic patents are held by I.I. than any on the business of providing non-mili- resources, conflict of interests, etc. They other mega-corp, and its research labs tary or non-security services for other have no set allies, enemies, or occasional are the finest and most heavily guarded companies. Almost every service imag- opposition except for various dealings on the Frontier. Industrial spying is a ined can be obtained from them. They with pirates. way of life with most mega-corps and I.I. also provide military and security ser- is no exception. Its private security vices, but they do not have a monopoly Trans-Travel corps is one of the best. in those areas. Their slogan, “Secretaries Trans-Travel is a planetary corporation; Headquarters: Lake Vast, Triad, to mercenaries, Galactic has ‘em all!” is that is, it is a corporation composed of Cassidine. known everywhere. many different companies all headquar- Chief Executive: Harlan Tho (Yazirian). Headquarters: Port Loren, Gran tered on the same planet, Terledrom. All Subsidiaries: None. Quivera, Prenglar. of these companies specialize in some Nesmith Enterprises of Triad Chief Executive: Vlad Lopez (Human). form of transportation or the manufac- Subsidiaries: Rent-A-Drudge, 24-Hour turing of transport vehicles or machines. The NET, as it’s called, holds the monop- Escorts, Inc., All-Day Medical Services, Trans-Travel itself, as a conglomerate, olies on computer and communications and Security Forces, Ltd. controls 80% of non-military space tra- equipment. Competition between the Allies: PGC. vel. This includes transportation of raw NET and I.I. is strong, but it has not Enemies: MercCo, Streel Corporation. materials, processed goods, passengers, erupted into a full scale war, though Occasional Opposition: Various small etc. Trans-Travel’s slogan, “Your safest both mega-corps would like to expand services and security organizations, local route is with Trans-Travel,” is as much a into their counterpart’s market. This is a militia, pirates. warning to other mega-corps as an volatile situation that Star Law is doing advertisement. T-T considers smuggling everything to contain. The NET holds MercCo a serious crime and will punish it by the all-important patent on program- MercCo was created shortly after the death if given the chance. ming units and body computers, plus Second Sathar War by enterprising indi- Headquarters: Sengsen, Terledrom, the circuitry for most communicators viduals who specialized in warfare. Fromeltar. and radiophones. Because of these pat- They received financial backing from Chief Executives: Ruled by a council of , most other mega-corps have never the Streel Corporation, and in ten years Vrusk companies and elected Dralasites. even considered competing with the have developed into a mega-corp. Subsidiaries: Frontier Spaceship Manu- NET. MercCo specializes in mercenaries for facturing Corporation, Interstellar Vehi- Headquarters: Malicon Valley, Triad, hire in temporary or permanent secu- cles Co., Zeb Aircars, Inc., Hickman Cassidine. rity, military, or high-risk positions. Hovercraft, Ltd., Niles Company (auto- Chief Executives: The identities of the While Galactic usually pumps more mobiles), Grubber Aircraft Industries, Board of Directors are not widely credits into hardware for their person- Mohan-Johnson Aquatic Vehicles, known. nel, MercCo generally has personnel Stewint Land Transport Company, Curtis Subsidiaries: Hundreds, but all are with far more combat experience. These Cycle Corporation, Dobson Security closely identified with NET (e.g., NET- two companies are the primary forces Vehicles, Ltd., Angrey Walkways and Progit Industries, NET- involved in armed conflict in the Corpo- Pneu-tube Corporation, and Moore Industries, NET-Computer Labs, etc.). rate Wars. Research Labs. Universal Households Headquarters: Buckerton, Kdikit, Mad- derly’s Star. Synthetics Corporation Universal Households specializes in two Chief Executive: Henshaw (Yazirian). Synth-Corp provides the vast amount of distinct areas: textiles/clothing and build- Subsidiaries: ForceCo (military), food, beverages, and “over-the-counter“ ings. Their synthetic apparel resists SecurCo (security), and RiskCo thigh-risk drugs for the Frontier. It owns many grime and wear and is inexpensive, but operations of any type). agricultural coops, vast manufacturing UH also controls the fashion industry; Allies: Streel Corporation. facilities, and dozens of pharmaceutical though made to last longer, their apparel

D RAGON 79 goes out of style yearly. UH buildings are gious. It is located on Hentz, which is Subsidiaries: Wokeekoo Scanner Man- in the areas of pre-fab dwellings and ruled by a religious clan, the Family of ufacturing Corporation, Armorall Unlim- offices, industrial and professional facili- One. Although not an overly fanatic or ited (defense suits and screens), Guardall ties, and other non-specialty facilities. expansionistic religion, it does require Incorporated (security devices), and The Specialty buildings are expensive and that everyone who lives on Hentz or Mikooc Cardlock Manufacturing are designed and constructed by archi- works for GOD Co., must wear a uni- Company. tectural engineers (see GOD Co., below). form showing his or her job and posi- Capellan Free Merchants Headquarters: Hyyay, Hakosont mega- tion. GOD Co.‘s specialty is architectural corps: Planetary Structures, Inc., and engineering and . Architec- This unusual conglomerate of retail Kostiz Fashions, Inc. tural engineering is a lucrative business, outlets, distributors, manufacturers, and but it is the planet-altering terraforming trading ships is much larger than most Starplay Enterprises work that has really propelled GOD Co., Frontiersmen realize. The most identifi- Leisure time activities are the concern of into a mega-corp. Since the Cassidine able race connected with the conglomer- Starplay Enterprises, and most legal Development Corporation funded them ate is the Ifshnits from the Capella intoxicants, confectionaries, exotic cui- and the Capellan Free Merchants under- System (out in the Rim). These tiny (one sine, sporting goods, sports events, gam- wrote the loan, GOD Co., is particularly meter, at most) merchants organize the bling and recreational equipment and indebted to them. With the creation of hundreds of planet-hopping trading facilities, and general entertainment are terraforming, the structure of the Fron- ships that ply the spaceways with their provided by them. Under UPF laws, no tier, and even the Rim, may change wares. The Free Merchants have a clear single corporation can hold a monopoly drastically in the next twenty years. understanding with Trans-Travel and in the tri-vid, holograph, or publishing Headquarters: Onehome, Hentz, will only transport their own materials industries, but Starplay comes as close Araks. and personnel on their ships (attempts as it legally can to doing just that. It Chief Executive: Yeppir (Yazirian). at smuggling are up to the referee). offers dozens of orbiting broadcast Subsidiaries: None. Any being can belong to the Free Mer- stations for subscriber channels, and chants, but he must pass a five-year publishes hundreds of periodicals in all WarTech, Incorporated apprenticeship first. Entry into the known languages. Many believe Starplay The entire WarTech, Inc., military/indus- apprenticeship program requires spon- will be the next number one mega-corp. trial complex controls about 80% of all sorship by an already established Free Headquarters: Maze, Minotaur, weaponry sold, and has virtually elimi- Merchant. The Capellan Free Merchants Theseus. nated planetary or galactic military have been known to venture past the Chief Executive: Zsa-Nin (Vrusk). escalations. Planetary warfare on the Rim in search of new and exotic items, Subsidiaries: Most major sports Frontier and on the Rim is usually con- and many wondrous devices can be leagues and sports facilities, Price Pub- ducted by mercenaries from Galactic, found in a Free Merchant’s tent, stall, lishing, and the Stellar Entertainment MercCo, planetary militia, or pirates, shop, or ship. Network. who all buy their supplies from War- Headquarters: Red Island, Bazaar, Tech. It is rumored that certain “Dooms- Capella, The Rim. Tachton Instruments day” devices were created by WarTech, Chief Executives: The Council of T.I. controls most of the Frontier’s indus- but they were deemed too dangerous Twelve, a revolving membership drawn trial engineering businesses and, more for “public consumption.” from the Capellan elders who have been importantly, almost all of the robotics Headquarters: Heston, Hargut, Gruna Free Merchants. industry. T.I. holds the patents on the Garu. Subsidiaries: None. Freeswing Gyroscope, which is neces- Chief Executive: Yvor Yeeny (Yazirian). Referee Note: The Capellan Free sary for the operation of cost-effective Subsidiaries: Interstar Weaponry, Nova Merchants seem to be an exception to bipedal robots, and on the Marilin Explosives Unlimited, Newar Laborato- many rules about mega-corps, such as Cybernetics Cortex, without which ries, and the Zik-kit Ordinance Indus- not really being an exclusive manufac- cybernetics would still be a theory. tries (Z.O.I.). turer of materials and being able to Headquarters: Tachton, Lossend, Referee note: WarTech, Inc. is actu- avoid the Trans-Travel monopoly. This is Timeon. ally the largest mega-corp in terms of because they were granted a UPF char- Chief Executive: Margaret Bouvia annual income. ter to do so, the only one of its kind, in (Human). gratitude for the Free Merchant’s help in Eversafe Enterprises Subsidiaries: Raupp Robotics, Elmore the rough days following the First Electronic Enterprises, Asimov Posi- The motto of Eversafe, “Live eversafe Sathar War. tronics, Parkinson Cybernetic Indus- and eversecure!” gives some indication tries, Easley Androids, Ltd., Meyer as to the hardware available from this Robonics, LaForce Industrial Engineer- mega-corp. Eversafe produces 90% of all Final notes ing Corporation, and Dawck Factories. available defense suits, power screens, on the corporate wars Referee note: it is rumored that T.I. force fields, , vehicle plating and The Corporate Wars began in earnest in is performing research in time manipu- defensive attachments, and internal and the year 100 A.F. (after Frontier). “Alien lation, though with what success no one external security systems. From time to influence” on the Frontier, from trading knows. time, Eversafe field tests new defenses with the Rim, is on the increase. The through Star Law or MercCo. future of the Federation and the Fron- Galaxy Overall Headquarters: Moline, Gollywog, tier is uncertain, but one thing is agreed Development Company White Light. upon by experts in many fields: the This is the newest mega-corp and is Chief Executive: E. LeRoy Lange-Pierce mega-corporations and their wars may referred to as GOD Co., by the less reli- (Human). make, or break, the UPF and its citizens. 80 OCTOBER 1984 In the weeks following the famed Battle huge ship was heading for the inhabited major cities with space-to-ground mis- for Volturnus (detailed in module SF 2, world of Hakosoar. siles. Though of horrifying size, the war Starspawn of Volturnus), the Sathar Whether by pure good fortune or machine was the only one of its kind. made no threatening moves against the with the knowledge of the Sathar (who The Sathar had built only one Jugger- Frontier. The atmosphere in the UPF may have seen this as a test of their naut, since the cost was enormous, but was tense for weeks, but gradually calm fighting vessel), a recently reorganized they were willing to consider building returned and military forces were taken Strike Force NOVA was present at Hako- other robot ships if this one proved off their heightened alert status. Just as soar. Instantly, the force admiral itself against the Federation’s best. the races of the UPF were feeling safe ordered his fleet to defend the planet at again, the Sathar initiated a new attack. all costs, and the fight was joined. Sathar forces While an assault scout from Scree Unknown to the UPF, the gigantic ship Fron was on patrol on the outer edge of was an experimental Sathar war SAV Juggernaut (robot warship) that star system, the scout came under machine, a prototype completely auto- HP 480 ADF 1 MR 1 DCR 300 attack from a gigantic ship that had just mated and commanded by onboard Weapons: DC, LB (x8), PB (x2), EB (x4), exited the Void nearby. The scout was computer systems and robots. Its mis- T (space-to-ground missiles) (x16), able to send out a distress call before sion was to reach Hakosoar and orbit RB (x20) being destroyed, and it reported that the the planet three times, bombarding the Defenses: RH, ES, PS, SS, ICM (x24)

74 NOVEMBER 1984 The Juggernaut carried a new type of up orbit around that world at a constant ships. It will not fire any of its space-to- robotic short-range fighter, known to speed of 1 hex/turn (see diagram). ground missiles until it reaches the the Federation as the Scorpion (hull size planet, then will fire 1 missile per turn 2). The fighters were programmed for at the planet as it orbits the world, bom- launch the moment a UPFS vessel came barding the major residential and indus- within 100,000 km (10 hexes) of the trial centers. The ship may, of course, Juggernaut. fire any of its weapons systems at attacking UPFS ships while bombing the 20 Scorpions planet. HP 10 ADF 3 MR 3 DCR 29 Once it finishes firing all of its missiles, Weapons: LB the Juggernaut will attempt to flee. If it Defenses: RH leaves the mapboard, regardless of how many UPFS ships are chasing it, it is UPFS forces (Strike Force assumed to have escaped and made it NOVA) into the Void without further damage. If the Juggernaut is destroyed or leaves UPFS Admiral Clinton (battleship) the map at any time, the Scorpions will The upper ships may enter counterclockwise and clockwise HP 120 ADF 2 MR 2 DCR 200 orbits; the lower one may go either way. self-destruct and will not attempt to be Weapons: DC, LB (x3), PB, EB (x2), picked up by their parent ship. S (x4), T (x8), RB (x10) The UPFS player may place his star- If the UPFS ships destroy the Jugger- Defenses: RH, ES, PS, SS, ICM (x12) ships anywhere on the game map; the naut before it reaches Hakosoar to begin ships may start the game traveling at its bombardment, the Federation wins UPFS Zamra and Grak (heavy cruisers) any speed up to 5 hexes/turn, facing in the battle. If the Juggernaut is able to HP 80 ADF 2 MR 1 DCR 120 any direction. The UPFS player automat- orbit the planet but fires fewer than six Weapons: LB (x2), PB, EB, DC, S (x2), ically knows in which direction the missiles before it is destroyed, the Feder- T (x4), RB (x8) Juggernaut is approaching and may ation wins a marginal victory. If the Defenses: RH, ES, PS, SS, ICM (x8) arrange his forces accordingly. UPFS ships cannot stop the Juggernaut from bombing the planet six or more UPFS Courage and Glory (light cruisers) Tactics and victory conditions times, but destroy the war machine HP 70 ADF 3 MR 2 DCR 70 before it can leave the map, the game is Weapons: DC, LB, EB, PB, RB (x6), The Juggernaut will head immediately a draw. If the Juggernaut can escape T (x4) for Hakosoar, and will (initially, at least) from the mapsheet, the Sathar have Defenses: RH, ES, SS, ICM (x8) let its Scorpions take care of the UPFS won.

UPFS Shimmer, Zz’Nakk, Z’Gata, and Driadia (frigates) HP 40 ADF 4 MR 3 DCR 70 Weapons: LC, RB (x4), LB, T (x2) Defenses: RH, MS (x2), ICM (x4)

UPFS Scimitar, Dagger, Rapier, Lancet, and Razor (assault scouts) HP 15 ADF 5 MR 4 DCR 50 Weapons: AR (x4), LB Defenses: RH Scenario set-up

A planet counter should be placed in hex 2819, in the center of the Knight Hawks space map; this is the planet Hakosoar. [Editor’s note: Hakosoar has five natural satellites, but for the pur- poses of this scenario they need not be placed on the mapboard.] The Juggernaut, with all fighters aboard it, will enter the game map from either of the “shorter” sides of the rec- tangular map. Initially, it will have a speed of 5 hexes/turn, and will be decel- erating so that it may enter orbit around Hakosoar. Once a spacecraft has reached a speed of 1 hex/turn and moves into a hex adjacent to Hakosoar (without head- ing directly into the planet), it may take

DRAGON 75 Careers in Star Law

More on interstellar law enforcement by Alex Curylo In his article “Freeze! Star Law!” detected. Any character who uses those It will be noted that these skills are (DRAGON® Magazine, issue #87), Kim skills, or who has a criminal record or rather powerful. Referees may wish to Eastland detailed the organization of subversive beliefs (including a “bad tone them down somewhat, but should Star Law in the STAR FRONTIERS® attitude”), will never be admitted to the keep in mind that even low-level Star game. A number of details required so academy. The referee should enforce Law officers are rather awe-inspiring that player characters can follow a this strictly — after all, the characters and formidable. career in Star Law were not discussed, won’t be able to beat a system that Once graduated, the new Deputy however. The following is an addendum hasn’t failed in 127 years. Officer must be assigned to a world. The to “Freeze! Star Law!” and presents new If the character passes the screening, referee may pick a world at random or material on enlisting and serving in the he will be granted an interview with the by design. Generally, Star Law Deputy Frontier’s police force. Admissions Director of the Academy. If Officers are assigned to worlds where the candidate makes a favorable impres- they fit in well with the inhabitants; Enlistment sion (passes a Personality check), he is Dralasite agents, for example, would All Star Law officers must be above accepted as a cadet. If he fails, he may stand out on a world inhabited almost average in several respects. Four of try again next year. exclusively by Yazirians. Some excep- their ability scores must be at least five tions are made as the need arises, and Training points above their racial average (see the the policy is not particularly strict. The Star Law Academy is situated on Expanded Rules, p. 59), two of which Advancement must be their Intuition and Logic scores. Morgaine’s World, in a huge complex Example: A player wants his Yazirian which includes hundreds of hectares of In Mr. Eastland’s article, it was said that character, Simba (ability scores STR/STA land enclosed in climate-controlled “after a period of time, usually one to 40/40, DEX/RS 40/40, INT/LOG 60/60, domes that simulate adverse conditions three years, the Deputy Officer is evalu- PER/LDR 40/40), to become a Star Law found on various worlds for the purpose ated and may be promoted to a higher officer. Checking the table, he sees that of combat and survival training. The grade.” A good rule, and very realistic. the Yazirian average for Intuition and cadets undergo extensive physical and However, the players in all groups I’ve Logic is 50. Therefore, Simba’s scores tactical training, and are taught all avail- gamed with would loudly and persis- must be at least 55 in those areas; they able information on Sathar capabilities tently accuse the hapless referee of are, easily. His other scores are not good and subterfuge tactics, the culture and favoritism or maliciousness (depending enough to qualify in the DEX/RS or PER/ history of the known races, and any- on their viewpoint) in all subjective LDR areas. Luckily, the Yazirian average thing generally useful to their line of decisions, such as the period of time for Strength and Stamina is 35, so Simba work (which means practically every- before evaluation, the merits of the is qualified to enter Star Law. thing). The training period lasts one character under consideration, and the All admission procedures take place at year, during which cadets receive free appropriate level of promotion. Star Law headquarters (Port Loren, room and board, but no pay. Gran Quivera), and characters must Graduates of the academy receive a Star Law rank xp needed Daily pay furnish their own transportation there. number of benefits. The continual physi- (cr) If this rule causes problems, it can be cal training improves the characters; Deputy officer (graduate) 50 declared that a qualified character who they may add five points to one ability of City officer 25 75 is interviewed at any Star Law planetary the STR/STA pair and one of the DEX/RS Planetary officer 50 100 office and passes a Personality check pair. They will also have acquired exten- Deputy agent 100 125 will be considered an excellent candi- sive skills during the program, depend- Chief agent 150 150 date by the Planetary Officer and will ing on their PSA and desires. These Ranger 250 200 receive free transportation to Port skills are listed below. Marshal 300 250 Loren. Technological/Biosocial: One 5th-level Commander 350 300 The admission procedure is tough. skill and one 3rd-level skill from the The character will be doped with Telol appropriate PSA, a 2nd-level ranged To eliminate this inevitable dissension and psycho-probed while being exam- weapons skill (usually beam), and 1st- and also for greater consistency with ined on every facet of his beliefs, atti- level in a non-ranged weapon Military official rules for Spacefleet advance- tudes, and history. All interviews are skill (usually Melee), ment, it is suggested that Star Law ranks monitored by hidden cameras and sonic Military: Two 5th-level weapon skills, be treated like Spacefleet ranks, in that a analyzers so that any attempts to use 2nd-level Martial Arts, 1st-level certain number of experience points Hypnotism or Persuasion skills will be Demolitions.

80 NOVEMBER 1984 must be “spent” to achieve each rank. At agent wishing to gain new skills or skill least one level must be gained in at least levels. one skill before another rank can be Star Law agents are often called upon achieved. The table lists the x.p.s to perform undercover work. These required, and also notes the salary that assignments will be of two basic types. each rank receives. The first is infilfration, where the agent attempts to join an organization, Miscellaneous data “become” an enemy agent, or other When the Deputy Officer graduates similar action. In such a case, Star Law from the Academy, he receives his dress will fabricate a history for the agent uniform, his duty uniform (a military right back to his birth records, and will skeinsuit in Star Law blue), and regula- alter computer databases and hypnotize tion weapons for his assigned planet — key people so that almost any amount of typically a sonic stunner and a stunstick, checking will not discover anything but certain planets such as Outer Reach unusual about him. require more powerful weapons as The other type of assignment is standard issue, and perhaps a defensive replacement, where an enemy agent has screen as well. Of course, when on an been neutralized, but Star Law does not assigned mission, agents will be issued wish that fact to become known or whatever weapons, defenses, and equip- wishes to plant its own contact inside ment are appropriate and reasonable. the organization. For this type of assign- Star Law agents are respected ment, setup will include plastic surgery, throughout the Frontier. Whenever an voice and carriage training, and memory NPC must make a Leadership check vs. a overlays so the agent has instant access Star Lawman, the agent gets a +5 bonus to most of his model’s memories. per rank. Star Law agents are a special group of Since the agents often have to rely on beings. Though the work of defending their own resources, Star Law encour- the Frontier is demanding and danger- ages them to develop their personal ous, Star Law agents thrive on it. Their skills. This policy has a practical side: courage and de&cation have resulted in Star Law will provide hypno-training their becoming the universally admired (see Expanded Rules, p. 11) for any folk heroes of the Frontier.

D RAGON 81 This time this column takes The character then loads the cargo corporation. Players who wish to another look at the STAR on his ship, carries it to another start some other type of business FRONTIERS science-fiction planet where there is a good market should design a detailed plan for its game. In addition, a number of for the item, and resells it at the initial set-up and operation, then readers wrote to ask questions price given in the “Price per Unit at present it to the referee for about the Zethra, an alien NPC Destination” column. (Cargo cannot approval. The referee is responsible race detailed in DRAGON® Maga- be resold at the source.) The hauler for making sure the enterprise does zine issue #84 (p. 76-80); these must then pay his operating not disrupt campaign balance, and questions are answered at the expenses (crew salaries, supplies, may impose whatever legal restric- end of this article. If you need fuel, maintenance, etc.) out of the tions, taxes, tariffs, and other exter- some answers to help your sci- money taken in from the sale. nal controls he deems necessary. The ence-fiction gaming campaign, Prices given assume that the cargo player may have to revise the plan if write down your questions and has been hauled a moderate distance problems appear with the set-up he mail them to StarQuestions, at a moderate risk. If the run is envisions. Dragon Publishing, PO. Box shorter and less dangerous than an 110, Lake Geneva, WI 53147. average one, the referee should Q: Will a timeline history for the STAR adjust the resale value accordingly to FRONTIERS game ever be made, as was Q: In the STAR FRONTIERS Campaign keep the campaign economics in done for the GAMMA WORLD® game in Book, the prices listed for shipping cargo balance. After all, if an independent DRAGON® Magazine, issue #88? (p. 451 are unclear. Are they the costs to hauler is making too large a profit A: An article on that topic has, in buy the cargo outright and to sell it, or margin on a given run, another fact, been done and should appear are they the prices to ship it? hauler or company will certainly in these pages within the next few A: The chart assumes that the hauler undercut the character’s prices and issues. (probably an independent one) will take his business away. buy the cargo outright, haul it to Q: What are the statistics for the Zebu- another planet, and resell it. Haulers Q: The players in my campaign want to lon and K’tsa-Kar systems and their who work under a company charter start a planetary or interstellar business. inhabited planets? The Expanded Game do not have to use this chart, as they How would they go about doing this? Rules did not describe them. are paid for their services only. The A: Passenger transport, freight trans- A: The statistics for these systems “Price per Unit at Source” column port, and mining businesses are were accidentally dropped from the tells you how much it will cost to detailed in the Campaign Book, as is rules. An article will appear soon in purchase a load of a given cargo. obtaining a charter from a large the ARES™ Section in which these

D RAGON 81 systems, as well as other inhabited Q: Are there mutants in the STAR A: Seventeen. However, you may systems of the Frontier, are FRONTIERS universe? make up as many as you want. Some described. A: Perhaps, although none have unofficial races may be presented in been reported or detailed for game the ARES™ Section from time to time, Q: What were the original homeworlds use as of yet. The referee is free to such as the Zethra (see below). You of the Dralasites, Vrusk, Yazirians, and create mutants for use as NPCs, but may expand theme as you see fit. Humans of the STAR FRONTIERS game? he is on his own for specific designs A: Placement and description of the Q: Can ships be made with hull sizes and game balancing. The game sys- homeworlds of the four races were larger than 20? tem is not designed to handle A: Yes, but they would have to be slated for inclusion in a future mutant PCs who have exceptional custom-designed and built from product. As of this time, only rough powers, so use caution in this area. development has been done, and the scratch by experts, an expensive information is not ready for release. Q: In the Knight Hawks rules, the decks process since the hulls would be of a starship are arranged perpendicular non-standard. Maintenance would Q: What are the game statistics for a to the ship’s main axis so that the ship’s also be far more expensive than flamethrower? nose is “up.” This provides for a sense of usual, since such hulls might not use A: A hand flamer appeared in the gravity for the crew when the vessel is any standard parts. You can extrapo- original rules, but was dropped in accelerating through sect internal grav- late statistics from the information editing. It was similar in size and ity when the ship is on a planet’s sur- in the Campaign Book to get base weight to a small needler, and it face? (Note: see illustration of the figures for building costs and the operated on a replaceable fuel car- orientation on the “Warriors of like. Note that the SAV Juggernaut tridge. Statistics are as follows: Osprey’s White Light” module, which indicates (from last month’s ARES™ Section) Damage - 6d10; Ammo - 1 shot car- that the interior of the ship is lying on was built around a hull vastly larger tridge; Rate - 1; Defense - inertia; its side.) than size 20. Building it was a tre- Range - no medium, long, or A: The illustration in question is not mendous financial drain on the extreme, with statistics as per a sonic quite accurate. Ships capable of Sathar, and they never tried it again. disruptor for point blank and short. landing on planets (such as shuttles, The Zethra Q: In “The Battle at Ebony Eyes” in issue system ships of hull size 5 or less, assault scouts, and other scout-class #88, the SAV Apocalypse and Disease are Q: If they lack the ability to see or starships) always land in the same hex (4116). Is this correct? nose up so appreciate colors, how are Zethra able that the interior of the ship is ori- A: Yes. The duplicates that would to match all color hues exactly by alter- ented normally. Larger ships cannot appear of each ship might initially ing the pigmentation of their skin cells? confuse the UPF player into believ- land on planets, so they would have A: Zethra distinguish different colors no orientation problems. The orien- ing that only one ship (or more than only as differences in wavelengths of tation of a ship does not matter two) are in that hex. light reflected by all surfaces, in the when it is docked at a space station, same way that they sense other radi- Q: Can player characters be pirates, since docked ships would be subject ations (such as heat, light, and elec- robots, or cybots? to the same artificial gravity as the trical energy). They are thus able to A: Player characters can become docking bay of the space station. pirates, although no special provi- alter their coloration to match that of surroundings perfectly — without sions are made for starting out as Q: Can stargates exist in the STAR one. Pirate characters run extreme seeing colors as we do. This is some- FRONTIERS game? what akin to seeing all colors as risks and may become the target of A: It isn’t clear what you mean by all law enforcement agencies in the varying shades of gray (as Dralasites “stargates.” Certainly, a referee may do); with practice, one can readily Frontier (particularly Star Law). add extra features like “stargates” Robots and cybots cannot be tell one hue from another without (however you conceive of them) to being able to view or appreciate player characters; they have person- his campaign if desired. If by alities but have no free will. Free- colors as others do. “” you mean a The “seeing” of a Zethra is per- dom of choice puts excitement into device capable of transporting space- the game. No one would want to run formed only through its tentacle-like craft instantly from one star system “see-feelers” or “seefers,” and thus it a character that could only do what to another, you should be aware that someone else told him to do. can only match hues within 5 meters this may undo a large portion of of (or touching) its seefers. A Zethra game’s inherent balance, and may Q: What would be the cost, mass, and who has learned the names of vari- cause serious problems unless you combat statistics for crossbows, nun- ous colors could describe patterns, alter other parts of the game rules at chucks, and Chinese throwing stars? contrasting or complimentary col- the same time. A: For mass and combat statistics, ors, and so forth perfectly to others, The game mechanic for quick treat a crossbow as a musket, nun- but would fail to appreciate the aes- intersystem travel is “jumping chucks as a nightstick, and a throw- thetics of colors, or “see” them as through the void,” which accom- ing star as a knife. These are very others can. plishes the same thing as a “stargate” rare and archaic weapons, so their would. cost will vary with availability; prices Q: Why is the damage done by Zethra will be similar to the comparison discharges only modified by -2 per weapons listed above, but could rise Q: How many different native races exist meter between a Zethra and target to extreme levels. in the Frontier? when conducted through metal,

82 DECEMBER 1984 whereas water (which “transmits Zethra filed by various scientists in the Some, he asserts, are used as “raw jolts poorly”) only causes a modifier of -3 “Active & Ongoing” computer banks material” for Zethra body repair or per 10 meters separating Zethra and of Pan-Galactic Information Central growth and expansion; others may target? (PGIC). be eliminated, in subatomic form, in A: A Zethra’s discharges are believed Overscan of such files by PGIC Zethra electrical discharges. Other to serve only secondarily as weapons personnel reveals several key methods of by-product elimination (one Zethra, after all, cannot harm entries: are possible — expulsion in fluid another Zethra by such means), and 1) Duthin of Prenglar has not yet form through the skin, for example, are not offensive “bolts” or lightning positively identified any instance of a is thought to occur automatically strikes. They are strongly affected by Zethra converting inorganic matter when Zethra are immersed in mov- the nature of the conducting to energy, and has found few sugges- ing water. Possible by-products poi- medium through which they pass. In tions of such occurrences in existing sonous to Zethra are rumored to the case of metals, which conduct Pan-Galactic files, but reminds exist, PGIC personnel admit, because electrical currents by means of elec- inquisitors that the tendency of the last two tapes of Orlag’s tron lows, a Zethra discharge is less- Zethra to convert organic matter has researches dealing with by-products ened in both directional accuracy been established by observation. were designated “classified” in the and force more than in water. It is 2) The frequency of Zethra matter- initial scan, and Pan-Galactic Secu- thought by a number of scientists energy conversion was deemed rity refuses to discuss the issue. that Zethra discharges contain many “seldom” (as compared to human Inquiries have led professionally sub-atomic particles that react read- frequencies of eating) in separate curious individuals to ask (or even ily with free electrons and that this reports by scientists Marakson of attempt to test) the Zethra on this makes metal of any type a poorer Dramune, Orlag of Duane’s Star, and issue, but no verifiable information conductor of Zethra discharges than Niuu of Cassidine. Detailed observa- has yet been uncovered. of artifically-generated electrical tions of such conversion are con- Niuu of Cassidine warns that these currents. tained in all three reports; none creatures should not be judged or It must be emphasized that these seem likely to alter the present file’s analyzed purely by Frontier stand- creatures are still poorly understood measurements of 220-440 SEU stor- ards and science. All unclassified and that studies continue only age in Zethra bodies, and approxi- material entries on the Zethra, both slowly due to the difficult nature of mate common daily requirements of verified and tabled awaiting verifica- Zethra. Recent filings by the scientist 20 SEU. tion, bear the closing note “VRC” Arlume of Cassidine (not yet verified Orlag’s report, however, raises the (meaning, “various researches by Pan-Galactic Information Cen- question of conversion by-products. continue”). tral’s own agents), indicate that a Zethra’s discharges do have a limited range even in still waters — the cumulative modifier of -3 per 10 meters rising to -1 per additional meter after a distance of fifty-two meters is exceeded. Q: A creature that directly converts matter to energy seems impossible. If one existed, it would probably be most efficient in such conversions, and thus eat very seldom — perhaps, to most observers, seemingly never. A “direct converter” would prefer non-organic matter to organic; while there may be (slightly) more energy in organic sub- stances, such substances are also more resistant to conversion and produce many more by-products, a number of which would likely be poisonous. How exactly do Zethra consume matter? A: Zethra matter-to-energy conver- sion is done by some natural process which remains a mystery to Frontier scientists of all races, even after exhaustive physical and field exami- nations. Classified computer files exist on this creature, and the infor- mation therein is considered sensi- tive for good reasons. Scientific study continues, and some further, as-yet-unverified results have been

84 DECEMBER 1984 Rare wines and ready cash Agricultural trade in the Frontier by Tony Watson Both the Alpha Dawn and the Knight Similarly, star color might affect the Hawks rules for the STAR FRONTIERS® nature of crops and herds raised on game system touch on the subject of planets. What sort of strange plants agriculture and trade within the Fron- might flourish under the red-orange sun tier Sector. Alpha Dawn describes cer- of Hakosoar’s star, Scree Fron? For sim- tain worlds within that region as having plicity’s sake, only one table of cargos is agricultural economies, while Knight provided, but the referee is encouraged Hawks provides a section in its space- to modify the description of individual craft design rules for outfitting agricul- cargos to reflect the unique nature of a tural ships. Despite this, the system for world, for both the sake of variety and conducting interstellar trade gives cargo the feeling of local color. charts only for resource-producing and manufacturing worlds; agricultural planets and their goods are virtually Cargo Acquired at ignored. Agricultural Centers Given the assumption that the produce of agricultural worlds, especially the Price per unit unique and rare items such as wines, Die At spices, and drugs, will be viable com- Type of At roll cargo Source destination modities in the STAR FRONTIERS milieu, then a trade table for agricultural goods, 01-08 Grain 5,000 Cr 7,000 Cr similar to those appearing on p. 45 of 09-16 Vegetables 7,000 Cr 10,000 Cr the Knight Hawks Campaign Book, is 17-22 Fruit 10,000 Cr 15,000 Cr needed. 23-24 Exotic fruit 30,000 Cr 60,000 Cr The brief table on the Frontier Sector 25-31 Meat 25,000 Cr 35,000 Cr in the Alpha Dawn Expanded Rules lists 32-36 Poultry 20,000 Cr 30,000 Cr eight worlds as agro-planets: Yast, Inner 37-43 Fish 15,000 Cr 20,000 Cr Reach, Rupert’s Hole, Groth, Ken’zah Kit, 44-46 Cheese 15,000 Cr 25,000 Cr Kidikit, New Pale, and Hakosoar. These 47-52 Sugar 15,000 Cr 20,000 Cr planets are the primary sources for 53-55 Coffee 25,000 Cr 40,000 Cr agricultural cargos, entitling the pro- 56-62 Lumber 8,000 Cr 12,000 Cr spective trader to roll on the “Cargo 63-64 Decorative Acquired at Agricultural Centers” table. plants 20,000 Cr 40,000 Cr Such cargos can be marketed at indus- 65-70 Textiles 35,000 Cr 60,000 Cr trial and resource centers. 71-76 Liquor 50,000 Cr 90,000 Cr Players will note that these colonies 77 Rare liquor 75,000 Cr 150,000 Cr represent each of the four Federation 78-83 Wine 45,000 Cr 75,000 Cr member races. Presumably the colonies 84 Rare wine 100,000 Cr 200,000 Cr offer a wide variety of of agro-goods, 85-88 Spice 60,000 Cr 100,000 Cr many of them unique. Agricultural pro- 89 Rare spice 80,000 Cr 150,000 Cr duction methods in the Frontier need 90-92 Herbs 50,000 Cr 75,000 Cr not follow the Terran pattern. Farming 93 Rare herbs 75,000 Cr 135,000 Cr can take place underwater or in subter- 94-96 Medicinals 70,000 Cr 125,000 Cr ranean caverns. Animal husbandry can 97 Rare be practiced on flocks of balloon-like medicinals 100,000 Cr 200,000 Cr creatures on high-gravity worlds with a 98-00 Furs 60,000 Cr 140,000 Cr dense atmosphere.

82 JANUARY 1985 Notes on the chart modifications are in order. The kinds of The types of cargos on the chart are Some colonies crops that can be farmed aboard Ag intended to be generic, stressing general ships should be limited to things such as types of goods over specific items. offer a wide grain, vegetables, fruit, and coffee. Meat Hence, “grain” might refer to wheat, and lumber can be raised, but the time rice, or corn, but could be construed to variety of required to “harvest” the produce would include any sort of mass-harvested sta- unique have to be lengthened considerably. ple, perhaps even algae harvested from Liquors, wines, herbs, and medicinals the sea. The referee should use agro-goods. should be limited to planetary cultiva- imagination in describing the cargo tion; one can safely assume that singular obtained. For example, a roll of 30 on planetary conditions create the value of the chart indicates a cargo of meat — The prices used in the chart were set these goods, and these conditions are but what sort of meat, from what sort of arbitrarily, using the existing Knight too difficult and expensive to replicate creature? A load of textiles could repre- Hawks commodity tables as guidelines aboardship. Allowing characters to grow sent a sort of plant fiber analogous to and extrapolating from modern-day high-value crops on ships could also cotton, or the “wool” of some strange pricing structures. The profit-to-cost upset the economic balance of the star beast. ratios are in line with the resource and campaign. The rare and exotic categories were industrial cargo tables, but tend toward Rules for on-planet farming have been included to denote special cargos of the lower end of the scale for most of omitted from this article for several exceptional quality, value, and rarity; the goods. Hence, most agricultural reasons. First, devising a system to por- they offer the opportunity to trade in goods are pretty cheap, especially com- tray such an enterprise with even mod- high-value cargos, something that agri- pared with other cargos. No one is going erate accuracy is beyond the scope of cultural-produce charts tend to lack. to get rich dealing exclusively in grain or this piece. More importantly, the players The “rare liquor” and “rare spice” cate- vegetables. The upper end of the table is shouldn’t be encouraged to take on the gories might include substances with the exception: herbs, spices, liquors, and roles of farmers — after all, they’re medicinal, hallucinogenic, or age- furs are luxuries and are priced as such. supposed to be adventurers! The prices, guidelines and commodi- prolonging properties. “Medicinals” Farming represent organic materials used purely ties presented here are just suggestions. for health-care purposes or in pharma- The Knight Hawks rules provide guide- Referees should let their imaginations ceutical production, and might include lines for hydroponic farming aboard Ag run free, changing things in order to items such as buds, flowers, pollens, and ships. Given the information provided derive the most in their role-playing animal or plant extracts. on the agricultural cargo table, a few sessions.

D RAGON 83 From Anarchy to Empire Interstellar governments in the STAR FRONTIERS® game by David Cook [Editor’s note: David “Zeb” Cook was one there be, and what will they be like? ment, each member planet rules itself of the original designers of the STAR How will the different governments get and has its own laws, but all the planets FRONTIERS® game system. This article along? These are just a few of the con- will have signed a trade agreement. This is “‘official” STAR FRONTIERS game cerns that a referee must consider when agreement promises free trade between material, though its principles may be devising interstellar governments. all the member planets and also serves applied to many science-fiction games.] as a mutual peace treaty. The different What lies beyond the Frontier? Even- Interstellar governments planets will try not to interfere with tually, the characters in a STAR each other’s business. If one planet is FRONTIERS game campaign will start Interstellar governments ruling planets attacked, the other planets will join with probing the reaches beyond the known in several different systems (as the UPF it to fight the enemy. star systems, and the referee should does) may or may not exist in a sector, as Trade federations are delicate and keep up with them by designing new the referee desires. Some basic types of easily upset, since each member is in the sectors of space for the group to interstellar governments that may be federation for a profit. If a planet or a explore. used in the referee’s sector are group of planets decides it can do better When preparing a new sector map, described briefly, with notes on how on its own or with another group, it the referee should think about the gov- they work and what their aims or goals may pull out of the federation. An exam- ernments that will control the planets in might be. ple of a trade federation today is the the sector. How many governments will Trade federation: Under this govern- European Common Market.

78 FEBRUARY 1985 : All of the member Socialist state: owns and The race of the inhabitants affects the planets are controlled by one govern- controls most activities for the equal society with its particular needs, likes, ment, usually based on one planet which good of all people. Such states are often and dislikes; these, then, play a part in is considered the heart of the empire. used by Humans and Dralasites. any planetary society of that race. If the All other planets may be treated as colo- Stratocracy: Rule by a nation’s military referee creates a new race, he should nies, provinces, or states of the empire. leaders. Yazirians will often form this write down what that race considers Because an empire tries to control type of government, using the military important and consider how that affects everything from one place, it is often leaders from each clan. the culture. corrupt or loaded with layers of Syndicracy: Rule by an organization of The physical conditions on a planet bureaucracy. the most powerful corporations on the affect how people live and what they An empire stays in power by keeping planet. Vrusk favor these governments. consider important for their survival. If its subjects (the people) happy and by Theocracy: Government by religious a planet has very little water, water the liberal use of military force. Since leaders, sometimes seen among Humans becomes very important. People who empires have a way of getting in trouble and Yazirians. waste water would be “bad,” and bath- if they stand still, they are often trying ing would be a luxury saved for special to expand their frontiers by colonization events. Swimming and boating might be or by military control. The ancient terrifying for the average dry-lander. If Roman Empire is an example after a planet has a great deal of water, people which interstellar empires may be A who couldn’t swim might become social modelled. n empire stays misfits. The referee should think about Political federation: Each member in power by keep- the planetary conditions that might planet rules itself; however, all planets affect the society. belong to one loose governmental body, ing its subjects The government of a planet also and all must follow certain standards of affects the society’s customs. A plane- conduct. The United States of America happy and by the tary dictatorship is rarely likely to toler- and the UPF are political federations. ate free speech; people of such a planet More possibilities exist, of course. The liberal use of mili- may be unwilling to speak their minds. referee should feel free to create any Under an anarchy, those citizens sup- other interstellar government he wants. tary force. porting an organized government may be considered dangerous or “strange.” Planetary governments Many variations and combinations of Atheists in a theocracy are bound to When designing a planet, the referee these basic governmental structures are have difficulties with the focal govern- needs to think about the government possible. A little research into Human ment. The laws of the planet also make a controlling the world. Even though the history will turn up many more ways to difference. A theocracy has more laws planet may be part of an interstellar rule a planet (or portion thereof). dealing with religious crimes, while a dictatorship has laws to control free union, it may have its own laws and Human and alien societies elected officials. Many sorts of govern- speech, and a plutocracy has laws to ments operate among human worlds, A society is the way a group of people protect the very rich. and alien races may have governments lives together — how members deal with When creating a society for a STAR that humans have never been able to each other, what they believe in, what FRONTIERS planet, it helps to start by make work. Some of the possible plane- they consider important, and how they listing a few notable customs of the tary governments are given below. work. Societies do not have specific planet’s citizens. These customs should Anarchy: No organized government at natural laws to follow and seldom have be interesting and obvious to the player all. Some Dralasite worlds do very well written laws or regulations. People in a characters. The Dralasites of Inner with this type (or lack) of government. society generally know what is correct Reach in the Frontier Sector dye their Company-owned world: A planet con- or incorrect; they learn this by experi- skin every day, for example. As the char- trolled by a company or corporation and ence as they grow up. This section gives acters become more involved in the life run for profit. This system is common general guidelines and suggestions on on the planet, they will probably want on Vrusk worlds. how to create interesting societies in a to know why the Dralasites do this. By Confederacy: A number of smaller STAR FRONTIERS game. having the players ask such questions areas banded together under one loose To gain specific ideas on creating plan- (and by giving them answers), the ref- planetary government. Yazirian clans etary societies, the game referee should eree will slowly build a description of often form confederations. check out some books on Earth-Human the society on the planet. Democracy/republic: A government history and present societies. Human The referee should remember that it run by elected representatives. Humans civilization is filled with examples of is not necessary to have every detail of a and Dralasites favor this option. many different societies and cultures society worked out in advance. Signifi- Dictatorship: Absolute rule by one that may provide ideas for gaming. cant customs and laws should be pre- leader. Humans sometimes have this Societies are formed from several pared, but playing the game and having government. different forces — the planet’s races, the player characters get involved with Monarchy: Rule by a king or queen, governments, current laws, religions, life on the planet often helps the referee usually of one family. Only Humans use climate, landforms, history, etc. To ask a focus on the social elements he needs to this type of government. referee to think out all these areas is far evolve. The referee should make each Plutocracy: A government run by too time consuming. Instead, the referee planet distinctive and unique whenever those with the most wealth — another should work with what he already possible, to enhance the enjoyment popular government used by the Vrusk. knows about the planet. gained in playing the game.

D RAGON 79 group oriented and will rarely, if ever, be found alone or acting individually. Zuraqqor warships consist of two main types: battle cruisers and fighters. Four classes of cruisers are known to exist and are classified as classes A, B, C, and D (class A being the largest). Zuraqqor fighters are also known as “ground strafers” because of their fre- quent use in planetary assaults. All cruisers are built large and slow: large because the Zuraqqor believe that their shipboard crew organization should resemble the hive organization as closely as possible, making the cruisers resemble huge, floating fortresses; and slow because the Zuraqqor see no need for speed. Cruisers use ion engines, while all fighters use small atomic engines. Though slow, cruisers are nonetheless very maneuverable. They usually travel in groups of four, except during certain war situations in which much larger groups have been used. Because no space stations have been detected around Zuraqqor worlds, these war- ships are assumed to be built on small moons or asteroids. Ships the size of their cruisers could never lift off from a planet of any major size. Cruisers are thought to take several years to build. Class A cruisers are each equipped with a mine-neutralizing mechanism that deactivates all mines within 30,000 kilometers (three hexes) of the ship. This device cannot be duplicated by any other race at this time. Class A cruisers also each have one fighter bay that can carry one to five fighters. Zuraqqor ship statistics ® Zuraqqor Battle Cruiser, Class A Alien starships for STAR FRONTIERS HS 15 HP 80 ADF 1 MR 2 DCR 150 Knight Hawks gaming Ion engine type A (x4) Weapons: 2 LC, LB, EB, PB, DC, S (x2), by Brian Valentine T (x4), RB (x8) Defenses: RH, EPS, SS, MS (x2), Knight Hawks, like any other game, Zuraqqor culture was well described ICM (x8) needs variety to keep it exciting. This in Assault on Starship Omicron. Only a article can add some of that needed few relevant details will be repeated Zuraqqor Battle Cruiser, Class B variety by reintroducing the Zuraqqor, here, Zuraqqor society has five classes: HS 13 HP 75 ADF 1 MR 3 DCR 120 one of the Sathar’s allies. The Zuraqqor worker, warrior, technician, king, and Ion engine type B (x4) first appeared in the STAR FRONTIERS® queen. Technicians perform all techno- Weapons: 2 LC, LB, EB, PB, DC, T(4), mini-module Assault on Starship Omi- logical labor, and their political power RB (x6) cron. They are a race of intelligent, rivals that of the Zuraqqor kings and Defenses: RH, ES, PS, MS (x2), ICM (x6) bipedal insects, each having small, ves- queens. tigial wings, two compound eyes, and The kings rule the warriors, each Zuraqqor Battle Cruiser, Class C two antennae. Zuraqqor are thought to Zuraqqor hive having one king. All hive HS 11 HP 70 ADF 1 MR 3 DCR 100 originate from a world near Zebulon, as kings vote on a district king, and district Ion engine type B (x3) all assaults on Federation shipping have kings vote on a planetary king. All plane- Weapons: LC, LB, EB, PB, T (x2), been made in that area since the new tary kings vote organization RB (x4) trade route was opened. that the kings have. Zuraqqor are very Defenses: RH, ES, MS (x2), ICM (x6)

D RAGON 71 Zuraqqor Battle Cruiser, Class D Scenario 2: The Volturnus Location: hex 1519 HS 9 HP 65 ADF 1 MR4 DCR 75 Incident Speed: 0 (docked at space station, in Ion engine type B (x2) orbit, moving counterclockwise) This battle occurs a month after the Weapons: LC, LB, EB, T (x2), RB (x4) Zebulon Raid. The Zuraqqor are attack- PGSS Drag Net (Thruster-class privateer) Defenses: RH, MS (x4), ICM (x4) ing the only station in orbit around HS 2 HP 10 ADF 4 MR 5 DCR 26 Zuraqqor Fighter Volturnus, effectively cutting off the on- Weapons: AR (x4) HS 2 HP 10 ADF 5 MR 5 DCR 50 planet mines and military installations Defenses: RH Atomic engine type C (x1) from the PGC and Galactic Task Force. Location: hex 1519 Weapons: AR (x4), LB The statistics for the Pan-Galactic ships Speed: 0 (docked at space station, in Defenses: RH were previously given in the DRAGON® orbit, moving counterclockwise) Magazine issue #88 (“Yachts and Priva- PGSS Miner’s Central (PGC-owned space Scenario 1: The Zebulon Raid teers Return”), but are repeated here for station at Volturnus) the benefit of those who lack that issue. In this scenario, the UPFS ships are HP 30 DCR 23 The planet Volturnus is located in hex making a run to a military base on Weapons: 2 LB 1520 on the star map and does not move Volturnus (off the right side of the star Defenses: RH, MS (x4), ICM (x4) during the course of the game. The map), and they begin the game in forma- Location: hex 1519 (in orbit, moving Tarnagis just leaving Volturnus, having tion near the left-hand side of the star counterclockwise) undocked from the space station and map. They only want to get to Volturnus pulled out of orbit. and will try to escape any attacks. On Zuraqqor Forces the other hand, the Zuraqqor’s orders Pan-Galactic Forces ZMS Ktr-Bltz (class-B cruiser) are not to return until the UPFS ships Location: hex 5420 are destroyed. Ship statistics for most of PGSS Tarnag (Nova-class yacht) Speed: 8 (heading toward hex 5320) the UPFS forces may be found in the HS 5 HP 25 ADF 2 MR 2 DCR 35 boardgame rules for the Knight Hawks Weapons: LC, LB, RB ZMS Drlp’mrztd (class-C cruiser) game. Defenses: RH Location: hex 5523 Location: hex 1921 UPFS Forces Speed: 8 (heading toward hex 5423) Speed: 1 (heading toward hex 2021) UPFS Arcturon (destroyer) The first side that destroys or inflicts PGSS Brigadoon (Condor-class privateer) Location: hex 0618 over 50% damage on all of the other HS 13 HP 65 ADF 3 MR 3 DCR 59 Speed: 5 side’s ships wins, with the PGC station Weapons: 2 LB, EB, PB, DC, T (x4) counting as a ship. Neither side can UPFS Arrow (assault scout) Defenses: RH, SS, ICM (x8) retreat from the star map. Location: hex 0821 Speed: 5 UPFS Remora (assault scout) Location: hex 0522 Speed: 5 UPFS Anaconda (freighter) HS 17 HP 85 ADF 2 MR 1 DCR 71 Weapons: T (x4) Defenses: RH, MS (x2) Location: hex 0521 Speed: 5

Zuraqqor Forces ZMS (Zuraqqor Military Ship) Brtz’krgr (class-B cruiser) Location: hex 3439 Speed: 7 (heading toward hex 3338) All UPFS ships are heading horizon- tally across the mapsheet. The Zuraqqor ship is moving along a diagonal to inter- cept the UPF convoy. Any UPFS ship that makes it off the right side of the map is assumed to have safely outrun the Zuraqqor cruiser. The Zuraqqor ship wins if all UPFS ships are destroyed or suffer over 50% loss of their hull points. The Anaconda and at least one other ship must survive for the UPFS player to win. Note that it is possi- ble for both sides to win in this scenario. (Such are the fortunes of war.)

D RAGON 73 The Coming of the S’sessu A new alien race for the STAR FRONTlERS® game by David Cook

[Editor’s note: David “Zeb” Cook was one contact between the S’sessu and the cooperative, and violent crime is an of the original designers of the STAR Federation proceeded unhindered. The uncommon occurrence among them. FRONTIERS® game system. Though S’sessu refused to give up the frigate, If a S’sessu believes there is some sort future releases from TSR, Inc., may which they considered a prize ship; of personal gain to be had in doing so, it make no reference to the S’sessu, because of this and the frigate captain’s will work cooperatively with other gamers may adopt them into their familiarity with the S’sessu from his beings. A group of S’sessu might pool games as player characters if the referee captivity, the Hellscar’s captain was their money to build an interstellar so allows and if care is used in setting designated temporary ambassador to spaceship, and another group might hire them up in the campaign.] the S’sessu worlds. a police force to protect them from Physical appearance robbery or murder by others. However, First contact with the S’sessu occurred S’sessu will have only one leader among shortly after a brief skirmish between S’sessu are almost identical in appear- them in most situations. Thus, a S’sessu the S’sessu and the UPFS frigate Hellscar. ance to Sathar, the most obvious differ- company is controlled by one extremely The Hellscar, severely damaged in an ence between them being body powerful boss; the captain of a S’sessu encounter with two Sathar ships, made coloration. A Sathar’s skin is yellow or spaceship is the absolute leader of all an emergency jump and re-entered brown, but a S’sessu has a bright pink- beings aboard that ship. S’sessu philoso- normal space off Phri’sk, one of the two or green-tinted skin. The S’sessu do not phies are based on getting and keeping settled worlds belonging to the S’sessu. have the patterns of dots or stripes on power, not on what is right or wrong. To Orbital stations registered the arrival of their heads that the Sathar have. Other- a S’sessu, the only actions that are the warship, and an interplanetary scout wise, all other descriptive information “wrong” are those that keep it from was sent to investigate. on Sathar can be applied to S’sessu. reaching its goal in the best and safest The Hellscar established visual contact Senses manner possible. with the scout and refrained from offen- The discovery of the S’sessu has pre- sive action, since the scout was of an A S’sessu’s sense of hearing is equal to a sented a puzzle for xenobiologists. The unknown design. Hailing signals from Human’s. Its sense of taste is slightly S’sessu have no explanation for their the Hellscar were returned on an better than a Human‘s, but its sense of similarity to Sathar and were in fact unused frequency in an untranslated smell is somewhat less well developed. A unaware of the existence of the Sathar language. When televisual ship-to-ship S’sessu’s double pupils give it superior until contact with the UPF. The current communication was established, the all-around vision, allowing it to see in theory held among scientists is that the Hellscar’s captain, believing he had several directions at once. A S’sessu S’sessu are an offshoot of the Sathar stumbled onto a Sathar base, opened always has a +2 Initiative Modifier race, and this seems well-supported. If fire on the scout vessel. because of its excellent vision. this is true, the separation between the Fortunately, the frigate’s fire-control Speech Sathar and S’sessu would have to have systems were damaged and the shots occurred more than 20,000 years ago, missed. The scout vessel returned fire S’sessu speak with a hissing lisp. They long before the Sathar or the S’sessu are and managed to cripple the frigate, have quickly learned Pan-Galactic since known to have developed space travel. It though the smaller ship’s weapons were their existence was discovered, and they has been speculated that an ancient technologically outmoded by UPFS can speak it normally. They can also unknown race of aliens (possibly the standards. The frigate’s captain broad- speak the language of their own race. group known to xenoarchaeologists as cast a long-range distress call to the Society and customs the Tetrarchs) transplanted a small Federation, but he and his crew were group of S’sessu to their present home- unable to resist a boarding attempt by In general, S’sessu are extremely com- world at that time. the S’sessu. petitive and self-centered. Each individ- S’sessu only hold claim to a small Several weeks later, an attack/rescue ual does what it wants, caring little for region of space, consisting of two stellar fleet arrived off Phri’sk. The UPFS fleet others except for those who can help systems (each with one small inhabited was large enough to suitably impress the the S’sessu achieve its goals. Power and planet) lying ten light years from the S’sessu, a remarkable achievement con- possessions are only for those S’sessu Gruna Garu system, on a line running sidering their racial tendencies. Having who can take and keep them. This from Dixon’s Star to Gruna Garu and on determined by talking with the Hells- would seem to create a society where to the S’sessu worlds. Due to their simi- car’s captain that the aliens were not murder and violence are rampant, but larity to the Sathar, it was only through Sathar, the fleet commander organized this is not the case. Indeed, at times luck and careful diplomacy that they the first diplomatic missions and formal S’sessu can be highly organized and were not immediately attacked as hostile

84 APRIL 1985 aliens by the rescue force that found score (based upon the smuggler’s shoot- once per game hour, simulating the their homeworld. Little is known about ing ability). The referee secretly rolls intense concentration required to use it. the S’sessu’s history, as friendly diplo- percentile dice. If the die roll is 05 or Creating a S’sessu character matic relations have only recently been under, Asphenomenas will have learned established. S’sessu characters are created in the The S’sessu are extremely aggressive same way as other characters. The fol- business dealers. In their attempts to lowing Ability Modifiers are used when gain an equal footing with the other creating a S’sessu: races in the Frontier Sector, they have STR/STA: +0 hired adventurers to spy on, infiltrate, DEX/RS: +0 steal from, or suppress activities the Power and INT/LOG: +10 S’sessu deem “unfriendly” in the Fron- PER/LDR: -10 tier systems closest to them. This has possessions caused Star Law to take an active inter- S’sessu have the same movement rate as est in certain foreign and business are only for Sathar do. They walk at 10 meters per affairs of the S’sessu, though the race as turn, run at 20 meters per turn, and a whole is not regarded as dangerous or those S’sessu move long distances at 3 kilometers per hostile. hour. who can take The following Racial Reaction Modi- Attitudes fiers may also be used when dealing The S’sessu are essentially amoral (nei- and keep them. with S’sessu: ther knowing nor caring about the dif- Humans have a -5 reaction penalty to ference between good and evil). It is a S’sessu. good bet that a S’sessu will always do Vrusk have a -10 reaction penalty to exactly what is best for it, even to the the smuggler’s DEX score. A roll over 05 S’sessu. extent of betraying others without a would indicate uncertainty and no S’sessu have a +5 reaction bonus to second thought to save itself. This knowledge gained. Ability Insight may Sathar. “every-worm-for-itself” attitude makes be increased by spending experience, S’sessu have a -5 reaction penalty to the S’sessu disliked, especially by the just like any other ability score may be Vrusk. Vrusk (who have suffered in certain raised. This ability may only be used business dealings from the S’sessu love for “dirty tricks”). Nonetheless, the other races have learned to work with the S’sessu, often with great success and mutual benefit for both sides. S’sessu adventurers often work well as team members, especially if they see their chances of finding per- sonal gain and wealth are improved through cooperative effort. Of course, a better offer might always be made by someone else, leaving the door open for possible treachery. Special abilities Ability Insight. Because of the extremely competitive nature of S’sessu society, individuals have developed the ability to judge the strengths and weaknesses of opponents. All S’sessu start with a score of 5% in this ability. This is the percent- age chance a S’sessu has of learning one ability score or skill level of a being he observes. The S’sessu must see his oppo- nent actually doing something related to that ability score before he can make this judgment. For example, Asphenomenas, a S’sessu, sees a smuggler outside a spaceport. The smuggler is trying to shoot a beam weapon at a guard robot. Aspheno- menas secretly watches the smuggler, and the player tells the referee that Asphenomenas wants to use his Ability Insight to determine the smuggler’s DEX

D RAGON 85 StarQuestions Answers and advice on the STAR FRONTIERS®game

by Penny Petticord

If you need some answers to help mounted weapons normally. (In fact, firing, not storage containers. There your gaming campaign, write a Dralasite with 3 “arms” might con- is no set limit to the number of down your questions and mail ceivably have an easier time han- seeker missiles or torpedos you can them to StarQuestions, Dragon dling a mounted, belt-fed weapon carry, except the capacity of your Publishing, P.O. Box 110, Lake than a two-armed character.) ship. Geneva, WI 53147. Q: Dralasites are able to make their Q: Can anything else besides a mine body parts one centimeter in diameter. layer carry, seekers for mines? Q: Is it necessary to have some level of Should they be able to “ooze” under a A: Seekers can be carried and “weapon skills” to use a weapon? wall that has a hole under it, or through deployed by minelayers, heavy cruis- A: No. Characters without weapons holes in a fence? ers, and battleships, but only mine- skills simply use the basic chance to A: The minimum diameter for a layers can carry mines. hit (½ the DEX score, rounded up) to Dralasite’s body is that of a limb: 10 resolve combat with a ranged cm. A Dralasite can conceivably flat- Q: How often are new star systems weapon; and, ½ STR or ½ DEX is ten its entire body to a cylinder of charted? used for combat with melee that thickness, but it could become A: Most of the Frontier remains weapons. no thinner lest its internal organs uncharted. Beyond the information on given in the set and Q: Wouldn’t an automatic rifle fire more should be crushed. Although it can shots than an automatic pistol would in extrude 1-cm-diameter “fingers,” it modules, the referee is responsible for developing additional portions of a burst, since rifles are bigger? cannot compress its whole body to the universe for campaign use. A: No. The basic designs of the two that extent. Future modules and supplements weapons are very similar, giving Q: How could I make an encounter may feature an occasional new them nearly identical mechanical involving pulsars, black holes, a super- charted system, but making up your characteristics (such as ammo capac- nova, or a magnetic nebula? own planets, systems, and creatures ity and rate of fire). The main differ- A: So far, those major spacefaring is part of the fun, because your play ence is that the rifle has a longer dangers haven’t been defined in the ers will never know exactly what to barrel, which gives it the advantage game system or its accessories. expect. of greater range. When you want to build an adven- Q: Couldn’t a bullet belt be used instead ture around a concept outside the Q: Will the Sathar ever fight deep-space of a clip on an automatic rifle? For scope of the current rules system, battles? example, a bullet belt for a rifle could you must design it from the ground A: Sathar ships fight the good guys in have 100 rounds, a mass of 3 kg, and a up, using the rules and known facts space occasionally (see the Advanced cost of 30 credits. The weapon could as a framework on which to build. Game scenarios in the Knight Hawks then fire 20 shots in a burst, or 6 shots Start by doing some research at your Tactical Operations Manual for exam- per round. local library on the known scientific ples). Face-to-face conflict with the A: The standard automatic rifles sold attributes of such space anomalies. worms is far more rare, though not throughout the frontier are not This will give you the realistic basis completely unheard of. Sathar pre- designed to accommodate belt for your scenario. Then, using your fer to win their victories through ammo. A weapon such as you sug- understanding of the STAR subterfuge, sabotage, and infiltra- gest could be custom-made, but it FRONTIERS game mechanics, con- tion, rather than direct combat, would be cumbersome enough to vert the attributes to usable game whenever it’s possible. terms. (It is not necessary for the require a tripod mount for proper Q: Is it possible to modify a starship with firing, just like a small machine gun. final design to be 100% realistic to be a hull size of 5 or greater to land in playable.) Be sure to keep any new water? If not, why not? Q: The rule book states that a Dralasite design elements in balance with the A: Starships cannot land on planets may fire two weapons. But later it says rest of the game system and your at all; they dock at space stations to that firing two weapons will give the existing campaign. character a -10 modifier to hit. Is this take on personnel and supplies. Only true with Dralasites? If a Dralasite can Q: How many rockets can a rocket bat- small ships and shuttles can land on fire two weapons, should he be able to tery hold? How many seekers can a planetary surfaces. Any airtight fire a weapon that needs mounting? seeker rack hold? How many torpedos spacecraft that can land on the A: Dralasites are able to fire two can a torpedo launcher carry? ground can drop into an ocean, but weapons at once with the -10 modi- A: A standard rocket battery holds the spacecraft will immediately sink fier, as any other character can. They 24 rockets. Seeker racks and torpedo unless it has been made especially can also handle two-handed or launchers are merely devices for bouyant like a submarine. 76 MAY 1985 circumstances present when players begin SF-0, Crash on volturnus. In Frontier Year 44 (for more informa- tion on the Frontier time system, see the Expanded Game Rules, p. 52, and SFKH- 1, Dramune Run), there was a human merchant named Seccitte Zebulon, who regularly made shipments to the Truane’s Star system. His ship acciden- tally misjumped when leaving that sys- tem, and Zebulon found himself in an uncharted and mysterious new star system. Upon return to Pale, Seccitte decided to sell the astrogational information he and his crew acquired while charting their way back. He sold the location of the system to the government of Pale, which promptly paid Zebulon by giving him a private luxury island (where he lived very comfortably — under the government’s watchful eye, so he could not resell the information elsewhere). The Truane’s Star system was divided at the time. Pale was the first local planet colonized because of its great mineral wealth. Pale is a cold planet with seasons defined only by the move- ment of polar ice over its equatorial oceans. New Pale is an Earth-like planet rich in vegetation and animal life. How- ever, this planet is far more dangerous than Pale; huge, vicious dinosaurs roam its plains, jungles, and skies, very much like prehistoric Earth. New Pale was settled by humans to supply food to Pale. The governments of these two neigh- boring worlds were independent of each other, yet cooperated well. Pale knew its existence depended on the continuation of food supply shipments from New The Volturnus Pale, the cheapest available external food source. New Pale relied on this demand for its food as its main source of Connection income. In F.Y. 45, Pale’s government created a Planetary Research and Development Building background for the division to open up the “Zebulon Star Route.” Pale launched a deep-space Volturnus campaign probe to explore the system, now named Zebulon after its discoverer. The probe by Stephen Bonario grow beyond the initial series of reported astrophysical data on the sys- adventures. tem and its only habitable planet (now This article attempts to deal only with called Volturnus). When it was discov- A referee starting a new STAR those questions that relate to motiva- ered that great mineral wealth existed FRONTIERS®campaign with the tions or rationales important to the on Volturnus, Pale became eager to Volturnus module series has many ques- series. The motives of the Eorna and the colonize the planet. Because Pale itself tions about the historical background of Sathar are well defined in the Volturnus was an ore-rich world, it already had the Volturnus adventures which need to modules. But why are the pirates on many mining companies in operation on be answered. The answers provided in Volturnus? What real interests does the it. The Research division began taking this article are unofficial, but are given Truane’s Star government have in the development bids, and the resulting to help the beginning referee tie up the planet? What follows is a possible competition was fierce. loose ends and to help the campaign account of what happened to cause the The contract to develop Volturnus was

DRAGON 71 Volturnus. The former head of MINER secretly retained all the classified infor- mation on Volturnus and the Zebulon star system. He had rigged his kidnap- ping and death, then assumed a new identity as the Star Devil. His initial intent was to set up an illegal mining operation on Volturnus before the gov- ernment of Pale could do so. To help realize his plans, he drew on the private bank account his will had set up. But as time went on, he instead became involved in pirating operations. He didn’t know then how much his “business” would affect Volturnus’s future. The war on New Pale consisted of a series of HUSP-led terrorist attacks on food service shipments to Pale. Pale was forced to continue to spend money on ensuring its food supply remained secure. This became difficult in the early 50s because Pale had an overabundance of resources that were also low in demand. It suffered an economic depression, and many Pale-based mining awarded to a healthy company called The other calamity that struck was the companies went out of business. One MINER (Mining for Industrial use of kidnapping of the head of MINER, a mid-sized corporation, based in Point Natural Earth Resources). Plans and Vrusk, who was later reported killed True, Pale’s capitol, began to acquire negotiations went on for a year, and when the demanded ransom was not these small companies hoping to gain a MINER planned to begin settlement of paid. His body was never recovered, and planet-wide monopoly. The corporation Volturnus in early F.Y. 47. his will called for the liquidation of was Streel; by F.Y. 53, Streel completely Two calamities struck the project at MINER, with all monies then deposited controlled all mining operations on Pale. this time, causing the whole thing to fall into a private bank account. It was Aware of this, the Star Devil through. First, New Pale began to widely believed that a rival company approached the Pan-Galactic Corpora- receive non-human colonists from Pale. was responsible for his death. tion and worked out an agreement with A majority of humans on New Pale were This was a turning point for it. The Star Devil, using bases in the HUSPs (a slang term for persons believ- Volturnus. It gave the Eorna another Gruna Goru, Prenglar, and Dixon’s Star ing in a racist political philosophy called twenty years to fulfill their Great Mis- systems, ran weapons shipments from Human Superiority). The HUSPs prefer- sion, but it also brought the Star Devil to Wartech Corporation to the HUSPs on red this racially isolated planet and didn’t want it “contaminated.” But Pale used military force to bully the weaker government into allowing other races to settle there. Pale saw this as a way to increase food production on New Pale and perhaps drive food costs down. Several months later, the HUSPs banded together and began terrorizing the new colonists, also attacking Pale’s “colonial protection” forces. New Pale thus declared itself to be in a state of war with Pale. The result of this was Pale’s transfer- ence of money from “unnecessary” pro- jects to the direct defense of its critical food supply source. Money from the Planetary Research division was diverted to this cause because it was felt profits from Volturnus operations would not be realized fast enough to help the war effort. Pale also believed that, if it could gain full control of New Pale, it could become a much more powerful stellar government.

72 JUNE 1985 New Pale. Pan-Galactic financed the cost ernment then joined Pale’s, and the two will flesh out the campaign and make it of the weapons, while the Star Devil began united rulership of the Truane’s more logical and consistent. furnished the ships. Gun-running Star system. It is also suggested that gamers use the proved profitable for both PGC and the By F.Y. 64, Streel became aware of the following additional information: Star Devil, allowing the latter to become long-deserted Zebulon colonization 1. The captain of the Serena Dawn a potent force. The Star Devil was able attempt. It urged the new government was working with the pirates, but his to develop Volturnus before Trauna’s to develop the system claimed twenty reward for delivering the second team Star could do it, while keeping Streel years ago. Streel even helped finance a to them was his death and the destruc- busy investing money in the war effort new Planetary Research division. The tion of his ship and crew. The player instead of in business projects like PGC division sent an exploratory team three characters, of course, escaped. did. This activity went on from F.Y. 54 to and a half months (140 days) into F.Y. 64. 2. PGC has been buying the Star Dev- F.Y. 63. The Star Devil expanded his Nine months (360 days) later, a second il’s ore mined on Volturnus. PGC knows pirate bases to the Araks, Athor, and team was assembled — the player of this operation and deals with it Scree Fron star systems. In F.Y. 63, he characters. despite its illegality. Should characters began putting his Volturnus mining discover this information, they could sell plans into operation. This particular This is where your campaign is set to it to Streel for a handsome price. How- year also saw the end of the Pale-New begin. Using the previous information, ever, it is quite likely PGC will learn of Pale war. you can provide information about the the sale and send out a few agents to Streel struggled through those nine past to characters who manage to gain deal with the characters. . . . years of war, yet continued to grow into access to the pirates’ computers. You can I hope this article has demonstrated a larger corporation despite it. In F.Y. 63, now use the Star Devil’s many bases as the need for rationale in any kind of in cooperation with the Pale Militia, expansion for further adventures. It is campaign to new and old referees alike. Streel made an effort to end the war by almost inevitable that a party will want By having a consistent set of motives for pouring millions into the militia’s cof- to get even with the pirates, who may the major influences in a scenario, the fers. Confronted by an army of far supe- have been responsible for the deaths of referee can draw on them and “wing it” rior quantity and quality, the HUSPs party members or who may have with ease when necessary, yet remain were soon crushed out of existence, escaped Volturnus with prisoners who true to the pre-planned course of despite the best efforts of PGC and the are player characters. What happens events. Players are an unpredictable lot, Star Devil to save them. New Pale next will be up to the referee and play- and answering their questions becomes became a stabilized planet. Its new gov- ers. Using the rationale provided here easier when you know the answers.

DRAGON 73 StarQuestions

Answers and advice on the STAR FRONTIERS®game

by Penny Petticord

If you need some answers to help Q: In the basic rules, it says that charac- action, though. For example, a new your gaming campaign, write ters start with 10 credits and a standard ship design must be practical and down your questions and mail equipment pack. But in the expanded not too expensive to build and main- them to StarQuestions, Dragon rules, it says to roll 1d10 and add 50 tain, or it would not be profitable to Publishing, P.O. Box 110, Lake credits for starting capital. Which is use it. A prototype must be built and Geneva, WI 53147. correct? tested (test flights, crash tests, and A: The former is correct for the battle simulations) before it is Q: Can supernatural things happen on basic game, and the latter is correct approved for use. (The referee can STAR FRONTIERS® game worlds? for the expanded game. and should require the player to A: Only if you (as referee) are willing redesign portions of the ship that do to make up rules to cover it. The Q: Can you choose two starting skills not meet the specifications of the STAR FRONTIERS game universe is from a character’s main PSA, or does “customer” before granting a com- based on technology and science one have to be from a different PSA? mission.) Once it passes all the rather than on superstition and A: As long as at least one of the skills requirements, the character who magic. That is not to say that such chosen is from the main PSA, the designed it would be eligible for a cannot exist, but it is most often other may be chosen from the same reward of some type, but it might encountered on backward planets one or a different one, at the player’s take considerable time, since the the without access to “civilized” ways. preference. wheels of bureaucracy do turn Referees wishing to use so-called slowly. supernatural effects in their cam- Q: I found “whip” on the equipment list paigns should first establish a logical (p. 40 of the Expanded Game Rules at Q: The front cover art on basis which does not contradict the the very bottom), but I could not find it Sundown on and that on p. 4 show a double game system. (For example, a ref- on the Melee Weapons Chart, Weapons Starmist moon system, when p. 3 and p. 24 (Sys- eree might choose to introduce Table, or in the Weapon Descriptions (p. tem Brief) clearly state the Starmist has effects which appear to be magical, 42). Could you give some information no moons! Various other parts of the but which can be done by technolog- about it? text imply poor lighting at night. Was ical means.) Once your means of A: The whip is described on the the planet supposed to have moons? dealing with the subject is set, you’re Weapons Table and p. 43 under the A: No, the illos are incorrect. Star- pretty well stuck with it, so try to heading “Chain/Whip”. It does 1d10 mist has no moons. foresee any major balance problems points damage and has a modifier of the new addition to your system will -5. Inertia screens and skeinsuits Q: In module SF3, if the fans of the war generate. absorb half the damage. tank hit water, do repairs take 2 days (as Q: What do you do after gaining six Q: Could heavy lasers be mounted on a on p. 25) or 1 day (as on p. 13)? levels of experience in a skill? fighter? What damage and range would A: Repairs take one day. A: Consider adding additional skills such a weapon have? Q: The rules say a ship can be controlled to your repertoire, or spend your A: Heavy lasers cannot be mounted by a pilot, an astrogator, and an engi- experience points to improve ability on fighters. See the Tactical Opera- neer. Yet on p. 6, it says that a freighter’s scores. Never let experience points tions Manual for sample ships and crew numbers about the hull size of the go to waste; there are always plenty the weapons that can be carried by ship. What are the extra crew members of good ways to use them. each. used for? And what are the skills needed Q: On p. 8 of the Knight Hawks Cam- Q: Please comment on the possibility of by those extra crew members? paign Book, it states that the damage trading a ship design for a commission. A: It’s usually convenient on long control rating is equal to three multi- A: Commissions may be granted as space flights to have cooks, techni- plied by the hull size plus twenty, but in rewards for a variety of things, at cians, weapon specialists, and medi- the second column at the top it gives an the referee’s discretion. Conspicuous cal personnel, even though such example which is obviously in error: valor, efficient handling of a sticky individuals are not necessary to (3 X 8) + 20 = 32 + 20 = 52. Should I multi- situation, and a new weapon or ship operate the ship itself. Security per- ply the hull size by four or change the design are all good ways to gain a sonnel are needed for transport of example? promotion. The referee should eval- passengers or valuable cargo. (See A: The sample calculation is incor- uate the individual’s performance in POLYHEDRON™ Newszine #22 for rect. It should read: the way that a superior would Roger Moore’s article on shipboard (3 X 8) + 20 = 24 + 20 = 44 before recommending such an personnel, for more information.) DRAGON 81 noted on the Vehicle Table below. Also noted (after the slash) are the number of coats that are concealable (i.e., that an observer will not notice as armor on the vehicle). Likewise, the price after the slash is the price for a concealed coat. A vehicle can be painted with reflec- tive paint. This costs the same as an Tanks a lot! armor coat and provides an additional modifier of -10 from vehicle damage rolls due to laser attacks. Note that these coats are not concealable. Vehicle combat in STAR FRONTIERS® gaming A defensive screen can also be added to a vehicle. There are two types of vehicle screens: Albedo: This screen uses 1 SEU per by Alex Curylo remaining guided missiles in a red ball minute of operation, and it absorbs all of fire and light. laser damage at a cost of 2 SEU per die Simba the Yazirian and Dandel the Dra- “Now that,” said Simba, “is exciting!” of damage absorbed. lasite crested the second-to-the-last dune Inertia: This screen uses 1 SEU per before the Streel outpost — and almost The STAR FRONTIERS® combat rules minute of operation, and it reflects half bumped into a perimeter guard. Simba’s are excellent, but some areas were omit- the dice of damage done by ballistic sonic sword cut the man in half before ted — the most unfortunate omission attacks (and crashes) at a cost of 1 SEU he even raised his weapon. being vehicle-mounted weapons and per die of damage reflected. “As I was saying," the unrattled Dandel armor. Armed and armored vehicles Example: A hovercar and a jetcopter continued, “the problem with this war is would be used extensively by the Fron- are slugging it out. The car’s universal that it’s boring. We watch Streel, they tier mega-corps, Star Law and other turret fires a heavy laser (set at 20d10 watch us, and occasionally somebody law-enforcement agencies, explorers of damage) straight up and hits the jetcop- gets shot. What we need is some excite- planets with hostile native life, and those ter. The jetcopter’s albedo screen ment. We need something like—” earning a living by illegal means. Since absorbs it at a cost of 40 SEU. The jet- Suddenly, the stutter of a machine gun these categories include virtually all copter then drops a heavy bomb (50d10 sounded ahead. Simba and Dandel hur- player characters, the need for vehicle damage) which hits the car. The hover- riedly climbed the last dune and unslung combat rules is obvious. This article car’s inertia screen reflects half the dice their magnigoggles. All was clear at the attempts to rectify that problem. (25) at a cost of 25 SEU. Its driver now base, but a firefight was in progress rolls on the Damage Table with a +25 along the base highway. Defenses on the dice. A hover transport with Streel mark- The basic vehicle defense is armor. Its Power screens are powered by the ings was trying to reach the base as an effectiveness depends on its composi- power econopack — 250 SEU, 25 kg, Explorer with GTF insignia gained on it. tion, method of fabrication, location, 1250 Credits; 4 weapons adapters, 1 A jet of oil splashed from the truck; the thickness, and angle of slope. For the screen adapter, 5 miscellaneous Explorer fishtailed through the slick, game, all these considerations (as well as adapters. The cost for a screen varies barely keeping control. Slowing down, details like bulletproof windshields and with the size of the vehicle, as shown on the Explorer released a guided missile wheelguards) are neatly integrated into the Vehicle Table. from its roof rack. The transport driver coats of armor. Each coat provides a -2 tried to dodge, but the missile hit and modifier when rolling on the appropri- the truck rolled over twice under the ate Vehicle Damage Table (Expanded blast, landing upright but flaming. Game Rules book, pp. 32-33). Every 5 Weapons As the Explorer approached, one of coats will reduce crash injuries to occu- Many new weapons are available to the truck’s turrets turned to face it. Fire pants by -1 point per die. The cost per mount on vehicles, as detailed on the from a heavy flamethrower licked over coat and the maximum coats applicable Weapon Table below. All headings are the Explorer’s roof, setting off the three vary for each vehicle type; these are the same as found in Expanded Game Rules statistics (p. 271, save for spaces and mounting fee, described below. Spaces: Each vehicle’s capacity to carry weapons is rated in spaces, as shown on the Vehicle Table. All weapons mounted in the vehicle’s body or in turrets have their space rating sub- tracted from this number. When a vehi- cle’s rating reaches 0, no more mounted weapons can be added to it. Mounting fee: This is the cost to mount this weapon on a vehicle. All mounts are recessed, and it must be decided when mounting whether a DRAGON 71 weapon faces the front, back, right, or ons. It runs off the same powerpack as 5d10 damage figure is per mine. This is left side of a vehicle. sceens. a generally useless weapon for flying Descriptions and notes for these weap- Vehicle FT: The tank version. Remem- vehicles; the mines spread too much ons are presented below. ber the caveat above about front-mount- when dropped and explode on impact if Portable weapons: These include ing flamethrowers. dropped over 5 meters. heavy lasers (HL), machine guns (MG), Cannon: This is your basic 30 mm Sprayer: Various vile substances can recoilless rifles (RR), and rocket cannon. be loaded into this. The most useful launchers (RL). They can also be Howitzer: This tank weapon is three substances are smoke, paint, and mounted on a post or swivel mount; this included for the sake of sheer overkill. oil. A smokescreen forms a 50-meter- only costs 150 Credits, but these weap- Guided missiles: GM platforms come in diameter cloud, blocking vision and IR ons cannot be fired by a gunner inside four sizes. The smallest holds 1 missile, sights but not radar. It lasts 5 turns; any the vehicle. Normal ranged combat is takes up 1 space, and costs 300 Credits vehicle going through it is sightless for 1 used if somebody hangs from a hatch to to mount. The largest holds 4 missiles, turn. use one of these, but anybody doing that takes up 4 spaces, and costs 1200 Paint sprays cover an area 10 meters x and wearing a screen will interfere with Credits to mount. All GMs available can 3 meters behind the vehicle, and they the vehicle’s defensive screen (if any). be fired in one turn if so desired. They block vision (but not IR or radar) by Post-mounted weapons are not charged are an exception to normal combat coating windows with paint. The paint against the vehicle’s space total — but rules. The cheap missile 1000 Credits/ lasts until scrubbed off. Paint will also reasonable limits should be placed on 30d10) is guided by joystick movements completely ruin a coat of reflective this by the referee. of the gunner and finalizes its own aim paint; it cannot be removed without also Flamethrowers: These were omitted with sensors. The basic chance removing the reflective paint beneath it. from the rules. The version here is the to hit is the gunner’s DEX +20, as a Oil jets form a 20 meter x 2 meter one-man backpack sort. Vehicle- percentage. All modifiers are applicable; slick. The driver of a vehicle traveling mounted versions should not face the range modifiers are reduced three cate- faster than its Turn Speed who encount- front of the vehicle. If fired while the gories if the gunner is wearing magni- ers a slick must make a Reaction Speed vehicle is traveling faster than 40 goggles. The expensive missile (3000 check or lose control of the vehicle. An meters/turn, the flamethrower will Credits/60d10) is programmed with a Explorer has a +20 on the control roll. subject the vehicle to an attack from its target before launching, and is totally Hover vehicles are not affected at all, own flame. self-guided. Programming takes three A limitation of recessed mounting is Vehicle MG: A larger calibre (12.7 mm) turns during which the gunner can take that weapons can only face one direc- weapon with a greater muzzle velocity no other action. The chance to hit is than a portable MG. Baffles surround its 95%, and no modifiers are applicable. barrel so that the muzzle flash is not Missile acceleration is 150 meters/turn/ visible at night. turn, top speed 1500 meters/turn; a Equipment Table Vehicle RR: This is similar to the ver- jetcopter or aircar with a head start mass sion in the Expanded Game Rules book, might be able to outrun a missile for its but it has a larger calibre. 10 km range. item (kg) cost (Cr) Cyberlink 5 5000 Vehicle RL: This uses longer, larger Bomb: This is a dropped weapon, Ejection seat rockets than the Expanded Game Rules mounted on jetcopter or aircar pylons. 15 500 IR cameras 8 800 version. Note the different rocket cali- Statistics for light and heavy bombs are IR jammer 4 500 bres; one vehicle RL cannot fire both. given. Radar 10 1500 Also note that in jetcopter and aircar Minedropper: A shot from this Searchlight 8 500 weapon pods, the rockets are each weapon drops 5 mines on the road mounted in a separate tube; any number behind the vehicle. Distribution is deter- of rockets may be fired in a single turn. mined by speed and maneuvers during Turret Table Vehicle HL: Lacking a clear prototype, the dropping turn. If any vehicle subse- size spaces cost (Cr) the heavy laser statistics were designed quently passes over them, the mines will Small 1 2000/2500 to keep it competitive with other weap- detonate on a 50% activation roll. The Medium 2 4000/5000 Large 4 8000/10000

Vehicle Table maximum screen maximum vehicle type coats cost/coat(Cr) cost (Cr) spaces turrets Hovercycle 2/0 1500/n.a. n.a. 1 1S Groundcycle 3/0 1500/n.a. n.a. 2 1SM Hovercar 6/3 4000/6000 10000 4 1 SM Groundcar 8/3 4500/7000 10000 6 1 SM Hover transport 15/5 10000/13000 25000 16 2 SML Ground transport 18/5 11000/15000 25000 20 3 SML Explorer 15/5 7000/9000 15000 12 1SML Jetcopter 12/3 8000/10000 15000 2 1 SM Aircar 20/5 11000/13000 25000 4 1 SML

72 JULY 1985 Weapon Tables

mounting weapon type spaces fee (Cr) damage ammo SEU rate defense Flamethrower 1 500 3d10* 10 — 1 none Vehicle MG 2 750 15d10 20 — 1 inertia Vehicle RR 2 750 18d10 15 — ½ inertia Vehicle RL 2 750 20d10 20 — ½ inertia 2 750 30d10 10 — ½ inertia Vehicle HL 2 750 1d10/SEU 500 5-30 1 albedo Vehicle FT 2 750 8d10** 10 — 1 none Cannon 4 1250 25d10 15 — ½ inertia Howitzer 8 2500 75d10 10 — ¼ inertia Guided missile l-4 300-1200 30d10 1-4 — 1-4 inertia 1-4 300-1200 60d10 1-4 — 1-4 inertia Bomb 1 50 25d10 1 — 1 inertia 2 50 50d10 1 — 1 inertia Mine dropper 2 500 5d10/mine 10 — 1 inertia Sprayer 2 500 variable 10 — 1 variable

Range (meters) Weapon type PB Short medium long extreme Flamethrower 0-10 11-20 21-30 31-45 46-70 Vehicle MG — 0-100 101-350 351-750 751-1500 Vehicle RR — 0-200 201-1250 1251-3000 3001-5000 Vehicle RL — 0-2OO 201-500 501-1000 1001-2000 — 0-200 201-500 501-1000 1001-2000 Vehicle HL — 0-150 151-750 751-1500 1501-3000 Vehicle FT — 0-25 26-50 51-100 101-150 Cannon — 100-1000 1001-2000 2001-3000 3001-5000 Howitzer — — 250-3000 3001-7000 7001-15000 Guided missile 50-500 501-1000 1001-2000 2001-5000 — *** *** *** *** *** Bomb 0-10 11-30 31-60 61-120 121+ 0-10 11-30 31-60 61-120 121+ Mine dropper n.a. n.a. n.a. n.a. n.a. Sprayer varies varies varies varies varies

Ammunition

Weapon type cost (Cr) mass (kg) type cost (Cr) mass (kg) rounds Flamethrower 3000 15 napalm 50 10 10 Vehicle MG 3000 22 bullet belt 125 12 400 Vehicle RR 5500 20 shell 15 2 1 Vehicle RL 6000 17 rocket 25 6 1 8000 20 rocket 40 10 1 Vehicle HL 7500 25 pack 1250 25 500 Vehicle FT 5000 25 napalm 150 30 10 Cannon 10000 100 shell 50 5 1 Howitzer 25000 350 shell 200 20 1 Guided missile 200-800 5-20 missile 1000 30 1 200-800 5-20 missile 3000 60 1 Bomb n.a. n.a. bomb 50 15 1 n.a. n-a. bomb 100 30 1 Mine dropper 750 10 mine 250 25 50 Sprayer 1000 20 varies 100 10 10 Note: Any portable weapon may be mounted in a turret; it will take up one space, and will have a mounting fee of 500 Credits. All other statistics are as per the Expanded Games Rules. * — Fire from a portable flamethrower will do 1d10 damage/turn to a target for the next three turns after the turn in which it was fired. ** — Fire from a vehicle-mounted flamethrower will do 1d10 damage/turn to a target for the next five turns after the turn in which it was fired. *** — The second kind of guided missile has no range modifiers, and is goad out to a 10 km range. DRAGON 73 tion. To get around this, weapons are table, he can mount a small or medium FT coaxially in a large, underbody tur- installed on turrets. Turrets have a 360° turret. He chooses a medium universal ret. This fills up the vehicle’s body field of fire, and can spin the full 360° turret (2 spaces) and decides to mount a spaces (as shown on the Vehicle Table). and still fire each turn. Universal turrets vehicle machine gun (2 spaces) in it. It However, he can still add up to 4 pylons can also elevate from -15° to +90° costs 3000 Credits to purchase the vehi- of up to 4 spaces each, under the wings, (straight up). Turrets have a minimum cle MG, 750 Credits to mount it in the so the total weaponry on his aircar range of 10 meters due to their elevation turret, and 5000 Credits to buy a turret could be 20 spaces. from the ground (this does not apply to and mount it on his car. If he wants a Note that pods are fixed, forward- universal turrets). pop-up turret, it will cost him another firing weapons. Turrets come in three sizes, as shown 5000 Credits. (The vehicle MG is auto- on the Turret Table. The second price matically concealed.) Either way, he now (after the slash) is for a universal turret. has 4 spaces left to mount a cannon (or Equipment These prices include the mounting of a whatever in his car. Other pieces of equipment that are use- turret in a vehicle, but the regular Jetcopters and aircars are a special ful in vehicle combat are given here. weapon mounting fee must still be paid case. Their weapons are most commonly These are listed on the Equipment Table to mount a weapon in a turret. Conceal- mounted not in the body or in turrets, and described below. ing a turret costs double the price but in weapon pods attached to pylons. Cyberlink: This is a direct mental shown, but weapons in the turret are These pods add space to a vehicle. A hookup (by computer) to a weapon to automatically concealed. jetcopter can have two pods, each hold- control its firing. Up to 5 weapons can The maximum number of turrets on ing 2 spaces worth of weapons, while an be controlled by one person (3 by a each vehicle type and their possible sizes aircar can have 4 pods, each holding 4 driver) at no penalty for firing multiple are shown on the Vehicle Table. Note spaces of weapons. A small (l-space) weapons, but each weapon requires a that cycle turrets are actually sidecars, pylon with post costs 200 Credits; a separate link. Each link also guzzles 2 and only have a 180° field of fire on one medium (2-space) one costs 400 Credits; SEU per turn of operation. side. Also note that putting weapons in a and, a large (4-space) one costs 800 Ejection seat: Upon manual activation, turret does not add to the spaces in a Credits. (Of course, regular weapon- this slides back a roof panel and ejects vehicle. mounting fees must still be paid.) the seat 20 meters straight up, where a Example: Simba is mounting a turret Example: Dandel is arming his aircar. para-wing opens to carry the passenger on his groundcar. According to the He mounts a vehicle MG and a vehicle to safety. Safety features prohibit activa- 74 JULY 1985 tion when the vehicle is not upright. mine hit probability. This is given below. of the driver. This applies to attacks on Infrared cameras: IR cameras project a 1. 1/4DEX / 1/2 DEX. The basic percent- and by his vehicle, and it eliminates 360° image of heat sources around the age chance to hit is 1/4 the gunner’s Dex- modifier #2 above. vehicle, to permit driving without lights terity, since he has no control over the 9. -10% / extra weapon. If firing multi- at night and seeing through a painted aim (only when to fire). If he is control- ple weapons, a gunner has a -10% pen- windshield. They use 1 SEU per minute ling a turreted weapon, the base per- alty “to hit” per weapon, for every extra of operation. centage chance increases to 1/2 his weapon over and above the one weapon Infrared jammer: IR jammers make Dexterity. he considers his main weapon. A driver the vehicle invisible to IR sensors, and 2. + 5% / Tech level. If the vehicle is has a -10% penalty “to hit” per weapon they give guided missiles a -20 modifier moving, 5% is added for each Technician on each weapon he fires. to hit. They use 2 SEU per minute of level of the driver, since he can position Example: Simba and Dandel are trying operation. the vehicle for the most favorable shots. to bring down a Streel jetcopter. Simba Radar: Radar enables sight through 3. + 5% / skill level. 5% is added for (the driver) is firing two weapons; he any interference, but objects show up each skill level the gunner has with the has a -20% on each roll. Dandel (the only as blips on a screen. It uses 1 SEU weapon being fired. gunner) is firing three weapons; he also per minute of operation. 4. -x% range. See Expanded Game has a -20% on each roll. Searchlight: One can be mounted in a Rules book for range modifiers. Once an attack succeeds, apply screen turret for 200 Credits (using 1 space) 5. +x% size. Cars, Explorers, air vehi- effects (if any), and find the number of and can be used as a weapon to blind cles: + 5% (Large). Trucks: + 10% dice of damage caused by the attack. opponents. Blindness duration is 1d10 (Giant). Roll 2d10, add the number of dice, and turns, or 1d10-3 if the searchlight is 6. -x% movement. -10% if speed is 10. subtract 2 for each coat of armor the over 500 meters away. Light range is 1 150 meters/turn; -20% if speed is over vehicle has. Finally, add vehicle modi- km. SEU use is 3 per minute. 150 meters/turn. This applies to both fiers ( + 2 for cycles; -2 for Explorers), attacker and target. and consult the appropriate Vehicle Combat 7. -x% cover. See Expanded Game Damage Table (pp. 32-33, Expanded The Combat Sequence for vehicle com- Rules book for cover modifiers. Game Rules book). bat is the same as for all other STAR 8. -x% dodging. The driver can weave Best wishes in your dueling, and may FRONTIERS combat, the only difference and otherwise try to present a harder you never find yourself staring down a being in the procedure used to deter- target. Subtraction is -5% per Tech level howitzer barrel. DRAGON 75 this highly effective arm of law, the Talon (ground/hover car) requests for many more SilverTwin units have reached the attention of the Secu- Speed: rity Council. The cities that so far have Accel.: 90 m/turn Decel.: 45 m/turn had a SilverTwin module included in Top: 260 m/turn Turn: 85 m/turn their arsenal are Port Loren (Morgaine’s Cargo: 100 kg, 1 cubic meter World, Prenglar), Jancaith (Triad, Cassi- VDM: -5 dine) and Tarnath’s Realm (Truane’s Star). Onboard systems: SilverTwin is the code name for a pair * Two turreted laser-rifle cannons: set- of all-terrain vehicles, both well armed ting of 1-20 SEU/shot, 1d10 damage per and screened, which have been created SEU, range of a laser rifle for special missions of law enforcement. * Grenade launch tube: 6-grenade maga- They are experimental in design and zine (usually 3 doze and 3 smoke), History would only be used in conjunction with ranges of 0/30/55/120/235 After the Second Sathar War, white- the law agencies of major cities, acting * Standard radiophone: compatible with collar criminals from several outlaw on orders from a Star Law Planetary Gemini helmet chronocom and most organizations began to stir things up in Council, Planetary Officer, or higher local radio channels the Frontier, using gangs of moderately authority. * Albedo defensive screen: 3 SEU/min- armed thugs. Hundreds of serious A SilverTwin unit itself is composed of ute, plus normal drain on hits crimes were committed by these gangs two vehicles: one car and one cycle. * Inertia defensive screen: 3 SEU/hit, each week. The crime lords behind Both have the capability of being able to half damage done to Talon these groups of thugs hoped to occupy change from hover movement to ground * Holo screen with feedback Star Law’s forces on an increasingly movement. The speed limitations (see p. loop: 2 SEU/minute, normal (20% planetary level, thus reducing the orga- 30, Expanded Rules) are better than chance) of detection nization’s strength in open space and most racing vehicles. A look at the basic * Hostile environment seals: protective permitting the growth of piracy. Their statistics below will reveal a greater against water (no depth over 2 meters), ploy failed miserably, for their actions turning speed, better acceleration, and a poison gas, and all grenade smokes. It led to the development of the SilverTwin faster deceleration. Also noted under will also function as an oxygen tent, project. each vehicle description is a Vehicle sustaining four persons for ten hours. Star Law Laboratory (Morgaine’s Damage Modifier (VDM). When a * RENDER: computer system access and World) reacted to the demand by offi- SilverTwin vehicle has been fired upon, analysis panel cers throughout the Frontier for heavily subtract the VDM from the dice roll * Public address system before consulting the vehicle damage armed combat vehicles. The SilverTwin Details: project was revealed nearly a year ago; table on p. 32, Expanded Rules. This since then, it has been installed and represents the armor quality and high- A Talon, as mentioned above, can use activated in three Star Law planetary stress engineering which were incorpo- either hover or ground movement, branches. With the widespread fame of rated into the SilverTwin project. depending on the situation. The change

82 O CTOBER 1985 from one mode to another takes two turns (twelve seconds) of complete motionlessness. Four crewmen ride inside a Talon under normal circumstances: a pilot (driver), copilot (weapons operator), coordinator (uses radiophone to coordi- nate actions between SilverTwin and other agencies or allies), and defender (uses RENDER to operate screens, moni- tor levels of ammunition, and perform damage control). The positions are listed according to where each person sits in the vehicle, moving clockwise from a left-handed driving seat. A Talon can carry two extra passengers (none of them Vrusks), though only with cram- ming. The cargo storage space has a false bottom, beneath which is a hidden weapons cache containing 10 power beltpacks, 3 laser pistols, 2 spare gre- nade magazines, a disguise kit (for four people, two different identities each), survival rations for 6 (lasting one week), 10 sticks of tornadium D-19 with varia- ble timers, a freeze field, and a water- pack. This is the normal equipment carried on a Talon, though additions or changes may be made in special circum- stances. Talon will, while on a stakeout or simi- lar operation, usually have the holo screen either offer camouflage or the image of a normal car, depending upon the situation.

Claw (ground/hover cycle)

Speed: Accel.: 110 m/turn Decel.: 45m/turn Top: 270 m/turn Turn: 100 m/turn

Cargo: 20 kg, .5 cubic meters VDM: -3

Onboard systems:

* 2 laser barrels: 1-10 SEU discharge, range of a laser pistol * 4 heavy projectiles: do 5d10 structure points, range of an automatic pistol * Albedo defensive screen: 2 SEU/min- ute, plus normal drain on hits * Inertia defensive screen: 2 SEU/hit, half damage done to Claw personnel * Spur (coordination computer between Claw and Talon)

Details:

A Claw is a cross between a ground cycle and a hover cycle. The switch between modes can be made if the Claw is traveling over 60 m/turn or is at a standstill. It takes one turn of the pilot’s actions to activate the change, during

D RAGON 83 which time the Claw cannot fire (since Garlib Rampous: Dralasite (STR/STA 60/ the driver/pilot operates the sighting 84, DEX/RS 60/55, INT/LOG 64/74, PER/ controls of the weapon systems) or turn Twinteams LDR 74/74, PS 3, IM 6). PSA: Biosocial. more than 30 degrees in any direction. Beam weapons 5, Medic 6, Environmen- Because of the limited space for seating A Claw has a parabattery type 2. tal 4, Melee 6, Psycho-social 4, Computer on the Talon and Claw vehicles, Vrusks A small weapons cache is included, in 2. Garlib works Spur, riding on the back could not be considered for membership which are 4 power beltpacks, 2 normal of Claw. on a Twinteam. However, Vrusks do laser pistols, a disguise kit (for two peo- make sizable contributions to the ple, for four different disguises each), a SilverTwin project, particularly in the Fraw Talm: Male Yazirian (STR/STA 65/ survival kit (rations for 20 people for area of design. Vrusks now make up 70, DEX/RS 66/65, INT/LOG 71/69, PER/ one day, plus 1 liter of water, toxy-rad nearly 45% of all SilverTwin technical LDR 72/72, PS 4, IM 7). PSA: Military. gauge, 2 all-weather blankets, compass, crews. The Twinteams identities are Beam weapons 5, Melee 6, Computer 6, everflame, flashlight, and three known only to the Star Law Security Technician 6, Martial Arts 4, Demolitions holoflares), and 4 sticks of tornadium D- Council, the Planetary Council (if there 4. Fraw operates RENDER from inside 19 and a like amount of variable timers. is one), and the Planetary Officer. Talon. The survival kit is a standard model A tight team feeling is highly stressed and can be purchased for 50 Cr. How- when developing a Twinteam. The cho- Johnathon Killbear, Male Human (STR/ ever, different companies have different sen few will live together for more than STA 85/94, DEX/RS 69/63, INT/LOG 60/ ideas as to what a person needs to sur- two years after attaining Star Law 65, PER/LDR 71/71, PS 5, IM 7). PSA: vive, and the price will vary according Ranger rank, becoming accustomed to Military. Beam weapons 5, Thrown to the contents. their partners. They live and train inside weapons 5, Martial arts 5, Demolitions 5, Twinsuit a special set of huge domes on Mor- Medic 6, Environmental 4. John coordi- gaine’s World. nates Talon, Claw, and the local law A Twinsuit is a special combat uniform, Players who wish to join a SilverTwin force with a radiophone in the back of made exclusively for the crew of the project must be Star Law Rangers (see Talon. SilverTwin modules. They are fitted to DRAGON® issues #87 and 91). They then the team members, with no chance of have the option of either joining a Twin- A Twinteam member has all the legal them being usable any other being. The team missing a member or two, or power of a Star Law Ranger. All legal methods of creating Twinsuits are kept beginning their own team (six people powers and restrictions are listed in completely secret. Each has a lock keyed only). Those needing details on the Star DRAGON issue #91. Twinteam members to the brainwave patterns of its host, Law ranking system should refer to Alex will not, under any circumstances other which cannot be duplicated, permitting Curylo’s article, ‘Careers in Star Law,” in than to save a life, break the law. only the person for which the suit was issue #91. fitted to use it. The following are the names, races, SilverTwin scenarios Twinsuit equipment: abilities, and skills of the first and fore- It is readily apparent that SilverTwin is a most Twinteam, which operates inside * Exoskeleton frame: normal operation powerful tool for the forces of planetary Port Loren, Morgaine’s World, Prenglar. (p. 48, Expanded Rules) good. Numerous scenarios may be built These people made the SilverTwin pro- * Anti-shock implant: on the team mem- around it, with the player characters ject a success for Star Law. The referee ber, not a part of the suit either supporting, fighting against, or will note that this Twinteam is very * Built-in albedo and inertia armor: This being a part of a Twinteam. The first powerful; it has trained extensively for very special armor is a unique weave of encounter with a SilverTwin force the benefits SilverTwin has to offer. albedo and inertia fibers into a tight should be in a large city, with the PCs mesh suit. The specifications of this watching from the sidelines as a weave are kept highly secret. Blarg Dramiloud: Dralasite (STR/STA 61/ SilverTwin force stops a major robbery * Built-in holo screen: standard model 85, DEX/RS 56/55, INT/LOG 69/83, PER/ or hijacking. PCs may help, though the LDR 86/86, PS 4, IM 6). PSA: * Gemini helmet: A specially designed Twinteam will prefer not to have civil- Technological. Technician 6, Computer 5, helmet, with the following additions: ians involved in their operations unless Robotics 5, Beam weapons 5, Melee 6. chronocom, magnigoggles, a small infra- the situation is dire. The Twinteam will Talon pilot. red jammer, and a vocal print distorter use all resources available (within legal (VPD). The VPD will alter the wearer’s limits), including calling in the local law voice beyond all possible chances for Yalik Califor: Female Yazirian (STR/STA enforcement agency and military forces identification by voice print. 56/76, DEX/RS 65/60, INT/LOG 65/77, if necessary. * Laser/stunner: This pistol is a normal PER/LDR 81/81, PS 3, IM 6). PSA: Tech- SilverTwin is meant for adding more laser pistol with a sonic stunner nological. Technician 5, Computer 5, excitement to your STAR FRONTIERS® attached. It takes one combat round to Robotics 6, Beam weapons 5, Melee 6. gaming. It represents the best that Star change the setting from laser to stunner Claw pilot. Law has to offer, and as such it requires or back. The stun setting will drain 2 special handling in adventure creation. SEU per shot. Lucretia Xerxes: Female Human (STR/ The referee should carefully work out * Sonic sword: normal in all respects. STA 57/71, DEX/RS 76/85, INT/LOG 63/ scenarios that will challenge Twinteam * Four power beltpacks: normal in all 71, PER/LDR 77/77, PS 3, IM 9). PSA: PCs, without making things entirely too respects. Military. Beam weapons 6, Projectile easy for the team. After all, SilverTwin * Gas mask: normal in all respects, and weapons 6, Computer 5, Melee 5, Mar- was created to fight a menace — and the fastened to the front of the Twinsuit. tial arts 5, Demolitions 4. Talon copilot. more menacing, the better!

84 OCTOBER 1985 The Saurians A new race for STAR FRONTIERS® campaigns

by Jeffrey Bouley

[The Saurians are presented here as an hundred thousand Saurians now live Saurian races and work throughout the Frontier, but NPC race, though players may use them The Saurians evolved from a highly nineteen Saurian starships (with over as player characters if the campaign adaptive creature that Humans have five hundred thousand colonists aboard, referee so allows it. It is assumed that called a land dragon. This creature was in stasis) remain in solar orbit at The- the Saurians are very rarely seen, so found in a variety of habitats on Kischen seus. Finding space for these beings is they have little overall impact on events and developed into the four known still a problem, though plans are under- in the Frontier. The Saurians’ history races of Saurians: the Kavak, the way to ship them to Lossend (Timeon). may be altered to fit the circumstances Kamier, the Talsoi, and the Vanar. of a particular campaign. — Editor] The Kavak: These Saurians have The Saurians hail from the planet Kis- green scales, a long tail, and a short, chen, an oceanic world many light-years curved horn protruding from the top of Appearance and structure from the Frontier. For a time they lived their skulls. The horn varies in color in peace, enjoying profitable trade with Saurians are bipedal reptilian human- from one Saurian to another, from white nearby races. Soon, however, the Sathar oids that stand 2.1 meters high. Each of to green; it is light-colored at birth and became aware of the Saurians and them has two hands, each with three darkens gradually as the Saurian grows regarded them as both a threat and a fingers and an opposable thumb. Each older. This horn can be used as a challenge to be overcome. foot has four toes; feet, as well as hands, weapon, causing 1d10 damage. How- The Sathar descended in waves on the are webbed. Saurians have small scales, ever, for every .1 meter by which the unsuspecting planets, destroying whole as per their reptilian ancestry, but they opponent is shorter than the Saurian, populations in the process. The Sauri- are warm-blooded as mammals are. reduce the chance to hit by 5 (to a mini- ans, unused to full-scale war, fought Saurians are omnivorous and have mum of a 10% chance). bravely against the worms, but to no rather flat teeth. The Kavak evolved from a grasslands- avail. With their defenses decimated and Being semi-aquatic creatures, Saurians dwelling dragon that used the horn for racial destruction imminent, the Saurian feel at home both above and below defense and the green coloration for governments prepared dozens of star- water. As part of their aquatic adapta- camouflage (allowing them to approach ships to transport hundreds of thou- tions, Saurians have a gill slit on each prey more easily). sands of citizens on a large-scale exodus side of their throats which filter oxygen The Kamier: While the other races of to new worlds. To save as many beings out of fresh and salt water. Saurians also Saurians have small but visible scales, as possible, all of the starships were possess underwater vision of exceptional the Kamier have the appearance of filled to capacity with passengers placed quality. smooth skin, their scales being visible in stasis. Saurians still have certain physical only under magnification. Coloration is The majority of the computer-guided defenses inherited from their prehis- green to green-brown, and this variety vessels were launched in the direction of toric ancestors. One of these is the set of of Saurian also sports a large crest of the Frontier, although ships were sent claws on fingers and toes. Although red or orange skin that runs from the out in many other directions. The Sauri- these claws have degenerated, they can base of the neck to the tip of the skull. ans had earlier intercepted radio signals still be used to some effect. When a The claws of the Kamier are more devel- from the Frontier that were part of a Saurian uses its claws, consider the oped than those of the other Saurians, plan by the Pan-Galactic Corporation to attack to have punching damage but add doing + 2 hp damage to punching dam- contact other sentient races, in hopes of 1 hp extra damage. The tail can also be age, as opposed to the 1 hp damage cited developing more interstellar trade. The used as a weapon; it has a -10 to hit any above. In addition, the tail of a Kamier is Saurians did not send all of their ships in target, but it does 2d10 damage on a covered with horny spikes which add 2 that direction, though, lest the signals strike. hp damage to tail attacks (4-22 hp). prove to be a Sathar trick. The internal structure of a Saurian is Another unique feature of the Kamier is The main body of Saurian starships similar to that of a Human, with the its snout, which is much shorter than eventually entered the Theseus system functions and positioning of a Saurian’s those of the other races, being almost and were boarded by alerted UPF ves- organs approximating those of a flat. sels. Only a few thousand Saurians were Human’s. The respiratory system is The Kamier evolved from a swamp- brought out of stasis at first, until space adapted for air and water breathing, dwelling land dragon that had to con- could be found on other worlds on and no Saurian organ corresponds to a tend with particularly dangerous swamp which they could settle. At present, two Human appendix. predators. The head crest, which resem-

D RAGON 75 bles 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 ( + 1 hp to tail damage), 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 to improve their hunting skills. Tolsoi enjoy freshwater rivers, seas, and lakes. The Vanar: Vanar are bright to dark green and have a very narrow, whiplike tail (1d10 + 1 hp damage). 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 other sorts of Sauri- ans. 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 under- water. Saurians do have a more acute sense of smell than humans, about equal to a Vrusk’s. Speech Saurians are able to speak in the same manner as Humans, and many can com- municate in Pan-Galactic, Human, and Kavak Talsoi Yazirian languages with ease. Saurians tend to lisp, though their hissing voices their racial types, and a may have bonuses for rage in combat). A wrong are distinctly unlike those of the Sathar. svik members of all four races within it. done to a Saurian will not be forgotten When angered, Saurians hiss loudly and may compete with each other over by any of them, and making amends can bare their teeth. Svika business or personal matters, but violent be difficult (or impossible, depending on Society and customs crime among them is almost unknown; the offense). Should the offending party they are too aware of their own near- make an appropriate apology, the Sauri- Saurians stress two beliefs above all extinction as a race from the Sathar’s ans will grudgingly accept it and con- others in their society: individuality and attacks. tinue with the business at hand — the freedom of choice. Saurians detest Saurians are extremely touchy about though forgetting about the incident will dictatorships and prefer very loosely comments regarding them as a species. take months or years. structured governments, having an Any insult against a single Saurian is The horrifying losses that they took in uncaring attitude for authority, though easily taken as a slur against the race as their war with the Sathar have made they will obey it if convinced it is for the a whole, even if the Saurian in question Saurians a militant race. They tend to common good. Their belief in self- belongs to another svik. Saurians tend to purchase large quantities of arms, and reliance made it hard for the Saurians to be overprotective of their fellow clan groups of them have expressed interests accept the aid of the UPF at first, though members, even as they recognize the in creating their own military force, they really had little other choice. Sauri- importance of standing on one’s own with which to raid Sathar bases and ans in the Psycho-Social field will not two feet. This causes such stress for ships. Saurians hope to someday locate hypnotize unwilling beings; only the them that they will not willingly discuss the Sathar homeworld and destroy it; most evil and vile of Saurians would do it with someone of another species, such they also wish to return to their old so. as a Human or Yazirian. homeworld of Kischen and retake it Saurian have large) extended families. Saurians are something of a paradox from the Sathar. For cultural reasons, Because their young develop so rapidly to other races, as they are both gentle Saurians have a marked fondness for (reaching adult size in five years), and kind as well as vengeful and brutal. weapons that others see as archaic “nuclear families” would be short-lived. Among friends and their svik, a Saurian (swords, pole arms, crossbows, etc.). Education and socialization of the young is pleasant, cheerful, and absolutely Saurians have from three to four are handled within each clan, or svik, loyal. But in the presence of a hated names. The first two are the common which may consist of hundreds of indi- enemy such as the Sathar, a Saurian’s and svik names, comparable to a first viduals living within the same general rage and fury can be frightening and last name. If the Saurian performs area. Saurians are interfertile despite (although Saurians do not receive any an important deed, he or she may

76 NOVEMBER 1985 kind. A Saurian will receive a + 15 bonus in his favor to resist the control, depending on the exact nature of the mind-affecting power. In addition, a Saurian has a + 15 bonus to any roll enabling him to notice the control attempt (or to a normal Intuition roll if the noticing roll is not normally allowed). Note that if experience is used to increase this resistance, the bonus to notice the attempt will not automatically be increased (and vice-versa). Each abil- ity must be given experience separately. Miscellaneous information

Average size: 2.1 m tall Average mass: 100 kg (male), 90 kg (female)* Average lifespan: 240 years Reproduction: Heterosexual; oviparous Body temperature: 26°C *— Vanar are 15 kg lighter. Saurians have the following ability modi- fiers, regardless of sex and racial type. STR/STA: + 10 DEX/RS: -10 INT/LOG: +0 PER/LDR: +0 Saurians walk at 10 m/turn, run at 30 m/turn, and move at about 5 km/hour. Racial reaction modifiers follow. receive an honorific to signify this tain social, political, and family matters, accomplishment. The most important of the Saurians find the former to be rude, Saurians’ all names, however, is the tarish satimu insulting, and pushy. Fights between reaction to reaction (“sacred name”). According to Saurian individuals of the two races have tended race Saurians to race religious beliefs, the tarish satimu is a to turn into widespread brawls as clan Human -5 0 part of the owner’s very soul. Only the members from either side are drawn Dralasite 0 +20 individual Saurian and his svik will ever into the conflict, and even in the short Vrusk 00 know the Saurian’s sacred name. Should time that Saurians have been in the Yazirian -10* -15* someone somehow discover a Saurian’s Frontier, several remarkable feuds have S’sessu** -5 -20 tarish satimu, it is considered an insult developed. When it happens that a Yazir- Zethra*** 0 -5 of the most terrible kind, and the Sau- ian and a Saurian become friends, how- *— If favorable reaction is gained, dis- rian will try to regain his honor through ever, they become friends for life. card the use of this modifier on future a duel of some sort, often to the death. Saurians dislike S’sessu greatly (see rolls regarding the individuals in ques- This practice has eroded under contact DRAGON® issue #96), because of the tion. with the races of the Federation, though latter’s similarity to Sathar and amoral **— See DRAGON issue #96. sacred names are still considered very business practices. S’sessu dislike Sauri- ***— See DRAGON issue #84. important. ans in turn. Other races are generally friendly toward the Saurians, despite Concluding notes Attitudes their touchiness, but some Humans are slightly nervous around Saurians, partic- All Saurians encountered in the Frontier Saurians are respectful of the other ularly if they have an aversion to rep- will be able to speak Pan-Galactic, since races, but they particularly enjoy and tiles. This reaction is fortunately rare. they were hypno-trained in its use after are fascinated by Dralasites. They they were released from stasis. They respect Vrusk for their drive, but find it were also taught some of the common hard to make friends with them; the cultural idiosyncracies and customs in Vrusk are too practical and structured. Special abilities order to integrate them into society. Saurians find Humans fairly easy to get Some Saurians have remained aboard along with. Because of their nervous structure, their old starships, which are hull size Yazirians are another matter. Though Saurians have a pronounced resistance 16-20, and are using them as transports Yazirians and Saurians are alike in cer- to hypnotism or mind control of any in their own commercial dealings.

DRAGON 77 Tanks again!

More material on STAR FRONTIERS® vehicle weapons by Alex Curylo

[“Tanks a lot!” DRAGON® issue #99) Clarifications be aimed at where you think your target will be, but this subtracts two levels proved to be one of the most popular The vehicle MG only fires bursts of 20 from the firer’s GM skill. STAR FRONTIERS* articles we’ve run in bullets apiece. This could have been Cyberlinked weapons all fire at the a long time. Alex Curylo, the author of deduced from the charts (the vehicle MG same time. Weapons not able to aim at the piece, sent us a few corrections, has 400 rounds of ammo, but only 20 the gunner’s target will miss automati- clarifications, and bits of new material shots), but should have been stated cally, but still fire and use ammo. to add to the original article. These are explicitly. given below. — Editor.] Reading the descriptions of the sprayer, one gets the impression that Extensions one multipurpose sprayer fires smoke, The dimensions given for oil and paint oil, and paint. This is not so. Each type jets assume that the vehicle is traveling of sprayer is a separate weapon, but all Corrections at its turn speed. If the referee wishes are the same size and cost. Also note the extra work, he can assume that The power econopack holds 250 SEU, as that sprayers on jetcopters and certain traveling slower widens and shortens stated in the article, not 500 SEU (as air vehicles will have their jets broken the slick, and traveling faster extends stated on the charts under “Ammuni- up by the rotor wash, making them and narrows it. No more than 50% alter- tion”). ineffective at best. ation of either length or width should be Mines from a minedropper weigh 5 kg The ranges given on the charts for allowed. apiece, not 25 kg as given on the charts cannons and howitzers are both for The question of applicable weapons under “Ammunition.” indirect fire. Both weapons can also be skills was basically left untouched in the The heavy version of the guided used in the direct-fire role; a cannon has article. Obvious extensions of Expanded missile weighs 45 kg, not 60 as given on the range of a vehicle rocket launcher, Rules weapons use the same skills as the same chart. and a howitzer has the range of a vehi- used for their smaller cousins. Cannons Bombs cost 500 Cr (light) and 1000 Cr cle recoilless rifle. and howitzers use Projectile Weapons (heavy), not 50 and 100, respectively, as The programmed guided missile can- skill; if either is used as an indirect fire given on the ammo chart. not be used to hit a moving target. It can weapon, use the new Military skill of Indirect Fire. (This skill could also be used to fire mortars, rifle grenades, and other indirect-firing weapons.) Flame- throwers use Flame Weapons skill. Bombs use Dropped Weapons skill, which is applicable to anything dropped from a moving air vehicle. Sprayed weapons and minedroppers don’t require a weapon skill; add 5% per Tech- nician level of the driver to half of his DEX for an attack roll if these weapons are being aimed at a pursuer. For greater consistency with these rules and official game rules, guided missiles should use skill-oriented rolls also. The wire-guided missile should then have a base chance to hit equal to the gunner’s DEX, + 5% per level of Guided Missile skill. The programmed missile should have a base chance to hit of 35%, + 10% per level of Guided Mis- sile skill. Note that absolutely no one without at least one level of Guided Missile skill has any chance at all to hit with these weapons.

78 NOVEMBER 1985 Star Law Returns A new look at a STAR FRONTIERS® agency

by Matt Bandy

Over the past year or so, Star Law has been the subject of much attention in the ARES™ Section. [See DRAGON® issues #87 and 91. — Editor] Some of these articles, however, seemed to sacri- fice a bit of reality for the sake of playa- bility. Star Law, as previously presented, is ideal for campaigns in which player characters are members of the organiza- tion, as PCs are granted more freedom of action as individual Rangers. A law enforcement agency with the responsibilities of Star Law, managing an area the size of the Frontier, needs to be larger and more tightly organized. The Star Law agency presented here may be useful for campaigns in which player characters are not members of the force, so the lawmen of the Frontier serve as NPC encounters. Parts of this article may be incorporated into an ongoing STAR FRONTIERS® campaign as desired.

General information Star Law was created during the First Sathar War as a counterintelligence agency, to check the Sathar espionage organization. After the war, when the Sathar retreated to lick their wounds, the number of enemy agents in the Frontier was reduced significantly; this left Star Law overstaffed. The United Planetary Federation (UPF) Security Council chose to take advantage of the situation by expanding the scope of Star Law’s responsibilities to include the control of marauding pirate bands that had arisen in the Sathar’s wake. At the present time, Star Law also intervenes in minor corporate skirmishes on occasion. One of the provisions for membership in the UPF is that Star Law be allowed to carry out its duties on member planets and their territorial possessions without interference from their governments. It must, however, obtain warrants to search private property in situations not covered by the “hot pursuit” exception. If the investigation of a suspected Sathar agent, escaped convict, or other

D RAGON 71 lawbreaker threatens to turn into a gun battle in a densely populated area, Star Lawmen are trained not to fire upon the suspect if there are innocent beings about. Agents must follow the suspect to a deserted area or arrange for getting innocents out of the line of fire. Threats against fugitives (in hopes of making them surrender) are generally useless, as most lawbreakers are aware of the limitations placed upon Star Law personnel by the regulations of their organization. Freelance law enforcement (bounty hunting), without proper training and licensing, is not encouraged by Star Law. To obtain a bounty hunter’s license, a character must have at least one 4th-level ranged-weapons skill. Bounties are almost never awarded for dead bodies; suspects must be brought to the proper authorities alive and rela- tively unharmed. Anyone with a bounty hunter’s license may obtain a list of all beings wanted by Star Law and the one but the UPF Security Council. There rewards offered for their capture. Boun- Organization are three department heads within the ties are set by the referee. Star Law is split into four branches: Administrative branch, one for each of The rarity of treason cases recorded Administrative, Penal Intelligence, and the other three Star Law branches. Each within Star Law is due to the intense Special Forces. Each has its own respon- person reviews all ingoing and outgoing screening of Academy applicants. Any sibilities integral to the workings of the information of major importance, and disobedience of orders is dealt with agency. personally handles all internal directives swiftly. Severe disobedience results in Administration coordinates the for his branch. the offending party being relieved of other branches of Star Law, organizes Data processors sort relevant informa- duty and court martialed (the results of the information given over by them and tion from irrelevant material. Any data which are decided by the referee). by other law enforcement agencies, and deemed to be of importance is entered The Star Law Academy, located on recruits and trains agents in the Acad- into the Administrative information Morgaine’s World, offers one of the best emy. Most Star Law offices which are pool. Computer operators are responsi- educational programs in the Frontier open to the public are Administrative in ble for entering this data into computer Sector. In order to apply for admission, a nature; the whereabouts of other bases systems and later retrieving it for per- being must complete a series of forms at are generally kept out of public view. sons who request it and possess the a local Administrative-branch office and The rank structure within the Admin- proper security clearance. Radio opera- pass a personality check. The applicant istrative division is fairly simple. The tors communicate with personnel on a must also have four ability traits higher Coordinator is in charge of the workings particular planet or planets, taking than his or her racial average, and must of the branch. It is not necessary to go information from them and giving never have been convicted of a criminal into depth about the ranks within this orders to them; as no interstellar radio act. The applicant will be notified within branch, as PCs will not become heavily exists, radio operators (using the term two months of acceptance or rejection involved with it on most occasions. Some “radio” loosely, to include other forms of by the Academy, and must provide his of the more important and most often electromagnetic communication as well) own transportation there if accepted. encountered ranks are given below. are grouped by planet, as are many Once at the Academy, the being must computer operators. Secretaries, of select a PSA, if he hasn’t already done rank xp needed pay (Cr/day) course, are responsible for compiling so, and make a Logic check. Failure to Coordinator 300 350 appropriate reports, maintaining corre- make the check indicates that the being Department spondence, filling out purchase orders has washed out of the Academy. After head 150 150 and requisition sheets, and running four years of study, the cadet gains one Data accounting and payroll. 1st-level spaceship-related skill, one 2nd- processor 0 100 The Penal branch oversees the pun- level skill within his PSA, and one other Computer ishment of beings convicted of major 1st-level skill. All skills required in order operator 0 80 felonies by UPF-member planets, to possess the spaceship-related skill Radio through their judiciary systems. Only chosen are also granted. After gradua- operator 0 60 certain major felonies, such as mass tion, the being emerges at the lowest Secretary 0 40 murder, major arson, interstellar piracy, rank of his chosen branch, and is then mass counterfeiting, espionage for posted on a planet of the referee’s The Coordinator, as the head of the unfriendly powers (such as the Sathar choice. Star Law organization, answers to no or Mechanons), nuclear or biochemical

72 DECEMBER 1985 extortion, kidnapping which involves Each penal colony has a reserve staff rank xp needed pay (Cr/day) murder, major industrial espionage of 10-20 guards to replace those on leave Coordinator 400 300 (classed as a felony due to the wide- or who are injured. Unit guards per- Marshall 300 260 spread influence of corporations in the form administrative duties when not Captain 200 220 Frontier), treason, spacecraft or metro- serving directly as guards. The guards Lieutenant 150 180 politan sabotage with loss of life, assassi- themselves are rotated from active Sergeant 75 140 nation of law enforcement or (tower) duty to reserve (desk) duty once Trooper 0 100 government officials, and the like, are every 30-60 days. The Coordinator is the Supreme considered here. Sentences are rarely In order to become a guard, one must Commander of the Special Forces commuted after conviction, except in graduate from the Academy with one branch. Thirteen marshalls are in exist- extraordinary circumstances, and parole technical skill and one ranged-weapons ence, each commanding two captains. A is virtually unknown. It must be demon- skill. To attain the status of a Junior captain is in charge of two lieutenants; strated that rehabilitation is not possible Warden, a guard must acquire a 4th- each lieutenants are in charge of two for the criminal in question. If death is level skill as a technician, for a Junior sergeants, and each sergeant is in the penalty for a crime, the prisoner is Warden pilots the air car assigned to his charge of five Troopers (fresh from the executed on the world where he was guard tower. Academy). The term “Ranger” is a tried and convicted, and is not shipped The Intelligence branch of Star Law generic designation for all Star Law to a penal colony. Sentences for penal is concerned with the gathering of infor- personnel in Special Forces. colony inmates range from a mation for the purpose of sniffing out Special Forces uniforms are gray minimum of 5 years to life. Sathar agents (and other unfriendly skeinsuits with blue marking to denote Penal colonies are established by Star spies). On occasions, the information is rank and deployment; dress uniforms useful in preventing unwanted occur- Law on uninhabited or sparsely popu- are dark blue with red markings. Typi- lated worlds. The perimeter of a penal rences like a corporate war or smug- cal armament for a Ranger includes a colony is lined with guard towers which gling operation. The ranks in the laser pistol, a stunstick, and a belt pack project an energized field between Intelligence branch of Star Law are as with two power clips each. Extra weap- them. This barrier is powerful enough follows: onry is assigned to the Rangers as befits to stun anyone touching it into uncon- individual missions. Rangers are orga- sciousness, and it will disrupt the electri- rank xp needed pay (Cr/day) nized into strike forces, battalions, cal field of any vehicle passing through Coordinator 300 300 squads, and units, as follows: it, causing the vehicle to stop (or crash, Deep-cover if it was in flight). Each tower (standing force commander assigned agents 150 200 spacecraft about 100-200 meters apart) is heavily Agents 0 150 equipped with laser weapons to discour- Strike Force Marshall 2 frigates age attempts by pirates and criminal The Coordinator runs the Intelligence Battalion Captain 1 frigate gangs with starships or air cars to free branch of Star Law and answers only to Squad Lieutenant 2 assault prisoners. The guards themselves are the Administrative Coordinator and the scouts heavily armed, and the entire compound UPF Security Council. Deep-cover agents Unit Sergeant 1 assault is kept lit by ground and air light sys- are those who have been hypno-trained scout to know all there is to know about the tems. It isn’t uncommon to have a small Planets are assigned different organi- organization that they are infiltrating, so town spring up a few kilometers from zational groups depending upon their they quickly arise to positions of author- the prison, housing the prison officers needs and populations. An outpost ity. They may spend years developing and their families as well as all support world might receive only one unit, while their cover and will be reluctant to personnel. A small military base, funded a moderately populated world might jeopardize their missions. by a local government, may also be host a battalion. About 50 personnel are An agent is a generic operative of the present. assigned to Morgaine’s World as staff Intelligence branch and must have a The ranks and pay scales of penal and security elements for Star Law 2nd-level skill as a computer operator. In officers follows. Academy. the course of normal duties, an agent rank xp needed pay (Cr/day) A unit must include at least one may be called upon to perform a break- Coordinator 350 300 Ranger with each of the spaceship skills. ing-and-entering mission or interrogate Senior All Special Forces personnel must be prisoners. Warden 250 250 accomplished in at least one technical Star Law is believed to have several Junior and one military skill area. deep-cover agents in every major organi- Warden 150 150 Equipment assigned to planetary sta- zation in the Frontier, though it has been Guard 0 150 tions includes one vehicle, usually an estimated that only 200 such agents exist aircar fitted with a heavy weapon, a The Coordinator is the top authority in all. Typically, the number of agents is small arsenal, and a spacecraft. Other in the Penal branch of Star Law. A Sen- related to the population level of a equipment, such as toolkits, are supplied ior Warden directs the activities at each world, though in systems such as Outer to each individual Ranger. of the penal colonies. Each Senior War- Reach, the number is proportionately den is assisted by a number of Junior higher. These variations on the Star Law Wardens, each of whom supervises the The Special Forces is the largest organization are offered as an aid to staff and operations at a guard tower. branch of Star Law, and is responsible game play, and may be altered as Each tower has 2-4 guards. Academy for nullifying the activities of pirate desired. Hopefully, they will serve as an graduates in the Penal branch of Star bands in the Frontier Sector. Ranks for alternative or supplement to the pre- Law begin their tours of duty as guards. Special Forces are as follows: vious articles on the subject.

D RAGON 73 Expanding the Frontier Exploring new worlds in the STAR FRONTIERS® universe

by William Tracy spaceship to get to the planet. If they getting a financial backing is the same as don’t own one, there are still some ways that for getting a loan (pp. 40-42, Cam- One of the most exciting challenges in to get one legally. The PCs might buy or paign Book). the STAR FRONTIERS® game comes with get a starship on loan, if they have An expedition team to an unexplored the exploration of an uncharted planet, enough money. If they don’t, their finan- planet must contain at least one charac- facing dozens of unexpected dangers. cial backers will purchase or rent a ship ter who has Environmental skills. But if This can be a great source of adventure, for them. In any case, if a starship is the characters are financially backed by and there is a chance that the characters rented, all characters concerned will be someone else, the character with Envi- will make a pretty good profit — if they required to accept a tracer implant ronmental skills must have a skill level survive. (p. 41, Knight Hawks Campaign Book). of at least 4, or the backer will refuse to Of course, the characters will need a The procedure for renting a spaceship finance the expedition. If this happens,

82 JANUARY 1986 the characters will have to employ an sions of the government’s space fleet. world. Pilot expertise may speed things NPC with the proper qualifications, who Sometimes a group of private citizens along; subtract the pilot‘s skill rating should then receive an equal share in might back an expedition. They are from the number of days needed to the profits. generally interested in establishing a make the map. It always takes a mini- special political, religious, or anti-estab- mum of three days of checking and Financial backing lishment colony with their pooled rechecking to map a world accurately. resources, and hire the characters to The PSS package consists of a special It takes a relatively large amount of find a suitable planet for them. Such sensor attached to the outside of the money to finance such an expedition. If groups are usually called “pilgrims.” ship’s hull and a special computer pro- the characters are not able to support gram. The sensor itself is too small to such an expedition themselves, they can affect a ship’s ADF or MR. The computer be financed by a corporation, govern- Joining an expedition program is level 3 and takes up 25 func- ment, or a group of private citizens. The tion points. The whole package costs Eleanor Moraes (from the “Beyond the Sometimes characters are hired by a 50,000 Cr., and it cannot be rented. Like Frontier” module series, SFKH 2 through ship captain who needs a crew for a the MR system, the PSS is used while the SFKH 4) was financed by the United planetary expedition. They are promised ship is in orbit. Planetary Federation, with a little mega- an equal share in the profits. Unfortu- The sensor scans and photographs the corporation assistance. nately, this does not happen often. The planet, feeding the data into the com- If the characters have their own ship, competition is tough to win a berth on puter. The special computer program they still might want to find a backer such an expedition, since such trips have uses the data to forecast the planet’s who can pay for the special equipment been known to enable a character to climate and general weather patterns, needed to explore a planet. The backer permanently retire on his earnings, A and to pinpoint areas where one is likely can also pay for any special modifica- character must have at least one skill to find deposits of mineral ore. Coloniza- tions to the characters’ ship that are level of 4 before he or she can even be tion sites may be located, and evidence needed to explore planets. A backer considered for the position, of existing civilizations may be found. always requires that the characters The type of ship used for such expedi- Natural hazards, such as volcanoes, fault accept a tracer implant. tions are called exploration ships (p. 8, lines, geysers, swamps, waterfalls, land- Characters will often be granted funds Campaign Book). Occasionally different slide zones, and so forth may also be for exploration work by a megacorpora- types of ships are used; the Eleanor detected. Energy sources such as natu- tion. Corporations are usually on the Moraes was a modified exploration ship ral radioactive ores and artificial power lookout for planets with valuable com- that resembled an assault scout ship. stations may be found, too. modities, such as mineral ores, new Referees may invent new starships and To find out how many days of orbiting types of drugs or food delicacies, or deck plans as they desire. it takes to get a complete scan of the habitable land. Of all the corporations, A variety of special exploration equip- planet, roll 2d10 + 8. This roll cannot the Cassidine Development Company ment can be found on pp. 21-22, in the be reduced by the pilot’s skill level, as backs the largest number of expeditions Campaign Book. Some of this equipment bad weather (obscuring details of the to unexplored planets, since this is the can be rented, but some of it (like atmo- ground) is beyond his control. company’s specialty and main source of probes) must be purchased outright, as The Planetary and Star System Explo- income. Pan-Galactic Corporation also they are one-use-only devices. Any ration (PSSE) computer program is con- sponsors a number of trans-Frontier rental equipment that is destroyed must sidered to be level 3 and takes up 35 expeditions to new worlds, and a gener- be paid for by the characters, unless function points. This special program ally friendly rivalry has developed prior arrangements are made by the data-links the computer to all the equip- between agents of the two companies. persons backing the expedition. Anyone ment used to explore and classify star The UPF, as noted in module SFKH 2, renting equipment must accept a tracer systems and their planets. This includes has become more aggressive about implant, if the equipment costs more the geoscanners, vaporscanners, bios- exploring newly-discovered planets since than 100,000 Cr. canners, the RM and PSS components, the Sathar Wars. Worlds with coloniza- To explore a star system and its plan- atmoprobes, laboratory equipment, tion potential and those with potential ets efficiently, three new pieces of equip- landing drones, remote probes, energy (or existing) Sathar bases are of special ment need to be introduced. These new sensors, and any special information concern. The Planetary Survey Adminis- items are the Radar Mapper (RM), the typed in by the characters. The program tration was created to govern the explo- Planetary Scanning System (PSS), and a correlates all the data from these ration of such new worlds, but the PSA special Planetary and Star System Explo- sources and organizes it into a hard- is rumored to have been infiltrated by ration (PSSE) computer program. copy Star System and Planetary File. The agents of PGC and CDC, who funnel off The RM package contains both a spe- characters must have this information selected information for use by their cial attachment for a ship’s radar system for ground exploration they perform. megacorporations. and a special computer program. The Planetary governments, eager for whole package costs 15,000 Cr., and it colonies which can supply them with cannot be rented. The computer pro- new resources (as was Pale in “The gram is considered to be level 2 and Exploration procedure Volturnus Connection,” in DRAGON® takes up 12 function points. The RM Upon entering a new system, an explo- issue #98), also finance certain explora- package produces an accurate relief ration team follows a general basic pro- tion missions. However, such missions map of a planet’s surface, using the cedure. Each planet in the system is are almost always crewed by members ship’s computer and special program. It orbited long enough for the Planetary of that world’s space navy and armed takes 1dl0 + 5 GST days to produce Scanner System and the Radar Mapper forces, and are considered to be exten- this map while the ship orbits a given to do a complete job. Atmoprobes are

D RAGON 83 then launched at each planet, and other description of the race, including all with carnivorous or annoying animal standard observations are made. relevant customs and superstitions. If he and plant life, geophysical disasters Meanwhile, the pilot and astrogator fails, he has the impression that he (volcanoes, earthquakes, hurricanes, make navigational observations and feed hasn’t missed anything important, but etc.), astrophysical disasters (solar flares, them into the computer. This includes (of course) at least one thing of critical meteorite strikes, radiation increases information such as the jump program and vital importance might have escaped from various sources, etc.), and even to the system, descriptions of the astro- his notice (e.g., Dralasites are spitting new alien races and cultures. The planet nomical bodies in the system, and the images of the local beings’ most beloved might already be inhabited by Sathar stellar type and nature of background deity, and all Humans appear to be and their agents, or it might be used as a radiation (as it applies to communica- “demons” from ancient mythology, bent base by pirates, Mechanons, Zuraqqor, tions and radio interference) — in other on destroying the world). or other unfriendly forces. Crews can words, all the astronomical information After receiving all the data, the com- mutiny, equipment can break down, and that an astrogator and pilot need to puter prints a complete System Brief, ships and vehicles can run out of fuel or travel to and through this system. Alien Creature Update File, Alien Cul- spare parts. Any planets indicated by scanning that ture Background Reports, and maps of Even after leaving the planet, the are capable of supporting life must be the planet. An incomplete report results characters might still face unusual explored further by a landing party. in a deduction in the character’s profits, threats. Their financial backer might try Remember that only ships with a hull as well as possibly causing terrible prob- to get rid of them after getting their size of 3 or less can land on a planet lems later on for other research crews. report. A rival of the characters’ backer with an atmosphere. If an exploration might try to bribe or steal the report ship is not able to land on a planet, the from the characters. If the characters Planetary types characters must use a shuttle or lifeboat try to hold an open auction, any of the to descend, or they must use landing The variety of planetary types is endless, participants might try to steal the drones or remote probes to explore the but very few planets are capable of report. If the characters attempt to planet’s surface. supporting carbon-based life-forms. Of cheat their backer, a price may be put The expedition’s environmentalist course, planets unable to support car- on their heads. (Remember the tracer must land on several different regions of bon-based life might support a new type implant?) the planet so that a total view of the of life form, such as silicon- or fluorine- planet’s eco-system can be obtained. To based life. On such strange planets, the find out the number of different regions characters may have to wear spacesuits the character must visit, roll 2d10 and in order to survive. Even if a planet isn’t Rewards and pay subtract the skill level of the chief envi- habitable, it might still have large ronmentalist. At least two different deposits of valuable ores which can be The final payment for a System Report, regions must be visited. To find out if mined by enclosed colonies or by robots. including the coordinates and the calcu- the character has successfully analyzed Planets that can support carbon-based lations for the jump route to the world, the ecosystem in each region, see pp. 15- life-forms possess many types of terrain. varies a great deal. There is no set for- 16 of the STAR FRONTIERS Expanded Occasionally, a planet is discovered that mula for figuring out the price because Rules Book. Be sure to add all the is almost completely covered by one of a variety of factors. On the average, a bonuses due to mechanical aid, espe- type of terrain, such as water, desert, complete System Report (noting the cially if the character has a laboratory. swamp, forest, or jungle, but this is very location of valuable ore deposits and a If the planet has a previously undis- rarely seen. Referees should map out habitable planet) goes for 250,000 Cr. covered intelligent species living on it, these new worlds before the PCs arrive, This sum can be modified according to the PCs have their work cut out for and should have detailed descriptions of the situation, due to a variety of factors. them. They are responsible for making each planet’s particular features. Global The amount of valuable ores that can be first contact (and making sure the con- maps may be patterned after those used safely mined, the presence of pirates, tact is peaceful and positive), and their for Alcazzar in SF 4, Mission to Alcazzar. Sathar, or other hostile races in the actions could literally make or break all More detailed surface maps may be system, the completeness of the report, future contact with that culture. The generated of particular features that the and the presence of dangerous life UPF emphasizes to its research crews referee believes the PCs may want to forms (of the unintelligent sort, includ- that one thing the Frontier doesn’t need investigate (such as alien ruins). ing bacteria and viruses) that would is another enemy race like the Sathar to The peculiar nature of each planet inhibit colonization are all taken into fight. Megacorporations emphasize the dictates the sort of special equipment consideration. loss in profits taken when a potential needed by exploratory crews. High- If the characters hold an open auction customer and ally turns into a threat. gravity worlds require the use of exo- for the report, they can usually get a A character with a Psycho-Social skill skeleton suits; all-water worlds 1-10% increase in the price. If the char- of at least 4th level is required to study obviously require scuba gear or the like. acters work for the Cassidine Develop- the species adequately. The character Certain other pieces of equipment may ment Corporation, add 15% to the must study the species for 10d10 days to need modification, as desired by the character’s final profit. Future sources develop a first impression of the race referee. of income from the report might even and to establish minimal contact with include being hired to transport equip- them, if such is desired. At the end of ment and people to the new planet. And Hazards of exploration the time period, the character must roll if the characters gain a monopoly on his Logic score or less. If he succeeds, Many dangers face the explorers on transport to the world, they may be able the character is able to give a complete strange planets. Characters have to deal to set themselves up for life.

84 JANUARY 1986 by Matt Bandy revise the existing system to consider transport them to a location where supply and demand, and at the same prices are high, making a hefty profit in In the futuristic and business-oriented time to provide a framework upon the process. Often, many freighter cap- society of the Frontier Sector, trade is which an individual referee may con- tains will begin buying low-priced mate- essential, and freighters, being the struct the intricate interplanetary rials simultaneously, creating an instruments of trade, are very impor- economics of his campaign. increase in demand and subsequent tant. Freighters are the Frontier’s price rise. In this way, freighters aid the answer to the middleman of modern economy of the Frontier by saving many Supply and demand society, buying goods in one star system small companies which could have and transporting them to another for Supply and demand is simply a compari- become bankrupt had the glut lasted resale. son between the available supply of a much longer. On the other side of the The life of a freighter captain is a certain material object with the con- coin, freighters occasionally converge on gamble: he either becomes very wealthy sumer’s need or desire for it. Whenever a high-price center and begin selling, or very bankrupt. A good captain can the supply of a substance exceeds the glutting the market. Most freighter cap- predict price swings in a star system’s demand for the same, the market is tains are experienced enough either to economy and use that knowledge to glutted and prices of the material plum- arrive at the center before the glut further his own ends. met. The opposite is true when demand occurs or to anticipate the effects of a The rules regarding the purchase and exceeds supply. If a shortage of said glut on other planetary economies, pre- resale of cargo in the STAR FRONTIERS® substance occurs, a bidding war begins dicting the resulting price changes. By Knight Hawks rules are well-conceived, and prices rise. these methods, freighters have an equal- but fail to take into account the laws of In many ways, freighter captains izing effect on the economy of the Fron- supply and demand and all the factors resemble players of the stock market. tier, causing economic fluctuations to be that influence it. This article attempts to They purchase items at a low price and short-lived.

80 MARCH 1986 A glut usually results in a 2-40% (2d10) If an industry were forced to pay a high food shortage exists. This way, they also price decrease and a shortage in a 2-40% price to obtain raw materials, would not prevent agricultural gluts and shortages price rise. Both phenomena last only a the finished product price be raised to from developing. short while, returning 1-10 percentage cover the companies’ initial purchase of points toward the base price every day. raw materials? An agricultural shortage The base price is listed in the STAR could result in inflated food prices, Import and export FRONTIERS rules. The point of depar- which in turn could force unions to ture price in the Knight Hawks rules is demand cost of living raises from their When a glut or a shortage occurs, it is the base price for bulk loads. employers, who could raise the prices of essential to know what and to where the The direct results of an excess of sup- their products to cover the raises they victim exports in order to determine the ply or demand on local economies are had given their workers. Inflation along effect these events have on the econo- fairly obvious, but what about the econ- this line is often irreversible. To prevent mies of other planets and solar systems. omies of those planets that purchase it from occurring, governments of agri- The web of export-import connections from the victim of a shortage? (Gluts do cultural planets buy up most of the along major shipping lanes is illustrated not effect prices of the afflicted planet.) surplus crops and then sell them when a in the following table.

Import table

Planet Imports Origin Planet Imports Origin Hentz 15% agricultural Zik-kit 20% industrial products Hakosoar products Kdikit 50% agricultural Kdikit 70% raw materials Gollywog products Yast Gran Quivera 60% raw materials Gollywog 90% raw materials Hargut 50% agricultural Yast 90% industrial products Ken’zah Kit products Hentz Morgaine’s World 100% industrial Rupert’s Hole 85% raw materials Outer Reach products Gran Quivera Triad 25% agricultural 50% agricultural products Rupert’s Hole products Ken’zah Kit 25% agricultural Hristan 60% industrial products Kdikit products Hakosoar 40% agricultural Hakosoar 40% raw materials Hargut products Inner Reach Minotaur 75% raw materials Gollywog 75% raw materials Outer Reach 20% agricultural Laco 95% industrial products Kdikit products Gran Quivera Lossend 10% agricultural Inner Reach 85% raw materials Outer Reach products Kdikit Outer Reach 95% agricultural 30% raw materials Gollywog products Inner Reach Pale 90% agricultural Groth 90% industrial products New Pale products Terledrom New Pale 85% industrial Terledrom 20% agricultural products Pale products Groth Gollywog 40% industrial 75% raw materials Zik-kit products Minotaur Hargut 30% agricultural 20% industrial products Hakosoar products Lossend 30% industrial 10% industrial products Gran Quivera products Triad 30% industrial 30% agricultural products Hentz products Kdikit 15% agricultural 10% agricultural products PGC Ag Ships products Ken’zah Kit Ken’zah Kit 70% industrial products Zik-kit

These percentages assist the referee in 35% (shown by die roll) on all raw mate- increased in price by 35%. 30% x 35% determining the result of a shortage or a rials exported by Gollywog. The recipi- equals a 10.5% (rounded off to 11%) net glut on his campaign’s economics. For ents of these materials are revealed to cost increase on all incoming goods. To instance, if accelerated pirate activities be Lossend, Minotaur, Gran Quivera, make up for this cost increase, indus- exist in the White Light system, a and Kdikit by a quick glance at the tries on Lossend increase the price of smaller than usual amount of raw mate- Imports Table. other products by 11%. This cost rials will be processed and shipped Lossend imports 30% of its raw mate- increase affects Gollywog in turn resulting in a shortage. This shortage rials from Gollywog. This means that because it imports 20% of its industrial will in turn cause a price increase of 30% of its total raw materials stock is products from Lossend.

D RAGON 81 Minotaur imports 75% of its raw mate. The initial cost increase of 21% on rials from Gollywog. The shortage Industrial planetary table Hargut is reduced to 14% (21%-7%, the results in a 26% (75% x 35% = 26.5%, result of a d10 roll). rounded off to 26%) net price increase, d100 planet Day 3: Yast and Hargut (surprise, sur- which in turn affects Minotaur’s indus- 01-08 Hentz prise!) receive industrial price increases trial prices. This price increase affects 09-16 Rupert’s Hole from Hentz. Yast imports 60% of its Gollywog, which imports 40% of its 17-25 Triad industrial products from Hentz, so a net industrial products from Minotaur. 26-33 Inner Reach price increase of 11% (60% x 19% = Gran Quivera imports 60% of its raw 34-42 Outer Reach 11.4%, rounded off to 11%) falls upon all materials from Gollywog, so the short- 43-50 Terledrom industrial products on the planet. age results in a 21% (60% x 35% = 51-58 Zik-kit Hargut, the one that started it all, 21%) net cost increase on its raw materi- 59-66 Kdikit imports 30% of its industrial goods from als. This cost increase would be passed 67-74 Gran Quivera Hentz, so a 6% (30% x 19% = 5.7%, on in varying degrees to Laco, 75-82 Hakosoar rounded off to 6%) net cost increase on Morgaine’s World, and Hargut. 83-90 Minotaur this type of product results. Kdikit is handled in a similar manner. 91-95 Lossend Hristan imports 60% of its industrial Due to strict price controls imposed by 98-00 Pale goods from Hakosoar, so a net cost the UPF, prices on all domestic goods do increase of 5% (60% x 8% = 4.8%, not rise to match those of imports. rounded off to 5%) results on that type of goods on the planet. The inflation on Economic fluctuation types Resource planetary table Hentz and Hakosoar is reduced to 13% (90% x 14% = 12.6%) and 6% (40% x Random economic fluctuation genera- d100 planet 14% = 5.6%), respectively, as the reduc- tion and the random determination of 01-20 Outer Reach tion of the price variation reaches them. victim planets are accomplished through 21-40 Hargut The raw materials cost on Hargut is the use of the following tables. 41-60 Zik-kit reduced by another 9% to only 5%. 61-80 Pale Day 4: The inflation on industrial Economic fluctuation table 81-00 Gollywog prices on Yast, Hargut, and Hristan is d100 event reduced to 8% (60% x 13% = 7.8%), 01-40 no event 21% (2d20 roll) results on all raw 4% (30% x 13% = 3.9%), and 4% (60% 41-55 industrial glut materials on Hargut. x 6% = 3.6%), respectively, because 56-70 resource glut Day 2: The 21% price increase reaches the first reduction of the price variation 71-85 industrial shortage the planets of Hentz and Hakosoar. finally reaches them. The industrial and 86-00 resource shortage Hentz imports 90% of its raw materials raw material inflation on Hentz and from Hargut, so 90% of its raw materials Hakosoar is reduced to 5% (90% x 5% Roll on the Economic fluctuation table are increased in price by 21%. This = 4.5%) and 2% (40% x 6% = 2%), once every 20 days. Once the type of results in a 19% (90% x 21% = 18.9%, respectively, as the second reduction of fluctuation is determined, roll on the rounded off to 19%) net cost increase on the economic fluctuation arrives. The appropriate planetary table. all raw materials on Hentz. The planet’s raw material inflation on Hargut is The referee may find it useful to industries are forced to raise their reduced to zero by a roll of 8. decide upon the cause of a specific fluc- prices by that amount to cover their Day 5: The industrial price increases tuation. This makes the game more purchase of raw materials and retain on Yast, Hargut, and Hristan are reduced enjoyable to players traveling in or the same profit margin. Hakosoar to 3% (60% x 5% = 3%), 2% (30% x through the affected solar system. A imports 40% of its raw materials from 5% = 1.5%), and 1% (60% x 2% = detailed example follows. Hargut, so a net cost increase of 8% 1.2%) as the second reduction of the Day 1: A roll of 63 on the Economic (40% x 21% = 8.4%, rounded off to fluctuation reaches them. The industrial Fluctuation Table indicates a resource 8%) results on all raw materials bought and raw material price increases on shortage on the planet of Hargut or sold on the planet. This forces its Hentz and Hakosoar end. (selected by a d100 roll on the Resource industries to raise the prices of their Day 6: The industrial inflation on Yast, Planetary Table). A price increase of finished goods by a similar percentage. Hargut, and Hristan ends.

Some closing notes hensibility. It is much easier to deduce Since agricultural gluts and shortages For the sake of simplicity, I have ruled a the procedure from the examples. (I are very rare, agricultural cargoes are time lapse of one day for price increases tried to create a procedure table, but it bought and sold by the prices given in (and reductions on those increases) to was too long and undecipherable!) Tony Watkin's article “Rare Wines and move from planet to planet. In actuality, For an added touch of realism, ref- Ready Cash,” in DRAGON® issue #93. it would take one day for every light erees may want to include an availability Readers will notice that this system year between the planets — a change modifier in certain systems. This is a requires a great deal of work on the that referees may make in their price change of +5% on all imported referee’s part, but it pays off, especially campaigns. goods. if one of the PCs owns a freighter. It’s A flow chart or procedure table was Each type of cargo may be obtained much more challenging than the system not included for the simple reason that only at a center of the appropriate type in the Knight Hawks rules, thus propor- it would be complicated into incompre- (e.g., raw materials at resource centers). tionately more fun to use.

82 MARCH 1986 NOTE: Time is given in Galactic Standard Years throughout the article. One GSY is about 91% as long as one of our Earth years.

Starting ages Before a player character enters a STAR FRONTIERS campaign, his starting age must be known. Race Starting Age Dralasite d10 + 24 years Human d10 + 19 years Vrusk d10 + 17 years Yazirian d10 + 13 years NPC starting ages need not be so restricted. An NPC Human adventurer could stow away on a star freighter at age 14 or give up a cushy desk job in favor of a daring life in space at 43.

Age brackets When a character enters a certain age bracket, his ability scores must be modi- fied according to the instructions given in the age categories table below. This is not to say that all Humans receive additional strength and stamina along with their presents on their twentieth birthday. Instead, ability score modifications are a simulation of the effects of gradual maturity, with the resulting benefits or deterioration. Modifications due to age are as follows: Mature: Add 5 to STR, STA, INT, and LOG scores. Middle-Aged: Subtract 5 from STR and STA; and, add 5 to INT and LOG scores. Old: Subtract 10 from STR, STA, DEX, and RS; and, add 5 to INT and LOG scores. Venerable: Subtract 5 from STR, STA, DEX, and RS; and, add 5 to INT and LOG scores. No young-adult bracket is given because, unlike in the AD&D game, no STAR Age and aging in FRONTIERS PC can ever fall into this category (see starting age above). STAR FRONTIERS® gaming Death due to aging Except in a very long campaign, the pros- pect of a PC dying of natural causes is not young? How realistic is a 230-year-old by Peter C. Zelinski something to worry about, because of the Dralasite who can still bench-press 145 long lifespans of all four races. Nonethe- One question unanswered by the STAR kilograms? What about a 150-year-old less, when a player rolls up a character, FRONTIERS® rules is this: What happens Vrusk who can dodge missiles just as well the referee should randomly determine when a character gets old? Average life- as the time he was knee-high to a winged the age at which that character will die spans are given for all four player charac- ripper? True, such examples are always and keep it a secret from the controlling ter races, but nothing is said about the possible, but they should not be the norm. player. This may prove useful if the char- effects of aging and growing up Presented in the text below is a solution acter is unnaturally aged by technological This is unfortunate, for aging adds to to the problem. Players of the AD&D® devices or processes, or by disease or the fun and realism of the campaign. What game will recognize its aging system as the infection. The maximum-age table is given is the point of turning to the aged for inspiration and source of reference used below. The results are based upon the advice when they are no wiser than the in compiling this article. average lifespan figures given in the Alpha Dawn Expanded Game Rules. Middle Race Mature Aged Old Venerable Race Age at Death Dralasite 25-75 76-115 116-175 176+ Dralasite 195 + 10d10 Human 20-60 61-90 91-140 141+ Human 156 + 8d10 Vrusk 18-50 51-80 81-125 126 + Vrusk 136 + 7d10 Yazirian 14-40 41-60 6-100 101+ Yazirian 107 + 6d10

86 APRIL 1986 eye on clearing the Mechanon name. The Mechanites have centers on every civilized planet. Their leader, a human named Mathias Pritchard, is extremely charismatic (PER/LDR = 99/99) and the driving force behind the cult. The Liberators is a terrorist organiza- tion that is dedicated to “liberating the oppressed masses from the chains of mega-corporate tyranny.” This is an extremely violent, illegal, quasi-political/ economic cult that has already taken credit for hundreds of deaths due to bombings and terrorist raids, usually on mega-corporation headquarters. Star Law suspects the Liberators are backed by a few rich individuals or another cult, but they have no leads yet on who or what finances them. Though the identity of the leader of the Liberators is also unknown, certain terrorist members have been iden- tified and their faces and descriptions are broadcast regularly throughout the Frontier. The Clear Thinkers is a reactionary by Kim Eastland grants who wish to live in the UPF space political group with militant leanings that against those cults who want them seek to banish (or destroy) Mentalists and deported. enlightened characters in the Frontier. As noted in Zebulon's Guide to Frontier The ARP has its headquarters on Laco. It They have strong financial backing and Space, Volume 1, cult is the term used for sometimes allies itself with the Frontier fund projects that will develop items, any radical political, terrorist, religious, or Peace Organization. drugs, and robots designed to thwart other self-interest group in the STAR The Defenders of the Divine Will is mental disciplines or seek out discipline FRONTIERS® universe. Some cults are a unique conglomerate of various religious users. This group has the most political legal and some are not, but too often they groups that believe that the divine will of savvy of all the cults, has been careful to present a real threat to the harmony of their individual dieties formed and evolved stay inside the law with its public activi- the Frontier and provide extra work for planets perfectly. They are vehemently law enforcement and security personnel. opposed to GODCo’s terraforming prac- The year FY 111 marked the Grand tices, and some members have even Celebration of the Frontier. Social events, threatened violence if it does not cease. political rallies, fund raisers, and so forth Currently, they are considered a legal were planned for all the planets on the organization. Mega-corps are worried that Frontier that year to celebrate the 111th the DDW’s beliefs may spread to eventu- anniversary of the signing of the UPF ally encompass any business that alters the treaty. What was not planned was the original form of nature (including mining, sudden appearance of dozens of new cults forestry, and other operations that alter a that decided the year of the Grand Cele- planet’s surface; cosmetics, plastic surgery, bration was the perfect time for them to and other products or services that alter make themselves known to the public. the body’s appearance; etc.). Though hundreds of cults “went public” in The Supporters of Mechano is a FY 111, the following ones seem to have growing political organization that grown the fastest and have the most clout. includes members of all the Frontier races. The Alliance for the Rights of the The Mechanites, as they are called, believe People is a legal, liberal, political organi- the Mechanons are a sentient, sapient race zation dedicated to upholding the rights of (though of artificial origin) that deserves the citizens of the Frontier. While this full citizenship in the UPF. Though the appears to he a noble cause, the ARP has Mechanites began as a completely peaceful recently inacted a policy of political pres- organization, their many encounters with sure to limit the authority of Star Law and the Sliver Death Cult and the Anti-Sathar- other local law-enforcement groups. This ian League have resulted in the death of campaign includes holo-vid promotional many Mechanites and the formation of advertisements portraying law-enforce- their own security forces. It is rumored ment agents as looming shadows that are that some extremists within the organiza- always waiting for the average citizen to tion are forming a radical splinter group slip up. that believes the end justifies violent The ARP also feels that the practice of means. maintaining penal colonies (currently Since one of the charges constantly located on asteroids) is cruel and that being leveled against the Mechanons is criminals should at least he kept planet- their cooperation with the Sathar in sub- side, within the influence of civilization. versive activities, many Mechanite investi- On the other hand, ARP also has been the gations are aimed at discovering the truth leading organization defending Rim immi- behind these terrorist activities, with an

80 MAY 1986 ties, and is starting to run Clear Thinker the Zenk cannot perform, though it pre- enforcement agencies, especially Star Law, candidates for various political positions, fers to stay away from anything dirictly have personnel working within the Zenk. including seats on the Council of Worlds. related to Star Law, Spacefleet, or Consequently, information obtained by The leader of the Clear Thinkers is a Landfleet. No one knows who governs the both sides is sometimes planted or altered smooth Yazarian politician named Hased organization, but referees should create in efforts to flush out spies on either side. Kor. He is one of the most powerful indi- NPCs who run local operations, as player The Firsters is a quasi-political/terrorist viduals on Yast/Astor and expects to be characters may want (or be forced) to faction that believes all of the Rim races President of the Council some day. tangle with them at some time. should be sent hack to the Rim. Their The Free Thinkers is a new cult that The Zenk is divided into eight different slogans are such cliches as “The Frontier has grown in response to the Clear Think- sections: for the Founders” and “Kick a Rimmer ers movement. This non-profit organiza- Acquisitions: robbery, forgery, Today.” At first this organization was not tlon is made up of various races and embezzlement, etc. taken seriously by most habitants of the individuals, both psionically gifted and Administration: executives, crime Frontier and became the butt of many a non-gifted. The organization fights its planning, accounting, etc. joke, but recent militant activities aimed at battle in a legal, honest, and public man- Eliminations: murder, arson, body members of the Rim races and their busi- ner. It funds promotional campaigns aimed disposals, etc. nesses have sobered the public to the at educating the masses about the benefits Enforcement: strong-arm activities that reality of violent racial prejudice. The ARP of having psionically gifted individuals in do not usually involve killing, security, etc. organization is the greatest opponent of society. It has established legal aid clinics, Information: blackmail, hugging, spying, the Firster movement. educational grants, help lines, and other computer crimes, etc. No Firster headquarters is known to programs to aid both Mentalists and Leisure activities: providing illegal exist, as its operations are completely enlightened characters. It works with the intoxicants and entertainment, etc. covert. While none of the leaders are authorities whenever possible to aid in the Research and development: creation of known, a rallying figure is known to be a location of psionically gifted individuals new items or methods that help the other dead Vrusk named G’rch B’on. B’on was a who can help solve crimes The Free sections, maintaining the Zenk’s member of the Firsters when they were Thinkers have recently begun to open equipment, etc. still a tiny cult. He attacked an Ifhsnit small offices in every major city, but their Support services: activities that support couple one night, but died in the assault. headquarters is on Morgaine’s World the other sections but that are not The coroner’s findings indicated B’on The Zenk (Vrusk for “family”) is a Fron- included in the definitions of those sec- tripped over his own feet and broke his tierwide criminal organization that cur- tions, such as fencing stolen goods, buying neck in the fall. The Firsters insist that rently is responsible for most high-credit off the authorities, etc. witnesses (other Firsters, incidentally) saw criminal activities on the Frontier. The An interesting note on the Information the Ifshnits pick the fight, then kill B’on. Zenk sells its services to anyone, but it section is that it supposedly has personnel B’on is now a martyr for the Firster cause nearly always operates in its own best working within most law-enforcement and a rallying symbol for anyone who interests. There is no criminal activity that agencies. On the other hand, most law- dislikes beings from the Rim. fragmentation grenades, explosives, and melee weapons. It cannot be worn with any other suit of armor, but a screen may be used with it. When the AGS has taken Going for 35 points of damage, it will be ruined and useless as armor. The AGS for Humans, Yazirians, and Vrusks conforms to their basic physical shape The AGS for Dralasites will stretch to accomodate their shape-changing abili- ties. A Yazirian AGS covers the glide-wing a swim? membranes without hampering their use in swimming (see below) Much of the exterior of the AGS is cov- ered by a series of microfilters, all made of tough, translucent plastic. These microfil- ters draw oxygen from the water, pump- ing the gas mixture through small tubes to the area of the body where the wearer inhales air. The waste gases produced are released directly from the suit. The whole system is regulated by a computer chip and powered by a small energy cell good for five hours before it needs to be recharged. The AGS also has a small digital display which can easily be seen by the wearer. The display shows the diver’s depth, time in the water, and the amount of power left in the suit’s energy cell. The suit also has a built-in low-frequency radio system, which has a range of one kilometer. The AGS weighs five kilograms and costs 800 Credits. The suit can be safely used at a maximum depth of 110 meters on Earth- like planets. If a deeper dive is attempted, there is a cumulative 5% chance per 10 meters below the safe limit that the AGS will malfunction. This chance must be rolled for every five minutes, with an additional 1% chance of failure added for every additional five-minute period spent beyond the first. The wearer will also take one point of damage for every 10 meters he dives past the maximum safe depth. This damage will be taken every minute and is caused by Underwater action in increased pressure. Dralasites will not start taking pressure damage until they ® reach a depth of 160 meters, due to their STAR FRONTIERS gaming elastic abilities. There is also a 10% cumulative chance per 10 meters of depth beyond the maxi- crashed spacecraft. They might also by William Tracy mum safe limit, checked for every 10 encounter a sentient race that lives under- minutes, that a Human or Yazirian charac- water, and they could trade, fight, or ter will have vivid hallucinations for five During the course of a STAR FRONTIERS® otherwise interact with that race. minutes as a result of nitrogen narcosis. A campaign, a group of adventurers might Artificial gill suits check against the character’s Logic score want or need to enter an underwater lets him disbelieve the hallucinations. environment Unfortunately, the rule To survive underwater for long periods, If the AGS malfunctions, the character books contain no rules for underwater characters must employ a breathing appa- wearing it must hold his breath until he play. This article attempts to rectify that ratus known as an artificial gill suit (AGS), can reach the water’s surface. A character situation, and some additional equipment which covers the wearer’s entire body. It can hold his breath for a number of turns usable in undersea environments is also is made of a material that is similar to that equal to the character’s Stamina score presented used in skeinsuits, and it may be left trans- divided by five. If the character is still Using these rules, adventures could be parent or colored as the manufacturer underwater after running out of breath, created in which characters must reach an desires. Normal goggles may be worn by the character will take 2d10 damage for underwater city covered by a pressurized Humans, Vrusk, and Yazirian divers. The every turn spent under water until death dome, escape from a damaged submarine, AGS will absorb one-fourth of all damage occurs from drowning. or swim in search of a sunken ship or caused by projectile and gyrojet weapons, If a character dives deeper than 10

88 JUNE 1986 meters, the character must ascend slowly has a sharp instrument with which to free ters. If the characters want larger or (at a rate of five meters per turn) or risk himself). armed submarines, they must either be getting a case of the bends. Rends are If a character swims through areas working with the government or willing to caused by nitrogen bubbles forming in the containing coral reefs, he must swim at a acquire one illegally. A typical explorer bloodstream, due to the quick change in reduced rate of five meters per turn. submarine costs 20,000 Credits, but usu- pressure. This can cause intense pain, Faster speeds allow for a 10% chance per ally rents for 100 Credits, plus a 250- doing one point of damage per round until turn traveled that the character will be cut Credit deposit, per day. The submarine the character is placed in a freeze field or by the sharp edges of the coral, causing has a top speed of 250 kilometers per a decompression chamber to stop the loss 1d10 damage (half of which can he hour, with an average cruising speed of 20 of Stamina points. The damage from absorbed by an AGS suit). kilometers per hours. Six passengers may decompression will never exceed 40 Another factor that might affect move. he accommodated aboard it, though in points, though death can still occur as a ment is the presence of underwater cur- VERY cramped comfort. The sub carries result of it. Note that there is a chance of rents. Such currents usually have speeds four in relative comfort. The cargo limit is dying as a result of the bends, indepen- ranging from 1-12 meters per turn, but 1000 kilograms, within a space of two dent of the amount of damage taken, as they can only he found at a depth of 60 cubic meters. per the table below. Dralasites do not get meters or less. Characters may enter a This submarine is powered by a parabat- the bends. current on purpose to increase their tery (type II) which has to be recharged every 200 hours of use. The submarine’s movement rates are not affected by coral Chances for contracting the bends reefs or seaweed, though visibility is affected. Chance to This type of submarine can be used to a Rate of ascent get bends Chance of death maximum depth of 200 meters. If it is used 6 m/turn 10% 8% at greater depths, there is a cumulative 7 m/turn 40% 16% 10% chance per 10 meters below the 8 m/turn 60% 24% maximum depth that the submarine will 9 m/turn 80% 32% spring a leak. This chance should be 10+ m/turn 100% 40% checked for every five minutes spent below the maximum depth. If a leak occurs, a person with Technical skills can repair it, but first the submarine must If death is indicated, it will occur in 10 speed. To get out of a current, a character move to the surface. If the leak is not minutes. During these 10 minutes, the must roll his Strength (minus 2% per fixed, the submarine fills with water in 10 character will lose one-tenth of his current meter/turn of speed the current has) or minutes. The submarine contains six AGS hit point value (rounded up) every minute less on percentile dice. The character can suits in case of emergencies, hut donning This procedure can be stopped by a freeze attempt to leave the current once every one in a cramped, sinking submarine can field or a decompression chamber. five minutes. After a number of attempts be tricky. A character must stay in a decompres- equal to the character’s Stamina score Structural damage of 100 points or more sion chamber for a number of minutes divided by five and rounded down, the to one area will cause a leak in the sub, equal to the lowest depth in meters that character must rest 30 minutes before which has a total of 400 structural points. the character reached. If a character dives making any more attempts to escape the If a submarine is involved in undersea below 60 meters, even if he did not con- current. combat, a referee might want to create a tract the bends, he must spend some time The characters’ movement rates might modified form of the Vehicle Damage in a decompression chamber. If the char- also be increased with special equipment, Table, found on page 32 of the Expanded acter does not do this, he will get a case of such as jet scooters, jet fins, and subma- Game Rules book, which would cover the the bends, like that described above, rines. A jet scooter is a streamlined cylin- sub’s specific shape and details. within 1d5 hours der made of light alloys, one meter in Dralasite characters will never contract width and two meters long. It has a built the bends due to their unique physiology. in jet turbine which enables it to go 20 Character effects If characters need to dive deeper than meters per turn. The character lies on top their limits, they will have to use a subma- of the scooter and steers it with a steering The characters will be entering a new rine or an AGS designed for greater rod, which controls small tins on the sides type of environment beneath the sea, and depths of the scooter. The scooter weighs five wilt be affected by it mentally and physi- Movement kilograms and costs 300 Credits. It is pow cally. First of all, a character’s ability ered by a small rechargeable energy cell, scores change while underwater. A char- Characters can swim at a rate of 10 which can power the scooter for five acter’s Dexterity and Reaction Speed meters per turn (or one kilometer per consecutive hours. scores are reduced by 25 points; also, a hour). If a character swims longer than Jet fins work on the same principle as character’s Strength score is reduced by one hour, he will lose five Stamina points the scooter. Jet fins enable a character to 35 points when figuring the effects of for every 30 minutes he continues swim- move at a rate of 13 meters per turn with- melee on the Punching Table (page 25, ming. These movement rates can be out requiring rest breaks every hour. A Expanded Games Rules). A minimum score affected by obstacles such as seaweed or pair of fins weigh .5 kilograms and cost 50 of 10 applies in all cases. coral (or alien equivalents thereof). Credits They are powered by two small, The STAR FRONTIERS races are each If a character swims through seaweed, rechargeable energy cells good for two affected differently by the underwater he must move at a rate of four meters per hours of use. environment. Dralasites do not care for turn If a character tries to move faster A submarine can also he used by the adventuring undersea, because the AGS than that, he may become entangled (a characters, but it can only be operated by does not let them use their senses of touch cumulative 10% per every turn of move- a Technician with a skill level of five or and smell. They are not greatly affected ment). This should be checked for every better. This article will describe the most by increases in pressure (and never get third turn The character will be entan- common type of submarine, which can be the bends). Humans are not bothered by gled for 1d10 turns (1d5 if the character bought or rented by non-military charac- the new environment, hut Vrusks are very

D RAGON 89 nervous underwater. Vrusks swim awk- flashlight can be found. The flashlight will smoke grenade has only a 15-meter blast wardly and, when dealing with underwa- be attached to the AGS, around the char- radius, clouding the water, and it could be ter races, a Vrusk’s chance to comprehend acter’s chest. The flashlight’s energy cell broken up by underwater currents. social dealings is halved. Yazirians are can go for 100 hours before needing a The underwater version of the fragmen- uneasy at first, but they come to enjoy recharge. The flashlight enables the char- tation grenade works just like the regular swimming because it is somewhat like acter to always have a minimum visual version, except that it only has a three- gliding. Their glider membranes grant range of two meters, except in extremely meter blast radius. them great maneuverability while under- murky water. It illuminates a cone-shaped Finally, underwater characters may water. This will be discussed later. area, ranging from .5-2 meters at the make use of a new projectile weapon: the A character’s skills and their results are widest part of the cone. spear gun, which uses compressed air to also affected while underwater. The When fighting underwater, characters shoot a heavy arrow. A compressed-air effects on Weapon skills is discussed later must use modified versions of the ranged clip can fire four arrows before becoming The Demolitions skills work as long as the weapons they usually use. These weapons empty. The spear can be fitted with a timers used are built to work underwater. cost 50 Credits extra for underwater modi- special head that explodes upon impact Blast radii are doubled due to the fication. Such weapons act normally above like a grenade. A regular spear does 1d10 increased powers of shock waves under- water unless otherwise noted. Laser weap- damage, while a spear with an exploring water. The Martial Arts skill will work ons are not used underwater, as they are head does 2d10 damage. The spear gun underwater with a 30% reduction on the too inefficient. has the following ranges: PB — 0-5, Short success rate. Technician skills work if the Underwater versions of gyrojet weapons — 6-10, Medium — 11-20, Long — 21-30, equipment and tools are designed to work are available. When used underwater, they Extreme — 31-40. A cost and weight table underwater. Environmental skills work have the following alterations made in follows: normally underwater if they apply to the ranges (the rest of the statistics are normal situation. There will be a 20% reduction when used underwater). Cost on their success rates while underwater Device (Cr.) Weight(Kg) None of the Medical shills work under- WeaponPB Short Med. Long Extr. Spear gun 100 4 water, except for Diagnosis which has a Spear/arrow 5 1 (for 5 spears) Gyrojet 30% reduction on the success rate. All Compressed pistol — 0-3 4-30 31-60 61-90 Psycho-Social skills work when applicable, air clip 10 1 (for 3 clips) Gyrojet with a 30% reduction on success rates due Exploding 1 (for 3 spears rifle — 0-3 4-50 51-90 91-130 to communications problems. warhead 30 with heads

Underwater combat Sonic disruptors and sonic stunners are Melee combat is also greatly affected both produced in versions that can be while underwater. Characters cause no While underwater, characters will have to used underwater. These weapons have damage with punches, and a character’s deal with various modifications to the double normal ranges undersea, because punching score should not be added to the combat system. The Ranged Weapon Com- of the effects of the denser medium damage caused by non-powered weapons bat Procedure Table, on page 22 of the through which the sound waves pass. The while underwater. Only sharp melee Expanded Game Rules book, should have damage for the sonic disruptors is doubled weapons are useful underwater: short the following additions and modifications accordingly. axes, knives, stabbing polearms (spears), when combat occurs underwater. Modified versions of grenades can be sonic knives, sonic swords, short stabbing used underwater. They can’t actually be swords, and vibro-knives. A person using a thrown, but they may be dropped on Swimming target -5 sonic weapon underwater will not be able characters that are at a greater depth than Dodging target -8 to surprise an opponent. The damage done the attacker. Unless surprised, the victim Dodging Yazirian target -10 by these weapons is reduced by half may be able to get out of the grenade’s Target using jet fins -3 because of the friction of the water. These blast radius. The grenades will drop at a Target riding jet scooter -6 modified versions of melee weapons cost rate of six meters per turn. Grenades can Attacker using jet fins -2 30 Credits extra and function normally also be delivered with grenade rifles modi- Attacker riding jet scooter -5 above water. Electrical weapons are not fied to work work underwater. Such produced for underwater use because weapons have the following ranges when water is such a good conductor for elec- Sighting distance is also modified while used underwater: PB — Nil, Short — 0-15, tricity. Modified power screens that work underwater. The AGS is designed to Medium — 16-30, Long — 31-55, Extreme above and below water cost 100 Credits enhance the wearer’s vision so that it is — 56-100. Underwater grenades will not extra for the water-proofing. not distorted Even so, a character’s vision work in air, but the grenade rifle can fire Final notes: Any combat which draws will not be as good as when on the sur- the regular type of grenades when used blood might also draw any nearby preda- face. Visual range can also be affected by on land. tors in the area (like sharks or beings with the amount of sediment and plankton in Underwater versions of the poison similar temperaments and appetites). the area, the amount of light shining on grenade and the doze grenade can be While refereeing underwater combat, a the surface of the water, the depth, and found, but they only have a blast radius of referee should take into account the dif- passing schools of fish or other lifeforms one meter. They release a colorless liquid ferent altitudes of the combatants; those It can be assumed that within 10 meters into the water, which enters the micro- attacking from above gain a +5 bonus. A of the surface, a character will have a filters of an AGS and then affect the referee might wish to use the rules for maximum visual range of 40 meters, if the wearer as per normal. For 50 Credits, weightless combat (page 26 of the view is not obstructed and if it is daylight. special filters can be attached to an AGS Expanded Game Rules book) when con- If it is at night, the character will only be which will keep poisons from getting to its ducting underwater combat, if high-recoil able to see one meter away at best. The wearer. weapons are used without bracing. referee should use this as a basic founda- Underwater versions of tangler tion when trying to decide a character’s grenades and smoke grenades can also be Underwater equipment visual range underwater. The final visual found. They work like the regular ones, range is left up to the referee. but they only have a one-meter blast When going underwater, characters can For 50 Credits, a wide-beam underwater radius, The smoke cloud produced by the take a variety of equipment modified to

90 JUNE 1986 work in that environment. A water- infrared vision capability. Freeze fields by a small energy cell which works for proofed compass can be found for 20 cannot work underwater, either. four hours before needing a recharge. The Credits. A special underwater flashlight, An underwater radiophone can be system protects the character in water which works like the one attached to the bought for 550 Credits, and will work with temperatures ranging from -35—C AGS, can be bought for 10 Credits. An regularly above water. It only has a range to 70—C. underwater version of the toxyrad gauge of 50 kilometers underwater, and is con- Special AGSs may be created if the char- costs 25 Credits; its functions are slightly nected to the communications system of acters are going to dive in waters which different from the regular type, and it will the user’s AGS. contain dangerous chemicals or poison. not work above water. If the red light Underwater Solva-Way comes in small These AGS must be tailor-made for the shines, it means that there is a chemical in plastic bulbs which must be crushed by body of water in which the characters are the area that can affect the character the entangled victim. It then spreads out going to dive. Such suits cost and average through his AGS, but the special filters and dissolve the threads, remaining potent of 1000 Credits. mentioned earlier can filter them out for one turn. A bulb of underwater Solva- The modified weapons and equipment before they reach the character. A flashing Way costs 15 Credits, and it will not work mentioned earlier have a tendency to blue light indicates that there is dangerous above water. malfunction due to powerful pressure radiation nearby. A flashing yellow light Regular Tornadium D-19 works under- from deep dives, as do AGSs. Weapons and indicates that there is a chemical in the water, but special waterproofed Variable/ equipment must be further modified if area that is so powerful that even the Timer Detonators must be used. They cost taken into water containing powerful special filters mentioned above can not 7 Credits each and work above water, too. chemicals; this modification will cost a filter them out. Finally, special power backpacks (300 further 50 Credits. An underwater version of the exoskele- Credits) and powerclips (150 Credits) can The natural gravity of a planet will also ton can be found for 2500 Credits; this be bought that work underwater effect the pressure at deeper depths. For version also works above water. While every tenth of a gravity less than one, the wearing the exoskeleton, a character is Final notes AGS is able to dive 10 meters deeper able to swim 20 meters per turn without before a chance for malfunction occurs. having to rest. While underwater, the This article assumes that the area where The opposite is true if the gravity is character has a +10 bonus to hit in melee, the characters are diving has a fairly com- greater than one. This rule applies to the and does five additional points of damage. fortable climate. If the characters dive in weapons and equipment, too. The exoskeleton is designed to be worn water with extremes in temperature, an This article may be used as the basic outside the AGS without hampering any of AGS can be bought with a heating/cooling foundation for running an adventure the suit’s functions. system. This modification costs 100 underwater. It should not be considered a Because of the heat-absorbing properties Credits extra and adds two kilograms of strict set of rules. The final judgements of water, an AGS cannot have built-in weight to the AGS. This system is powered are up to the individual referee.

D RAGON 91 Editor’s introduction — We’ve received a lot of requests for more equipment that can be used on star-faring expeditions, and this article will hopefully fill in some of the gaps. The following mate- rial was produced before SFAC 3, Zebulon's Guide to Frontier Space, was released. It fits in with the original STAR FRONTIERS® game system, and it may be used by gamers who do not have access to the former product. Some modifications will be required if the Zebulon’s Guide revisions are being employed in a campaign.

Gyrojet ammunition Doze jetclip. The doze jetclip is loaded with 10 rockets, each carry- ing a small amount of doze gas. The rockets burst on impact, causing no damage, but filling a one-meter area with doze gas. The target must pass a current Stamina check or fall unconscious for 1-100 turns. The doze gas is only effective on the round it is fired. These rounds are often used by police or security forces to take suspects alive. Poison jetchip. The poison jetclip also has 10 rockets, each carry- ing a small dose of poison gas that will affect a one-meter area. When the target is hit, no damage is done, but a current Stamina check must be made. Those that fail will be affected by a S5/T10 poison. If the character passes the check or is wearing a gas mask or spacesuit, he will not be affected. A shot of antitox will neutral- ize the poison so no further damage is taken. Organic computers are the cousins of the standard STAR Tangler jetclip. This jetclip has 10 rockets filled with tangler FRONTIERS computer. Like normal computers, they are used to fluid. No damage is caused when a target is hit, but a one-meter store and analyze information. However, they have many impor- area is filled with tangler threads. The target may avoid being tant differences. caught in the threads if a Reaction Speed avoidance roll is made. Unlike a normal computer, which is made of electronic circuits, Otherwise, the threads will last for 30 minutes. Creatures with superconductors and specially formed crystals, the organic com- more than 100 Stamina points may break free in one turn. puters is grown from molecules. These are organic molecules, the same kind that form the building blocks of plants and creatures. Defensive Suits This makes organic computers much smaller than the normal computers. Organic computers, however, are not considered to be Slipsuit. A slipsuit is a tight-fitting suit made from a special low- living consciousnesses. friction polymer. It covers the entire body. The hands and feet are Since the organic computer is grown, it cannot be expanded like made from normal material, allowing the character to grip, a regular computer (by adding function points). Instead, an punch, and walk normally. The slipsuit makes its wearer harder to organic computer has a function point potential. This is the maxi- hit with most weapons in melee combat. The attacker is -20 on his mum number of function points an organic computer can use at chance to hit a character wearing a slipsuit, unless he is attacking one time (and therefore the maximum number of programs that with a sonic knife or sonic sword. Tangler grenades and tangler can be used at one time). However, programs can be entered and rockets will not stick to a character wearing a slipsuit, making it then later removed from an organic computer without damage to impossible to tangle a character wearing one. A slipsuit will be the computer or the program. It takes one turn to change the ruined once it has taken 100 points of damage. program of an organic computer. Unlike normal programs, when

88 AUGUST 1986 different from a normal computer; it is surgically placed inside a person or creature and becomes part of that person’s brain. Its power is obtained from the food the person eats. An implanted computer interfaces with other computers by a micro-transmitter/ receiver that is part of the implant. The computer interfaced to will require a similar transmitter/receiver as part of its equipment. Programs for an implanted computer are read by the person and “stored” in his memory. The implanted computer then draws these programs out of the person’s memory. A character may have as many programs memorized as his Logic Ability divided by 10. These programs may be of any level. If the character is ever injured to zero Stamina points or below, the implanted organic computer is destroyed. This is true even if the character is placed in a freeze field and later revived. For example, Zir-Zak (our Vrusk friend) has an implanted level 1 organic computer. His Logic Ability is 65, so he may store up to seven programs in his mind. The programs can be of any level, but Zir-Zak may only use 10 function points at any one time. Important: Characters with implanted organic computers do not become supermen! They simply have access to a computer at all times. If a character attempts to have his computer solve some- thing with too many variables, it will be beyond the abilities of the progam. With any program, the character must still supply exact instructions and data. Computers cannot guess outcomes or predict events without a great deal of information. Organic computers may only be implanted at the largest of hospitals with the most advanced of techniques. The process is very expensive and requires one month of hospital time for each level of the computer. The table below lists all the information on function point potential, size, and costs.

New equipment: Cost and mass table Item Cost (Cr) Mass (kg) Gyrojet ammunition Doze jetclip, pistol 20 — Doze jetclip, rifle 30 — Poison jetclip, pistol 50 — Poison jetclip, rifle 100 — Tangler jetclip, pistol 30 — Tangler jetclip, rifle 60 — Defenses Slipsuit 600 1 Computers Organic computers ** a character buys an organic computer program, he is buying a set Computer receptor implant ** of pre-recorded instructions that tell his organic computer what to Computer programs do. He is not buying the hardware needed to run the program. Infiltration ** Different programs may be used at different times, but the poten- Medical technology tial cannot be exceeded by programs that are in use. The function Accelerator drug 10 — points used by programs are the same as those listed for standard Anesthetic drug 5 — computer programs. Cloning ** For example, Zir-zak, a Vrusk adventurer, has a level 2 organic Experiential matrix analysis ** computer. Its function point potential is 30. He is using the com- Intensive healing ** puter to manage certain areas of his spaceship. He could have a Oxy drug injector 500 — level 4 computer security program (16 function points), a level 2 Oxy drug refill 30 — life support (8 function points), and a level 2 installation security (6 Regeneration ** function points) running at the same time. If he landed on a planet Universal antibody 100 — and wanted to use a language program, he would have to change Vehicles one of the programs in the organic computer to do so. In this case, Cloud flyer 40,000 4,000 he decides life support is not needed and replaces it with a level 4 Miscellaneous equipment language program. Density scanner 500 5 An organic computer may either be housed or implanted. A Environmental suit 100 2 housed organic computer is much like a normal computer. The Enviro-proofing ** actual processing part of the computer is kept in a small tank Portable space welder 300 20 filled with nutrients. Connections to it allow the computer to be Thermosign generator 1,000 100 interfaced with other computers and machinery. Its advantage is * — See description. its extremely small size. An implanted organic computer is much

DRAGON 89 Organic computer information table ples are taken of various parts of the character’s body. These may be held for any length of time. From these samples, a new body Function may be grown when requested. Growing a clone takes 500 days Computer Point Cost (Cr)/Mass (kg) and costs 1,000,000 Cr. Physically, the clone will be identical in Level Potential Housed Implanted appearance to character from which the tissue samples were 1 10 10,000/— 100,000/* taken, save for scars and other uninherited physical traits. The 230 35,000/1 400,000/* clone will have average scores in Strength, Stamina, Reaction 3 100 125,000/2 1,000,000/* Speed, and Dexterity. It will have no Intuition, Logic, Personality, 4 250 300,000/2 2,000,000/* Leadership, or Special Abilities. A clone may be supplied with 5 600 700,000/3 5,000,000/* these abilities through an experiential matrix (giving the clone the 6 1500 2,000,000/3 10,000,000/* scores recorded in the Matrix, see below). If a matrix is fed into a * — Implanted computers are extremely small. They will have no clone different from the person from whom the matrix was taken, effect on the carrying capacity, health, or appearance of the the Strength, Dexterity, Reaction Speed, Personality, and Leader- character. ship scores are reduced by 20 points. No score may be reduced below a level of six in this case. Clones and cloning are illegal on some worlds. Computer receptor implant Experiential matrix analysis. Living characters may undergo an experiential matrix analysis. This process will record all memories The computer receptor implant will allow the user of the implant and experiences of the character up to the time of the analysis to be in contact with his computer at ranges up to five kilometers. into a special computer storage. The process is mainly used to The user simply “thinks” his request to the computer. The com- transfer memories to a clone, and may only be done at an puter (if it has the proper program) will then send an answer to advanced hospital. This process is dangerous as it involves severe the user, where it will be “heard” as a thought in his brain. So long strain on the character; there is a 20% chance that the following as the user stays within range, he will be in contact with his abilities will be permanently reduced whenever an analysis is computer. made: Stamina, Logic, Intuition, Reaction Speed, Personality, and When a character buys a computer receptor implant, he is Leadership. One check is made for each ability. If an ability is to actually buying a special implant, an attachment to his computer, be reduced, the character will lose 10-50 points in that ability. All and a special transmission program. The implant is a micro-trans- abilities (except Stamina) may not be lowered to less than six mitter/receiver with special connections that attach to the nerve points. If the Stamina ability is reduced to zero or below, the cells of the user. This implant must be surgically attached to the character is permanently dead. The referee should record the character (just under the skin). This work can only be done at an reduced Ability Scores of the character analyzed and keep this advanced hospital (referee’s decision where) and takes two weeks. information for later use. Reduced abilities may only be increased The computer attachment is a similar transmitter/receiver that by use of experience points. The analysis takes one week and connects to the computer. The transmission program allows the‘ costs 50,000 Cr. two transmitter/receivers to talk to each other, and uses one func- Intensive healing. Intensive healing may only be done at sophisti- tion point. This program has no levels. The computer receptor cated hospitals. The referee should decide if a hospital is able to implant costs 50,000 Cr. Transmitter/receivers that attach to other do intensive healing. Intensive healing will allow the character to computers cost 2000 Cr each. heal 40 Stamina points a day. The cost is three times the number of points healed per day plus 500 Cr. Healing 85 Stamina points Computer programs would take three days and cost 755 Cr. Oxy drug injector. This slowly releases oxygen into the blood- Infiltration. Infiltration programs are designed to help a person stream, supplying all needs for twelve hours. Oxy drug injectors with computer skill defeat the security on other computers and are usually worn on the wrist, feeding the drug directly into the detect security overrides. There are six levels of infiltration pro- blood. The injector must be attached at a hospital. Once the injec- grams. Each level will add 5% to the character’s chance of success. tor is attached, the character may refill it with oxy drug as The amount of time needed to defeat security or perform a secu- needed. The cost of a refill is noted on the price list. Note that an rity override when using an infiltration program is changed to oxy injector will not protect a character in space; a spacesuit 10-100 minutes. To be used, the computer with the infiltration MUST be worn. program must be successfully interfaced to the other computer. Regeneration. This process allows lost arms, legs, fingers, and Defeat Security is not required to make this interface. Infiltration toes to be regrown by the use of special medical stimulation pro- programs require the same amount of function points as cedures. It may only be done at the most advanced hospitals. The computer security programs. patient, obviously, must be alive (or in a freeze field) when brought to the hospital. Regeneration takes 30 days for a finger or Medical Technology toe (costing 50,000 Cr) or 90 days for a complete arm or leg (cost- The following items are new pieces of medical equipment and ing 200,000 Cr). How the character lost the limb in the first place new medical processes. The processes may only be performed at is left entirely up to the referee. If the referee does not want to hospitals with sophisticated medical equipment. deal with this, the game problem of limb loss and regeneration Accelerator drug. This drug speeds up the body’s actions. Only a may be ignored. Since Dralasites do not have any specific limbs, medic may administer this successfully. When under the effects of they do not need regeneration. the drug, a character adds +2 to the initiative die roll (in addition Universal antibody. This antibody helps protect the person from to normal bonuses) and can make one extra attack per turn in any type of disease. It may only be injected at a hospital. Charac- melee combat. The effect will last for a number of turns equal to ters with the universal antibody have a +20% chance to resist any the character’s Stamina score (at the time the drug is taken) disease (if the chance to resist the disease is 0% (nil), the character divided by 10. Each turn the character is accelerated, the person is given a 20% chancel. This product is a great boon to galactic will lose four Stamina points. Lost points are healed like normal tradesmen and explorers of new worlds. wounds. Anesthetic drug. This drug works exactly like a doze grenade, Vehicles except that it must be injected into the target. Anyone may give the injection. Cloud flyer. The cloud flyer is an atmosphere craft specially Cloning. This process is very rare, performed at only the most designed for use in hostile environments. It has a completely advanced hospitals. When a character is to be cloned, tissue sam- pressure-sealed cabin and cargo area to protect the occupants and

90 AUGUST 1986 equipment from the environment. A cloud flyer’s main wings are tects these items from the extremes of heat, cold, dust, submer- swept back, and it has a shorter pair of wings, or canards, sion, tainted atmospheres, and vacuum. The referee should note mounted near the nose. that there are no specific rules for equipment failure in the STAR Cost: 40,000 Cr (rental fees — 200 Cr down, plus 100 Cr/day) FRONTIERS Expanded Rules. Enviro-proofing is provided to pro- Top/cruise speed: 400 kph/l50 kph tect equipment in situations in which the referee feels weather Passengers: 6 may affect the item. It is up to the referee to create other planets Cargo limit: 3,000 kg, 3 cubic meters and situations where it would be useful. Enviro-proofing may be done when the item is bought or at some later time. The cost to Miscellaneous equipment enviro-proof an item is 10% the cost of the item. Density scanner. This device is consists of a bulky backpack con- Portable space welder. The portable space welder is an all-envi- nected to a large cameralike set of goggles. The user wears the ronment welder. It will work in all conditions, including in vac- goggles, which show the scene in front of him. The density scan- uum, underwater, and in poisonous or tainted atmospheres. It is ner checks emmissions from the and similar to a modern oxyacetylene torch and uses an open flame computes the density of the items observed. It can only give very for its welding and cutting. It may be used to weld metals and general readings. The scanner is often used for locating hidden hardened plastics or to cut through these materials. It takes the cables and wiring for repairs. The scanner does not really “see welder one turn to make a weld or cut 50 cm (.5 meters) long. The through” things. It only gives the density reading of the surfaces welder may cut through up to 3 cm of material. The welder may of things. The density scanner must be supplied with SEU to oper- only be used in melee combat and no bonus is added for Melee ate, and it uses 1 SEU for every 10 minutes of operation. Weapons skill. If a hit is scored, the target will suffer 5-50 points Environmental suit. This suit is designed to protect its wearer of damage from the flame. A fuel tank is required to operate the from the weather and other conditions on habitable planets. It is welder. One tank will fuel the portable space welder for one hour. made of lightweight, quilted cloth. The suit covers the entire body Thermosign generator. The thermosign generator is an and has a built-in gas mask, goggles, and a small heating/cooling advanced form of the infrared jammer. It creates an infrared system. This will keep the suit cooled to a comfortable tempera- image of something that is not actually there by generating the ture on hot planets and warm on cold planets. The suit also pro- proper heat patterns. This image will be seen on all infrared gog- tects against tainted atmospheres, airborne irritants, and dust and gles and sensors, The thermosign generator has a 10-meter radius; sandstorms. Any field may be used with the suit, and it may be it may create nothing larger than this radius. Creatures and items worn under an albedo suit or skiensuit. It may not be worn under inside this radius will not be seen on infrared sensors. An image a slipsuit. The environmental suit itself gives no protection from disc is required for the generator to create the infrared image. attacks. The suit may be powered from a power pack or power- These discs must be custom-made and cost 100 Cr each. The gen- clip. It uses 1 SEU per day, if the heating/cooling system is used. erator is approximately a one meter cube. It requires a parabat- Enviro-proofing. This treatment may be given to any article of tery to operate. The generator uses one SEU each hour of equipment or vehicle except hover vehicles. Enviro-proofing pro- operation.

DRAGON 91 An Interstellar Armory

New defenses and weaponry for STAR FRONTIERS® Knight Hawks gaming by Gus Monter

Veteran Knight Hawks gamers may find the usual fare of interstellar combat goes better with a touch of the unexpected. This article presents a number of new devices for starship battles in the STAR FRONTIERS® game setting, all of them experimental in nature but certainly worth a try.

New Defenses

Energy shield Energy shields (E-shields) do not so much deflect attacks as absorb them. This defense activates a field that neu- tralizes destructive energy entering it. However, the plasma itself is neutralized when it absorbs the barrage. In this way, the shield overloads and becomes useless after so many attacks. E-shields are effec- tive against all laser weapons, shatter drones, and disruptor-beam cannons. An E-shield acts as a reflective hull when activated. the sum of 10. The shield can absorbs Mine damper The shield must tap energy directly (200/20 = 10) 10 hp damage, so the shield The mine damper is essentially like an from the ship’s generator in order to func- is wiped out in absorbing the full barrage. E-shield, except that it is only effective tion. The total amount of SEU that can be However, the ship still has 400 SEU to against mines. It must be activated before drawn for a shield is equal to the ship’s place in the E-shield (HS 12, 12 x 50 = the player’s ship enters a mined hex. For a hull size (HS) times 50. The following table 600, 600 - 200 = 400). normal mine, 20 SEU are required to indicates how many SEU are required to absorb a point of damage. It takes 100 SEU absorb one hull point of damage from a Masking field to absorb a screen mine. weapon. Weapon types are from this ar- This is a form of that ticle and from the Knight Hawks Tactical effectively a ship from detec- Operations Manual, page 14. tion systems. However, due to the delicacy Reinforced hull of its effect, the field instantly drops if the This additional internal framework of LP¹ LB LC SD² DC masked ship moves or fires any weapons struts and bulkheads adds greatly to the ship’s ability to handle internal stress. SEU 5 10 20 40 30 (this includes the launching of probes, decoys, shuttles, and fighters). It cannot be When a ship is down to half its hull points, 1 Laser piston (see below) reactivated until two turns later. Also, the a -15 modifier is added to the ship’s ² Shatter drone (see below) field has a tendency to create 1-4 ghostly chance to break apart (see Tactical Opera- holographic images of the hidden ship tions Manual, page 13, “Hull Hits”). For example, a light cruiser finds itself in within a one-kilometer radius of the ship, the unfriendly company of two corvettes, on a 1% cumulative chance per turn of which promptly fire their laser cannons at operation. These images cannot jam detec- Seeker jammer it. The player of the light cruiser an- tors, but they work well in fooling them. A seeker-missile jammer is a device that nounces that he is activating his E-shield at Of course, once an enemy sees a “ghost broadcasts a charge which causes a seeker an SEU of 200. The corvettes both roll ship,” it knows that a real ship is in the missile to detonate in its current hex. The hits, then damage is rolled and totalled to area as well. . . . device has 1-3 charges and has an effective

D RAGON 85 New defenses: Table of equipment

Defense Cost (Cr)* MHS* * Availability Program level Function points Energy shield 3,000 6 1 3 12 Contact deflectors 1,000 5 1,2,3 2 9 Masking field 4,000 3 1 5 18 Seeker jammer 1,500 4 1 36 Armor plating 1,500 6 1,2 NA NA Armor plating (heavy) 3,000 12 1 NA NA Reinforced hull 800 1 1,2,3 NA NA Mine damper 2,000 1 1,2 2 9 * The price listed must be multiplied by the ship’s hull size for the final cost. * * Minimum hull size range of 20,000 km per charge (i.e., it can batteries, and mines, giving these weapons Contact deflectors have a range of 60,000 km if all the a -15% chance to hit. It adds 200 struc This is a precautionary device used by charges are used up). The jammer works tural points to the hull. starships entering combat, asteroid belts, as long as it is in range of the seeker mis- The heavier form of armor is essentially gas clouds; and uncharted regions. Basi- sile. A charge only affects one seeker the same as the lighter one, except it has a cally, it insulates the ship from contact missile. special ceramic alloy between the two with minor asteroids, meteorites, crashing plasteel layers. It adds 300 structural ships, and other forms of space debris. Armor plating points and is also effective against laser When passing through an asteroid belt, a This is a relatively common form of cannons, laser batteries, and electrical ship with contact deflectors adds a bonus protection on warships. The armor is beam batteries, giving these weapons a of 30 to the result in step A in the asteroid made up of two layers of plasteel beneath -15% chance to hit and penetrate, -20% movement procedure (see the Knight tritanium surfacing. It is effective against against the attack forms affected by the Hawks Campaign Book Expansion Rules, laser pistons, laser power torches, rocket lighter armor plating described above. page 34).

New weapons: Table of equipment

Weapon Cost (Cr) MHS Avail. PL FP DTM HDR FF RD MPO LTD RA Laser piston 1,500 1* 1,2,3 1 3 0 l-5 FF RD 6 Tractor beam 35,000 6 1 4 500 RD MPO 3 Fusion bomb 3,000 1 112 -20 5d10 MPO LTD 0 Screen mine 5,000 7 1 4 3 00 LTD 0 Maxi-missile 3,000 5 1,2 1 2 -5 3d10 FF MPO LTD 5 Abbreviations at the top of table are: cost in credits, minimum hull size (MHS), availability, program level (PL), function points (FP), dam- age table modifier (DTM), hull damage rating (HDR), forward firing (FF), range diffusion (RD), moving player only (MPO), limited supply (LTD), and range (RA). * Maximum hull size of 2

New combat table

Weapon Percentage chance to hit against this defense No RH PS ES SS MS AP AP (h) Laser cannon 75 60 75 75 75 25 -15 Laser battery 65 50 65 65 75 20 -15 PB battery 60 60 25 70 40 50 -15 EB battery 60 60 70 25 40 50 -15 Disruptor cannon 60 60 50 50 40 50 Torpedo 50 50 50 50 75 50 Assault rocket 60 60 60 60 60 60 Rocket battery 40 40 40 40 40 40 -15 -20 Mine 60 60 60 60 80 60 -15 -20 Seeker missile 75 75 75 75 90 75 Laser piston 60 45 60 60 60 15 -15 -20 Fusion bomb 70 70 70 70 80 70 Screen mine 60 60 60 60 80 60 Maxi-missile 50 50 50 50 70 50 Tractor beam 60 60 60 60 50 60

Weapon Percentage chance to hit using gunnery skills No RH PS ES SS MS Laser piston 55 40 55 55 55 10 Fusion bomb 60 60 60 60 70 60 Maxi-missile 40 40 40 40 60 40 Tractor beam 50 50 50 50 40 50

86 NOVEMBER 1986 In other cases (including ramming), dice weapon is often used on vehicles, from its ADF matches the light cruiser’s, it is are rolled, and a score of 15 or less indi- fighters to hovercycles. A fighter using a doubtful that the yacht can escape in time cates the ship has been hit — but the con- laser piston must forsake any other weap- before it is boarded. Instead, it fires its tact deflectors were useless because the ons except a fusion bomb or an assault laser battery at the beaming ship, which ship was hit head-on. This outcome can be rocket. will draw the yacht into boarding position avoided by using the pilot’s evasive maneu- in about one turn. ver ability (3% x pilot skill level) or a ram- ming pilot’s chance to maneuver (10% x Tractor beam Maxi-missile pilot skill level). However, if the roll was The tractorbeam is not really a weapon. The maxi-missile is essentially a rocket higher than 15, the deflectors have a 20% It is a powerfully energized electromag- with 3-5 warheads. Therefore, while it has chance to avoid ramming damage. For this netic beam which draws large metallic a lesser chance to hit than an assault rule to apply, the ramming ship must be objects toward it. The object is held just rocket, it does more damage on contact. HS 4 or less. within the beam’s range-and can be drawn For example, a fighter is down to 2 hull in at a rate of two hexes per turn. The points and the ship’s level -4 pilot decides beaming ship must cut its speed to zero Fusion bomb to ram a destroyer head-on, thereby mak- before it can draw in the “tractored” ob- The fusion bomb is so deadly a weapon ing the destroyer’s contact deflectors ject. Spaceships can use this device on any that it is “dropped” rather than fired at an useless. The base chance is 15%; after ship eight hull sizes less than the beaming enemy. The bomb’s unstable nature is such adding the pilot’s skill (10 x 4 = 40, 40 + ship’s own hull size. The beam must make that reaction drives places near it could 15 = 55), it becomes a 55% chance; but a roll to hit (modified by the defending trigger the bomb before it reaches its the destroyer’s level -5 pilot attempts to ship’s pilot’s chance to evade), after which target. Thus, the range of this weapon is evade (3 x 5 = 15). Therefore, the ram- the tractored ship can only break free by merely the same hex as the launching ming pilot has a 40% chance to hit head- accelerating to a rate of 10 hexes per turn, ship. A popular fighter ship tactic is to on. He fails his rolls; the destroyer player at which point the captured ship moves make repeated bombing runs along a rolls a 15, so the fighter ship explodes away at one hex per turn. Accelerating to larger vessel, with the result being a chain harmlessly against the destroyer’s hull. further multiples of ten allows the cap- of explosions eventually consuming the tured ship to move away at rates reduced target. to 10% of the ship’s acceleration; thus, a ship accelerating at 20 hexes per turn New Weaponry moves at two hexes per turn, etc. Screen mines For example, a light cruiser chasing an Screen mines operate like other mines, Laser piston Imp-class yacht comes into beaming range save that their effect upon contact is to The laser piston is essentially a miniatur- and, after a successful roll, locks onto the destroy any activated screens, fields, or ized version of the laser cannon. This yacht. Because it was not at top speed and E-shields.

D RAGON 87 Here Comes the Cavalry!

Conventional warfare in the STAR FRONTIERS® game

by Matt Bandy cavalry, artillery, and command. This examples of bumping seem pretty unlikely, article deals with cavalry — that branch of such as a hovercycle running an explorer Some gamers (myself included) are at- an army organized and equipped for mis- off the road. To correct this situation and tracted to the idea of combining role- sions requiring great mobility. Statistics for to integrate cavalry vehicles into the game, playing with wargaming. For the most particularly important cavalry vehicles are each vehicle has been assigned a “bump part, however, we are given only tantaliz- listed in Table 1. Airborne vehicles are also number.” These numbers are listed in ing bits of such a combination that leave considered cavalry. Particularly important Table 4. us hungry for more. “The Battle of airborne vehicles are shown on Table 2. When a bumping situation occurs, the Volturnus” in STAR FRONTIERS® module The effects that different types of ter- referee finds the difference between the SF2 is a good example. The module is great rain have on cavalry vehicles is important two vehicles’ Bump Numbers and multi- fun, but it ends too quickly. There’s Alex in the calculation of realistic rates of plies that number by five. The result is Curylo’s article, “Tanks a lot!” which ap- movement. These effects are shown in added to the modified reaction speed peared in DRAGON® issue #199 which deals Table 3. Detailed explanations of terrain score of the driver of the higher-valued with modifying civilian vehicles for com- types are given in the Alpha Dawn vehicle, then subtracted from that of the bat. But would there not exist vehicles expanded game rules. driver of the lower-valued vehicle. A designed solely for combat purposes? This percentile-die roll is made for each driver article presents just such vehicles, based to resolve the success or failure of the on Alex’s article noted above. Bumping maneuvers bump. Rolls of 01-05 always indicate suc- The vehicles dealt with in this article cess, just as rolls of 96-00 always indicate may take any action, such as bumping and failure. Cavalry slipping, that normal vehicles can. The For example, a hovercycle is trying to Four basic divisions exist in any well- battlewagon is an exception to this rule, as run a ground car off the road. A quick balanced military organization: infantry, its actions may be limited by its size. Some look at Table 4 shows the difference be-

70 APRIL 1987 from radar or infrared sensors. Holo screens use three SEU per. Minute. Armaments are shown according to which turret they occupy in each type of ground vehicle on Table 6. The same is done for airborne vehicles on Table 7. The following section regarding bombs is the only part of this article that deviates from the rules set forth in “Tanks a lot!” That section of Mr. Curylo’s article over- simplified the topic. Bombs do damage of varying severity according to the distance an object is from them when they explode. This is illus- trated on Table 8. The chance of a bomb hitting its target is equal to one-half of the bomber’s dexterity score, modified. In the event of a miss, use the Grenade Bounce Diagrams on page 24 of the Alpha Dawn expanded rules book. The asterisk repre- sents the target and the arrow represents the direction the bomber is travelling. The distance by which the bomb misses its target is dependent upon the altitude of the bomber, as shown on Table 9. The bomb explodes one turn after being dropped, giving the bomber that amount of time to vacate the blast radius. Failure to vacate the blast area results in damage to the bomber. Due to the increased sophistication involved in the engineering, Manufacture, and application of futuristic vehicles, a great degree of skill will be required to operate these machines. Skill require- ments for operating the vehicles dealt with in this article are shown on Table 10.

Targeting systems Numerous targeting systems are in use throughout the Frontier Sector. The most common are the eye-weapon coordination (EWC), manual, and cyberlink systems. The cyberlink system is explained in Yanks a lot!” The remaining two are de- scribed in the paragraphs that follow. “Eye-weapon coordination” means that the gunner’s eyes and weapons are linked in such a way that they move in tandem. tween the two vehicles’ Bump Numbers to Armaments, defenses, and sensors This is accomplished through the use of a be four. The hovercycle driver’s score of Defenses and sensors, instrumental in special helmet fitted with a low-power 63 minus 20 (4 x 5 = 20) is 43, and the locating and dealing with the enemy, are laser. The laser follows the movements of ground car driver’s score of 81 plus 20 (for shown according to vehicular type on the wearer’s eyes and, through a complex being the driver of the higher-valued Table 5. Power screens may be of any type circuitry link, brings the weapons to bear vehicle) and minus 30 (for being the vehi- covered in the Alpha Dawn rules, the most along the wearer’s line of sight. When the cle bumped) is 71. The hovercycle driver common being albedo, inertia, and holo- weapons are aimed at the target, the gun- makes a 1d100 roll of 26, meaning he graphic screens. Albedo and inertia ner has only to push a button, flip a maintained control of his vehicle. The screens are detailed in “Tanks a lot!” Holo- switch, or pull a trigger to fire any combi- ground car driver, however, is not so graphic screens are described in the fol- nation of weapons. The helmet can be fortunate: a roll of 95 indicates loss of lowing paragraph. switched from infrared to normal vision control. The referee now consults the For use in sneak attacks, vehicles are and can be turned on or off. The gunner Control Table in the Alpha Dawn ex- commonly fitted with holo screens need not expose himself to enemy fire, for panded rules (page 31) and continues play. equipped with camouflage feedback loops. each helmet is also linked to a set of infra- When a driver loses control of his vehi- In certain terrains, however, this tactic is red and video cameras. The images these cle, standard procedures governing this not effective. In passage over sand dunes, cameras receive are projected onto the situation apply. The exceptions to this rule vehicles tend to raise a cloud of dust that inside of the helmet visor. are the tank (ground) and the battlewagon. the holo screen cannot hide, creating On all the vehicles detailed in this article, Due to their low centers of gravity and suspicion among observers. In these in- the weapons are controlled by EWC. The width, these two vehicles do not roll over. stances, it is best to disguise the vehicle as vehicles have one gunner operating each Treat a result of either “roll” or “roll and something More regionally appropriate, turret who may fire any combination of burn” as a spin. such as a thundering herd of camels. Holo the weapons mounted on the turret in any screens cannot disguise or hide a vehicle one direction on a given turn. Of course,

DRAGON 71 Table 1 Land Vehicles

Top Turn Vehicle speed speed AC/DC Crew Parabattery Mileage Hover vehicles Hovertank 200 70 60/40 3 4 4 SEU/km APC 230 80 70/60 2 (20) 3 2 SEU/km Battlewagon 150 50 40/30 55*8 SEU/km Ground vehicles Tank 130 100 70/60 3 44 SEU/km APC 130 100 60/50 2 (20) 3 2 SEU/km

* A parabattery type 5 costs 8,700 credits, weighs 400 kg, and produces 8,000 SEU.

Key to Table 1 AC/DC: Acceleration/Deceleration Crew: Minimum number of crew members required for the vehicle to operate at maximum efficiency. Value in parentheses shows passenger capacity. Speeds: Given in meters per turn. Turn speeds: Because of their low centers of gravity, most vehicles shown here have high turn speeds. Mileage: The mileage properties of the vehicles are given because all the systems of said vehicles (i.e. weapons, defenses, sensors, and targeting systems) as well as the engine draw power from the vehicle’s parabattery. A tally of SEU used should be kept by the players or referee. Hovertank: A large, armored vehicle that floats 50 cm above the ground on a cushion of air. It resembles the tanks of today sans treads. APC: Armored Personnel Carrier. Both ground and hover APCs look like large, armored transports and can carry 18 passengers. These passengers can all vacate the APC in two turns via the 10 hatches in the ceiling of the passenger compartment. These hatches may be opened to serve as firing ports. Battlewagon: A huge, armored vehicle wide enough to take up two lanes of a highway, and designed to carry out extremely haz- ardous missions individually. Tank: A large, armored vehicle much like modern-day tanks in appearance and locomotion.

Table 2 Airborne Vehicles

Top Cruise Vehicle speed speed AC/DC Turns Crew Parabattery Mileage Attack helicopter 600 100 120/l20 8258 SEU/km VTOL fighter-bomber 1500 650 120/120 6 258 SEU/km

Key to Table 2 Turns: The number of 45° turns the vehicle can make in one game turn. Attack helicopter: An armed and armored jetcopter designed to combat enemy ground forces. VTOL fighter-bomber: An armored aircar with exterior weapon mounts that is designed for high-speed bombing runs. However, it is versatile enough to hold its own in a dogfight.

Table 3 Effects of Terrain

Vehicle Clear Broken Rugged Bog Water Highway Hazard Hover vehicles Hovertank 1.0 0.8 - 1.0 0.9 1.2 0.8 APC 1.0 0.7 - 0.9 0.9 1.3 0.8 Battlewagon 1.0 0.8 - 1.0 0.9 1.2 0.8 Ground vehicles Tank 1.0 0.9 0.8 0.7 - 1.1 - APC 0.9 0.7 0.3 0.6 - 1.2 - Airborne Attack helicopter* 1.0 0.9 0.6 1.0 1.0 1.0 0.6 VTOL fighter-bomber* 1.0 0.9 0.5 1.0 1.0 1.0 0.4

* Modifiers apply only if the vehicle is within 100 meters of the surface. Above that altitude, movement is at 1.0.

72 APRIL 1987 Table 4 Table 6 Vehicle Bump Numbers Defenses, Sensors, and Turrets

Vehicle Bump number Vehicle Sensors Defenses Turrets Hovercycle 1 Hover Ground cycle 2 Hovertank IR,V,SL IRJ,S,A20 2 (L) Hovercar 4 APC IR,V,SL IRJ,S,A15 1(M) Ground car 5 Battlewagon IR,V,SL IRJ,S,A25 3(L) Hover transport 6 Ground Ground transport 7 APC IR,V,SL IRJ,S,A20 1(M) APC (hover) 9 Tank IR,V,SL IRJ,S,A25 2(L) APC (ground) 10 Airborne Hovertank 12 Attack helicopter IR,V,SL,R IRJ,S,ES,A20 1(M), 4 (Pods) Explorer 13 VTOL fighter-bomber IR,V,SL,R IRJ,S,ES,A20 1(M), 4 (Pods) Tank 14 Battlewagon 16 Key to Table 5 IR: Infrared cameras V: Video cameras SL: Searchlight R: Radar IRJ: Infrared jammer A: Armor (# of coats) S: Power screen(s) ES: Ejection seat weapons firing once every two or four turns must respect their limitations. EWC gives the user a +30 modifier to hit. The gunner receives no additional bonuses due to weapons skills. “Manual” operation means the gunner Table 6 operates the weapon by hand. This is by Armaments for Ground Vehicles far the most common targeting system in civilian use. The gunner using this system Turret must expose himself to enemy fire but will Vehicle One Two Three have hard cover if the weapon is mounted Hover on a vehicle. Skill bonuses apply when Hovertank VMG,VHL GMx6 - using this system. APC VMG - - Battlewagon VMG,VHL C,FT GMx6 UPF and Sathar use Ground The UPF and Sathar war machines have Tank VMG,VHL,FT GMx8 - little use for cavalry vehicles, as they are APC VMG,FT - - expensive and easily destroyed by plane- tary defenses in any attempted landing. Key to Table 6 Nevertheless, each faction does maintain a VMG: Vehicle machine gun VHL: Vehicle heavy laser GM: Guided missile (Type 2) small complement of cavalry vehicles C: Cannon FT: Flamethrower B: Bomb (Heavy) aboard assault transports, in case the attackers happen to cripple the enemy’s planetary defenses. Planetary governments, however, are a different matter entirely. Being fast and Table 7 durable, cavalry is an important factor in Armaments for Airborne Vehicles any planetary engagement and constitutes a large part of all planetary governmental Pod number armies in the Frontier. For what it’s worth, Vehicle Turret One Two Three Four Pylons large Sathar biogenetic constructs are also Attack helicopter VHL GMx4 VMG GMx4 VMG Bx2 considered cavalry. VTOL fighter- On a final note, EWC systems, all weap- bomber VHL GMx2 VMG GMx2 VMG Bx6 ons, and all defenses presented in this article are banned from civilian use (ex- Key to Table 7 cept by UPF Grant #739) by the Arms VMG: Vehicle machine gun VHL: Vehicle heavy laser GM: Guided missile (Type 2) Proliferation Act. C: Cannon FT: Flamethrower B: Bomb (Heavy)

Table 8 Table 9 Table 10 Bombs Distance of Miss Skill Requirements

Distance Damage Altitude of Driver skill from bomb Light Heavy bomber Miss distance Vehicle requirement 0-20 m 25d10 50dl0 Point blank 20m APC Technician 1 21-50 m 20dl0 40dl0 Short 50m Hovertank Technician 2 51-100 m 15dl0 30d10 Medium 150m Tank Technician 2 101-200 m l0d10 20d10 Long 250m Battlewagon Technician 4 201-300 m 5dl0 l0dl0 Extreme 350m Attack helicopter Technician 4 301-400 m — 5dl0 VTOL ftr./bmbr. Technician 5 401+ m — —

DRAGON 73 (thug) whose PER/LDR score is 30/40. He enters a bar in an unsavory section of the city and tries to make a new friend, upon whom he hopes to unload a hot hover- cycle. The referee modifies Rico’s PER according to his familiarity with the set- ting: Since the bar is in his home city, the referee gives the roll a modifier of +20, adding an additional modification of +10 for the stranger’s receptive mood (i.e., slightly drunk). That gives Rico a chance of 60 (30 + 20 + 10) on the percentile dice of befriending the stranger. A 43 is rolled; Rico makes a good first impression on the stranger. The stranger tells Rico that his name is Carlos. When the referee rolls a PER check, he should observe the table of racial reaction modifiers (STAR FRONTIERS Expanded Rules, p. 60). Because both Rico and Carlos are Human, there is no racial modifier. But only highly intelligent societies have eradi- cated stereotypes. Therefore, racial modi- fiers usually belong in calculations involving personality. Otherwise, the ref- eree should restrict the modifiers to the general mood of the NPC and to the PC’s familiarity with the setting. Having gained Carlos’ confidence, Rico decides to tell his new friend that he has acquired a new hovercycle. The outcome here depends on PER as well. In addition to the ability to win friends, PER deter- mines a character’s persuasive abilities. When a PC tries to persuade a group of NPCs, regardless of whether or not he has by Steven E. Williams learned Persuasion, the referee should roll a PER check. It’s a Saturday afternoon, and you and a As a rule, a PER check should accompa- group of friends are enjoying a STAR ny any negotiations for money or seduc- FRONTIERS® game. Take a moment to step tion attempts. Successful or unsuccessful outside the game and observe your fellow rolls don’t necessarily mean success or players. Is one known for the ability to failure in negotiations, although they may crack a joke at just the right time? Does influence just how much a PC can get. another come alive in a situation involving Charm, or the power of personality, can a no-nonsense decision to accomplish a swing a deal to the advantage of either specific task? participant. Some players steer a group socially. Rico, rolling against the same modified Others steer a group toward a predeter- chance of 60 that allowed him to rub mined goal in the adventure. In real life, elbows with Carlos, now tries to persuade these types of behavior have been sepa- Carlos to buy the hovercycle. The roll is rated by psychologists into two kinds of 32; Carlos is interested. Unfortunately, he leadership: social and task-oriented. This lacks the cash to put forth even a trifling division is drawn in the STAR FRONTIERS offer. In return for Cr 50, however, Carlos game universe as well, and is indicated by offers the name of someone who needs a the PER/LDR ability pair. hovercycle. Rico the Snake accepts the A PER score, or personality score, mea- lead. He gets up to leave the bar to find his sures a character’s ability to adapt in inter- prospective client. personal situations. Wit, charm, comeli- In meeting strangers or settling a busi- ness, and a sense of humor contribute to a ness deal, a high PER score can be a great high PER; gravy stains on a shirt and bad asset. Social grace and magnetism help breath don’t. All of these characteristics — characters in many situations. In a crisis, both good and bad — are reflected numer- however, a different brand of leadership ically in a character’s PER score. emerges. Measured in LDR, this type of A great use for PER lies in replacing the leadership involves the no-nonsense com- Carousing skill that TRAVELLER® game munication taught to military officers. players miss in STAR FRONTIERS games. Task-oriented leaders are less interested To accommodate this need, the referee in cordial relations than are social leaders. should roll a PER check in any situation in Whether Human flesh or Vrusk hide is on which a PC socializes with an NPC. the line, danger affords no time to crack a For example, consider Rico the Snake, a joke. While in command, task-oriented 20-year-old Human military specialist leaders are more direct and more control- ling. In fact, a good task-oriented leader may have a lousy personality. So how does recognizing task-oriented leadership spice up the game? By way of rolling against the value of LDR, charac- ters can advise others under pressure. Suppose Rico and Carlos, while carous- ing in the bar, find themselves caught up in a brawl. Three upset Yazirians have started a fight. Rico, who holds Skill Level 3 in Martial Arts, yells, “Slap them in the eyes — they’re sensitive!” Rolling against his LDR score of 40, Rico rolls a 29; he has told Carlos, who knows nothing about the martial arts, what to do. In the melee phase, Carlos tries to whomp his aggres- sor’s reflective goggles. He succeeds and escapes being hurt. In this example, Rico has lent his Martial Arts skills to Carlos. Translated into figures the referee can understand, the lending of a skill requires verification that the prospective listener can hear the speaker and a LDR check for the speaker. If both conditions are met and the LDR check succeeds, the listener bor- rows the skill. In all cases, the borrowed skill is received at Skill Level 1 on a tempo- rary basis. In the case of Rico slapping the eyes of the Yazirian, the temporary basis was one round. Keep in mind several limitations for lending and borrowing skills. A PC must reach Skill Level 2 in a skill before being able to lend it. Skills that may be shared include only military skills and the most basic in the remaining categories (such as Operating Computers, First Aid, Operating Vehicles, Stealth, and Concealment). Fur- thermore, a skill is received at Level 1 despite the expertise of the lender. It is impossible for a PC to make everyone nearby an expert in these skills. Consider another application of skill- lending at the scene of the barroom brawl. Eventually, the fighting subsides and the Yazirians stumble out the door. Rico has suffered 20 points of damage from being clubbed with a Yazirian paw and a broken bottle. Even though Rico possesses First Aid at Skill Level 2, he cannot perform First Aid on himself; that skill can be per- formed on others only. But he is still con- scious and decides to lend First Aid to Carlos. To succeed, Rico must roll less than his LDR score: 40. He rolls 84; as a result, he has failed to communicate the remedy effectively. Carlos, who finds himself unable to set the bandage, could try again, but getting his friend to the hospital might be more helpful. Skill-lending, though limited in itself, can really improve an adventure on the whole by encouraging players to cooperate. An injured medic can advise another person Surely, you’ve noticed. More color, more articles, a whole new on treating wounds. A vehicles specialist look — and still, more than ever, the most powerful creature in can coach non-drivers in the ways to use the fantasy gaming world. See the DRAGON® Magazine various kinds of transportation. By point- subscription card in this issue for more information. ing out solid cover, a military character can help his friends evade enemy fire. DRAGON is trademark of TSR, Inc. ©1987 TSR, Inc. All Rights Reserved, Using LDR in this way justifies characters of different interests and professions coming together in the first place.

D RAGON 59 Nearly every mammal has fur or hair, serving as insulation for the creature and, if thick enough, as armor (to a limited extent). Fish, birds, and amphibians have no fur, but the referee may wish to have lizards, for example, grow fur in arctic regions. Some dinosaurs are believed to have had fur or feathers. Physical form: Certain creatures might not be completely solid in form. Inverte- brates such as the slug, worm, jellyfish, and medusa have no rigid internal struc- ture; some creatures could almost be liquids. Such creatures would usually dwell in oceans or other mediums which would support their weight. Attack forms: Almost all creatures have one or more methods of attack. Carnivores would usually attack with jaws or claws, and sometimes with a tail slap or sting. Herbivores generally attack only with limbs (like a horse’s hooves) or by ram- ming and goring (like a rhino’s horn). Sometimes, if large enough, herbivores can trample. Herbivores may bite but rarely do so by preference. Plants that attack might have mouthlike leaves like those on a Venus flytrap. Alien adapted to their environment that players plants would likely “attack” with thorns by Danny Kretzer begin to wonder how these creatures (perhaps poisoned) or with poisonous manage to survive. Referees create exotic spores. Glakket and his Yazirian companion plants and animals which could never The referee should feel encouraged to slashed their way through the dense jun- really live together in one environment. create brand new attack forms, such as an gle. Suddenly, a gigantic bird swooped The presence of unrealistic alien ecologies acid spray, special venom, or maybe a down, claws flashing. In an instant, the often cause players to wonder if there is sonic boom. However, attack forms should Yazirian was gone, leaving the Vrusk any special reason for the flaws they per- be suited to the creature using them, and explorer alone. . . . ceive. The first thing players will suspect should reasonably be expected to work “Whaaaaat?!” cried the player. “How is that Sathar may have tampered with the against the creature’s worst biological could a giant-sized bird even budge some- ecology of the planet, sending the PCs off enemy. Avoid completely ridiculous attack thing with a Yazirian’s mass? And how the track of the actual adventure in search forms unless you can find an analog for could it find room to fly, much less swoop, of a Sathar base. Keeping the game on them in Earthly biology. in the middle of a dense jungle?” track and keeping the game balanced and Defense forms: All creatures have one “Well, I guess there was a break in the believable are good reasons for a well- form of defense or another. Herbivores branches,” replied the referee, nervously planned ecology. and omnivores usually have more effective ignoring the first question. When designing other-worldly crea- defenses since they need them the most. “This jungle is miles in diameter! Why tures, the referee should add the following Defense forms include protective shells, would a creature spend time flying above guidelines to those given in the STAR thick hides, heavy fur, increased speed, it in hopes that another creature would be FRONTIERS® Expanded Game Rules. Note and sharpened senses. The referee should in one of the few clearings at the same that these are very general guidelines, and decide what bonus the creature should get time it flew over?” numerous exceptions could exist for each from a defense; for example, a creature The referee simply shrugged. such suggestion. with a fur coat 5 cm thick might get a “Well, where is its natural habitat?” Appearance: Creatures often have the bonus of - 15 to the attacker’s hit roll with “Um . . . in the mountains to the south. same colors on their dorsal sides as their melee weapons, and it could take 5 points But sometimes it goes hunting over the surroundings (“dorsal” means the back of off the damage roll from nonenergy weap- woods,” said the referee. a creature), with white or pale colors on ons. Large carnivores living on a planet “So, it does fly over this extremely dense their ventral sides (i.e., the underbelly of a that has no intelligent weapon-wielding jungle in hopes that a meal will conven- creature). Many small creatures, such as predators will likely not be well defended iently pass through the clearings. But it’s a insects, are brightly colored when conceal- unless they need protecting from their fact that birds need to eat their weight or ment is of minor concern or color is preys’ attacks or from other carnivores. more in food each day, so there’s no way important for social identification. How Speed: Small creatures would usually be that a giant flying bird could survive in well any natural camouflage works is fast or very fast. The referee should keep these circumstances and have strength to completely up to the referee, though it in mind that defenses like armor plating or pick a hireling out of a jungle. In real life, should usually be helpful. heavy fur impede the speed of a creature that bird would not have the strength to Consider, too, the location of a creature’s and should only be given to large crea- lift its own head off the ground due to lack eyes. As a general biological rule, preda- tures that usually move slowly anyway. of nourishment!” tors have eyes on the fronts of their heads Herbivores that are medium- to small- The referee sighed. Perhaps it was time (to coordinate their attacks with binocular sized should never be any slower than to try a fantasy game. No one ever ques- vision), and their prey have eyes on the medium speed, unless the predators are tioned giant flying birds there. sides of their heads (to detect predators equally sluggish or unless the herbivores over wide visual areas). The location of the have a powerful defense form. Likewise, All too often in STAR FRONTIERS® eyes helps the referee determine how this rule should apply to carnivores. Giant- games, I see creatures that are so poorly easily a creature can be surprised. and large-sized creatures are usually slow-

68 JULY 1987 er (unless they can fly), as are herbivores then its prey is bound to take advantage of plicate matters, the Sathar also told the of this size, since they have more weight it. To give a modern example, killer whales natives that Sathars were gods who had to to move around. cannot survive on land. When one attacks be obeyed. It was a challenge for the PCs Flying: Carnivorous flying creatures a group of penguins, they quickly swim to to take on a bunch of armed alien religious usually hunt prey on the open ground or land or a floating ice floe. This prevents fanatics who weren’t talking and could on the surface of water. The terrain over the whale from completely wiping out the easily beat the PCs in combat. which they are found usually helps deter- penguins, though a few penguins are Parasites: Parasites are found on all mine their size. In the opening instance usually caught anyway, thus allowing the planets. These are creatures that feed on with the Yazirian-eating bird, the crea- orca to survive; both prey and predator larger creatures called hosts. Parasites ture’s size would impede its flight capabili- benefit from the restriction, since a loss of have many ways of entering or attaching ty through the trees, and it couldn’t see prey means a loss of predators. The to a host; one way is through the digestive very well through the branches to catch restrictions don’t always have to be as system (swallowing). Once inside, the its prey. In the woods, flying carnivores obvious as this example. Restrictions parasite feeds off one or more of the host’s should never be larger than medium at should never allow every member of the natural features (blood, flesh, etc.). The best, and only that large in extreme cases. prey’s group to survive, or else the preda- parasite’s feeding should affect the host in Larger flyers generally stick to the moun- tor dies out. Of course, clever characters at least one way; for example, a parasite tains or open areas. Smaller flyers will will observe the restrictions of different might lower a character’s reaction speed stay away from exceptionally windy areas, creatures and use them in their favor. by 10. The parasite should rarely be capa- since they would be blown around like Intelligence: Almost every highly intelli- ble of killing its host, since this is against leaves. And please note that even the gent creature I’ve seen in any game adven- its best interests. If the host dies, then the largest flying creatures in existence today ture has been roughly man-sized and parasite dies with it. Parasites should be a would be unable to lift a medium-sized humanoid in design. Just because it hap- minor annoyance to the PCs and not a dog, much less a grouchy Yazirian with pened that way on Earth doesn’t mean it fatal threat. full combat/exploration gear! has to be that way on other planets. I’ve Microorganisms: Earth is crawling with Numbers: Tiny and small creatures are never seen a tiny creature or an aquatic or bacteria and other organisms that are often found in large groups if they are fishlike creature be the most intelligent microscopic. It seems very likely that social, especially if they have attack forms race on a planet. And look at Vrusk and other planets would be host to similar which can be combined to be dangerous Dralasites! Challenge your players with a organisms. Only a relative few microorgan- to larger creatures. Medium-sized crea- civilization of tiny lizard creatures that isms on Earth cause harm to humans; this tures might also be found in packs and can talk and fight. resistance evolved over millions of years herds. Medium carnivore numbers vary, I’ve also rarely seen a newly created of exposure to these organisms. However, since some travel in packs (like wolves) race of intelligent aliens that have devel- microorganisms on planets that humans or while others will hunt alone (like moun- oped firearms or motor-powered trans- other PC races have never visited before tain lions). Hunting techniques may thus ports. It’s likely that sooner or later the have a greater likelihood of being harmful dictate group sizes. UPF will uncover a planet with beings that to PCs (remember War of the Worlds, by Large- to giant-sized creatures might be have developed technology to a point H.G. Wells?). I’ve only seen one occasion on found in smaller groups if they are her- where they have sophisticated inventions which a microorganism was a threat to bivores, but carnivores will rarely be and weapons or even early space explora- the PCs in a STAR FRONTIERS® game found in groups larger than packs or tion. Hours of exciting roleplaying are adventure. prides of eight individuals or less. This is possible when a group of PCs uncovers a Microorganisms can become a very because large carnivores that must hunt technologically advanced planet and tries interesting problem for the PCs and can and bring down prey cannot stand great to get them to join the UPF. For example, a affect them in several ways. The first and competition for food. Imagine the food group of PCs and NPCs exploring a remote most obvious is to have an effect similar to requirements of a herd of tyrannosaurs! star system in a game I ran discovered a poisons, diseases, or infections, as shown On a planetary scale, there should be a crude exploration satellite with primitive in the Expanded Rulebook. The second is great many small creatures serving as photography equipment attached to it. to give exposure to the microorganisms a prey, a good number of medium prey and This led them to a medium-sized planet, bizarre effect, such as causing insanity or small predators, few large prey and medi- second from its sun. When they passed psychological deterioration. The third and um predators, and very few large preda- over it, they discovered the world was most terrifying effect is (obviously) swift tors. The referee should remember this covered with settlements — some as large onset of illness and death. This should when he is making a random encounter as cities. When they landed, the PCs met only be used when the bacteria are in an table and make large predators a less the planet‘s military forces. Once their area in which PCs wouldn’t normally likely encounter. This guideline, the food- poly-voxes were adjusted to the aliens’ encounter them: a depressurized drifting chain ratio, is rarely applied but is critical language and they had established their hulk, for example. If this type of effect is if a realistic ecology is desired. peaceful intentions, they were brought used, the referee may wish to introduce Special abilities: When a referee decides before the world’s ruling council. This was new anticontamination equipment to the to give any creature a special ability, he an interesting point in the game, as the campaign. The effect should usually should take into account the following: PCs discovered that they had allies and become obvious upon exposure to NPCs or size, special attacks or defenses, intelli- enemies on the council. They worked to lab animals (don’t kill off PCs too rapidly). gence, and dietary type (carnivore, her- convert those who were opposed to them. In a recent adventure I ran, the PCs dis- bivore, or omnivore). A large, intelligent In the end, after much intrigue, the PCs covered a hulk full of dead bodies. When carnivore with a poison sting should have got the planet to join the UPF. This got the they brought a corpse back to their own few and limited (if any!) special abilities. A PCs promoted in the UPF fleet. More ship, a careless NPC exposed himself to the small herbivore of low intelligence without important, it gave the players hours of body and its bacteria, and subsequently any attack or defense to speak of can have fun. Now they knew how the aliens who died. The PCs spent the rest of the adven- more and better special abilities. Her- come to Earth in the movies might feel! ture fighting faulty equipment and each bivores or omnivores that are preyed The above example is one of several other in. an attempt to find a cure for the upon will usually have special abilities adventures in which I had the native ali- disease. keyed toward defense or camouflage. ens possess firearms. On another occasion, The last type of effect that microorga- Restrictions: Most, if not all, creatures the Sathar got to the planet first and nisms can have is to damage equipment, have some type of restriction. If a carni- armed the natives, giving orders to kill weapons, or even starships. This can leave vore has a restriction (which it should), anyone in UPF uniforms. To further com- the PCs stranded on a planet if the referee

DRAGON 69 chooses. The Andromeda Strain, by damage done by others. They can even be or mercenaries, but the PCs must have Michael Crichton, makes useful reading. a mixed blessing, like one that raises a PC’s something of value with which to pay the Microorganisms don’t have to affect all Stamina but impedes his vision (“Hey, who creatures. Credits aren’t likely to be races. In fact, there may be a type of turned out the lights?“). accepted by aliens who have no contact microorganism that only affects the Lairs: In nature, a lair usually serves as a with the UPF! Sathar. The UPF would want to get their place to raise young, sleep, and eat food. hands on it so they could use it to make Some creatures may store items that they Summary new weapons (like grenades) for the Star consider valuable in their lairs. If the By using the guidelines above, referees Law Rangers to use against their foes. creature lives on a planet where there are should be able to create more realistic Corporations may also want to market a large deposits of a valuable mineral, it may alien lifeforms. The referee should use the new pesticide and send PCs to collect collect that mineral and even compete following rules in particular: samples. with prospecting PCs for control of a 1. There should be more weaker crea- The native animals on certain planets mineral deposit. Unintelligent aliens might tures than powerful ones in a worlds should have a very small chance of being keep valuable items for odd reasons, like ecology. affected by the microorganisms of their the Australia bowerbird that builds a nest 2. The ecology should allow both preda- own planet since they probably would of shiny objects to attract female bower- tor and prey to survive. have developed immunity. But, if exposed birds. 3. Intelligence should not be restricted to to PCs or brought to another planet, aliens Uses: When the referee creates a crea- man-sized creatures, nor should technology may die from contact with seemingly ture, he should decide if there are any be so restricted. harmless microorganisms (again, as in War possible ways in which PCs could use that 4. Most important, just because some- of the Worlds). creature. Wild animals could be ridden by thing hasn’t happened on Earth doesn’t Microorganisms are almost always found the PCs or used as pack animals on over- mean that it can’t happen on other plan- in great numbers, and they usually move land trails. The referee should decide how ets. In other words, the referee should not by wind or water currents. Some microor- fast a creature moves while burdened allow his imagination to be limited by the ganisms cause harm only under certain with a rider or gear (or both), and what way things are here on Earth. If a creature circumstances. For instance, an alien bac- penalties are assessed against encumbered is believable and consistent in its own teria may only take effect when inhaled, beasts. environment, the game will be improved. but can attach itself to skin and be carried A creature can also be used for food. (Note: One excellent reference book for by the victim even if he is wearing a gas Some creatures that are preyed upon ecology- and alien-builders is Dougal Dix- mask. Other microorganisms are only (most notably insects) have toxic chemicals on’s After Man (New York: St. Martin’s effective when they are swallowed or in their bloodstreams that are most effec- Press, 1981), which depicts a future ecol- enter the bloodstream through a cut. tive against their natural predators. These ogy on Earth, 50 million years after the Not all microorganisms have to be dan- poisons may or may not affect the PCs. extinction of mankind. It’s hard to beat for gerous. Some may act as a cure for the Intelligent creatures may act as guides imagination and detail. — RM).

70 JULY 1987 A special damage system for STAR FRONTIERS® games A SHOT IN THE ARM

by Jason Pamental and David Packard

The combat system used in the STAR FRONTIERS® game is generally realistic and simple, but the damage system lacks that realism. You never see anyone with a broken limb, a wound, a concussion, etc. The only damage taken is to one’s Stamina. The following rules make the damage system more realistic and provide infor- mation about broken limbs, wounds, and cuts, and how this damage can be healed. It also provides realistic damage to robots, computers, weapons, and equipment. Vehicle damage is already covered in the game rules.

Table 1 Special Damage Modifiers

Modifier Reason +1 Short range +2 Point blank range +2 Explosive weapon +1 Careful aiming * +2 Firing a burst +1 Per 5 SEU used by weapon +1 Target hit twice in same turn +1 Small target +2 Tiny target +1 Per skill level with weapon +2 Per Robotics or Com- puter skill * *

—1 Large target —2 Giant target —1 Long range —2 Extreme range —1 Moving target* * * —2 Suit-type defense —2 Target is underwater —2 Target makes RS check

* +1 is added for each round spent entirely on aiming, up to the maxi- mum of +5. * * This applies only to attacks against robots or computers, respec- tively. * * * This modifier is counted only once, even if both attacker and defender are moving in any manner. Table 3 Damage Results Table: Living Beings

Modified Stamina Special Units of lost 1d10 roll damage damage equipment 1 or less 0 None 0 2 5 Chest wound 0 3 5 Leg wound 0 4 5 Arm wound* 1 5—6 8 Shoulder wound * 1 7 9 Arm wound** 1 8 10 Head wound 1 9—10 10 Leg broken 1 Table 2 11 15 Chest deeply cut 1 Weapon Modifiers 12—13 8 Arm broken * 1 14 8 Arm broken ** 1 Weapon type Modifier 15—16 15 Abdomen deeply cut 1 Projectile pistol +2 17 15 Back wound, leg paralyzed 2 Projectile rifle +3 18 12 Shoulder deeply cut ** 2 Heavy projectile +5 19 15 Side deeply cut 2 Beam rifle or pistol +3 20—22 30 Head concussion 2 Heavy beam +4 23+ 1,000 Head removed, body falls apart, 5 Gyrojet pistol +2 target vaporized, etc. (pick one) Gyrojet rifle +3 Heavy gyrojet +6 * Secondary side (i.e., the left side if on a right—handed person). Short melee * +1 ** Primary side (i.e., the right side if on a right—handed person). Long melee * +2 Fist +1 Special damage effects Grenade** Chest wound: —5 to hit. Other thrown weapon +2 Leg wound: —3 meters/turn on movement. Bow or crossbow +2 Secondary-side arm wound: —5 for firing rifles, can only fire one weapon, —10% Tooth, claw, etc. +2 for doing tech, robotics, medical, demolitions, and computer skills. Primary-side shoulder wound: —10 for firing rifles, same other modifiers as a * Whips, swords, polearms, spears, secondary-side arm wound. chairs, and big clubs are long; axes, Primary-side arm wound: —30 to hit, can’t use rifles, —15% on above-mentioned bottles, small clubs, knives, nightsticks, skills. pistol butts, shock gloves, etc., are Head wound: —5 INT/LOG, 50% chance to be unconscious for 1d100 minutes. short. Leg broken: Only 2 meters/turn movement. * * Only a fragmentation or incendiary Chest deeply cut: —10 to hit, —5 DEX/RS. grenade can cause special damage. Secondary-side arm broken: No rifles can be fired, —10% to all skills mentioned for Each counts as an explosive weapon on a secondary-side arm wound, may only fire one weapon. Table 1. Primary-side arm broken: Same as with secondary-side arm broken, but with —25% to all above mentioned skills, —10% to hit with all other weapons. Abdomen wound: —3 meters/turn on movement, —5% to hit with all weapons, —8 kg on limit for carrying items. The system Back wound, leg paralyzed: Only 2 meters/turn on movement, —15 kg for carrying Each character has a percentage chance items. to cause special damage to an opponent Side deeply cut: —8 DEX/RS, —10 kg for carrying items. when that character performs a “to hit” Head concussion: —10 INT/LOG, —5 DEX/RS, 75% chance to be unconscious for roll. This chance is figured out by the 1dl0 hours. formula: 3% + (skill level x 2), where the Dead: Dead beyond a doubt, no chance of revival. skill level refers to the appropriate weap- ons skill. For example: Fl’remp, a female Vrusk, fires a laser pistol at a Human. She has a level 4 Beam Weapons skill, so her modifications to this roll, as shown on destroyed. There is a 10% chance that a chance to cause special damage is 11%. Table 1. The referee may modify this weapon will be destroyed instead of equip- She rolls a 06 on her “to hit” roll (less than number with modifications not found on ment. The victim’s player can pick which her chance), so she has scored special Table 1 as seen fit. Note that a target in an piece of his equipment has been damage. A character can add 1% to his activated defensive screen cannot take destroyed. If the character has more than special—damage chance for each round special damage. There are two damage- one unit of a certain type of equipment, spent aiming at a target. A maximum of type tables: one for living beings and one then two units of the equipment are 10% may be added this way. If a charac- for robots. Computer damage is explained destroyed (two clips, two rations, etc.). ter’s chance to hit an opponent is less than elsewhere. Special damage need not only occur due the chance to cause special damage, then To read the damage tables, go from left to an attack using weapons. Vehicle acci- special damage cannot be scored. to right. The first column on the left is the dents, falling, and fires are just a few of After a character has caused special number a player has rolled. The next the other possibilities, although this article damage, the player must find out the type column shows how much extra damage is is only concerned with weapon-related of damage done (this special damage is in taken to the target’s Stamina score. The damage. addition to normal Stamina—reducing dam— third shows what kind of special damage The referee should keep track of dam- age). To determine damage, the player is taken, and the final column shows how age for NPCs, creatures, robots, and com- rolls Id10. Add or subtract any applicable many pieces of equipment have been puters, while players should keep track of

D RAGON 67 their own damage themselves (unless the A Vrusk with a damaged arm requires a Repairing a robot referee doesn’t trust them). If the referee 1d10 roll to find out which arm was hit: Repairing a robot is easier than healing a feels that damage to a character might 1-5 is the left arm, 6-10 is the right. living creature. A character with Robotics greatly lessen the other players’ chances A Dralasite is not able to absorb a para- skill is required. for completing their mission, then he may lyzed leg until it is healed. Because of this, Damage to a robot takes 2d10 minutes to alter the damage taken by that character. the Dralasite suffers the special penalties repair. A broken part takes 5d10 +5 min- caused by the paralyzed leg. utes to fix, while a cracked item takes Computer damage An electrostunner does not break a limb. 4d10 +5 minutes. Add 10 minutes to the Computer damage is easy to determine If a broken limb is indicated because of an repair time for each joint which is dam- because a computer has no major moving electrostunner or other electrical damage, aged or broken, and 20 minutes if the parts. Take the modified 1d10 roll gener- then the limb has excessive nerve damage brain casing has been hit. If the brain ated above and divide it by 5, rounding instead. The same penalties occur, and the casing and the body have been cracked, down; this represents the number of nerve damage may be healed the same as add 1 hour to the repair time. programs which have been destroyed. The would a broken limb. lowest-level programs are destroyed first, highest level last. If the computer has a Computer Security program which has not Table 4 been destroyed, then any alarms it con- Damage Results Table: Robots trols are set off. A computer may be repaired, but the Modified Stamina Special Units of lost programs may not be brought back unless 1d10 roll damage damage equipment a computer specialist knows them (as per 1 or lower 0 None 0 the Computer skill). A computer which has 2 5 Body damage 0 more programs destroyed than it possess- 3 5 Leg damage 0 es will explode, causing 6d10 damage 4 5 Arm damage 1 points to anyone within 5 meters of it 5-6 8 Arm joint damage 1 (Reaction Speed check defense). A com- 7 9 Arm joints damage 1 puter destroyed in this way cannot be 8 10 Brain casing damage 1 repaired. 9-10 10 Leg broken 1 11 15 Body cracked 1 Healing special damage 12-13 8 Arm broken 1 Adventurers may find it necessary to 14 8 Arm joint broken 1 heal damage caused to themselves. To heal 15-16 15 Brain casing cracked 1 a wound, all Stamina points of damage 17 15 Movement center damaged 2 caused by the attacking weapon must be 18 12 Arm joints broken 2 healed, and 1d10 +1 hours of game time 19 15 Body and brain casing cracked 2 must pass until penalties caused by the 20-22 30 Brain casing broken 2 wound are nullified. 23+ 1,000 Explosion (cannot be repaired) 15 A cut may be healed as a wound, but it takes 4d10 hours until the penalties Special damage effects caused by the cut are nullified. Body damage: —5 to hit with weapons because of internal damage. A deep cut may be healed this way, but Leg damage: —5 meters/turn on movement (unless robot has alternate movement it takes 1dl0 +1 days until those penalties system, such as rocket movement). are nullified. Arm damage: Attacker can choose attacked arm or tentacle, —9 to hit with any A broken limb may be mended if all the weapon held in that arm. Stamina points are healed and the limb is Arm joint damage: —14 to hit with a weapon in that arm, —2 damage for melee set in a cast or splint. If it is not set within attacks. two hours, the limb does not heal until the Arm joints damage: No weapons may be fired from that arm, no melee attacks. character enters a hospital (costing 50 Brain casing damage: 50% chance of robot being stunned for d100 minutes (even if Credits per day for 3d10 days). A limb set A-S implant is installed), —5 to hit with all weapons, 20% chance of a malfunction. in a cast or splint takes 3d10 +1 days until All robots have brains, but a noncybernetic robot’s brain is a computer. the penalties are nullified. Leg broken: —10 meters/turn on movement, —5 meters/turn to movement using A concussion may be mended if all Stam- alternate movement system because it also has been hit. ina is healed and the PC rests at least 10 Body cracked: —10 to hit with all weapons, —5 meters/turn on movement, 20% hours per day for 1d10 days. Hospital fees chance of a malfunction. for this time amount to 200 Credits. Arm broken: No weapon can be fired from the arm, —5% to chances to repair it. The back wound is special. It may be Arm joint broken: Same as arm broken, but a —25% to chances to repair it. mended if ail Stamina is healed, major Brain casing cracked: Stunned for dl00 +20 minutes, 50% chance of being deacti- surgery is used to repair paralyzation vated, —10 to hit with all weapons, 35% chance of a malfunction, —30% to damage, and the PC rests for 2d10 hours. chances to repair it. Otherwise, it heals in 3d10 days. A hospi- Movement center damaged: Robot cannot move, —30% to chances to repair it. tal charges 200 Credits for these services. Arm joints broken: No weapons can be fired from the arm, —20% to chances to A Dralasite cannot have a broken limb, repair it. but it looses the ability to grow one until Body and brain casing cracked: The same effects as body cracked and brain casing the spot heals where it was hit. This heal- cracked combined. All damage and penalties are cumulative.. ing takes 3d10 days. The Dralasite still Brain casing broken: Automatically deactivated, —20 to hit with all weapons, —20 suffers the same penalties as if it had meters/turn on movement, 55% chance of malfunction, —50% to chances to broken limbs. repair. If a character has multiple damage, such Explosion: Everyone within 10 meters takes 7d10 damage (RS check defense). as a chest wound and a broken leg, it still takes 1d10 +1 days for the leg to heal. Healing times are not cumulative.

68 A UGUST 1987 A Second Look at Zebulon’s Guide

Corrections, clarifications, additions, and answers

Page 7: The Techex profession skill Page 19: The first sentence of the first by Kim Eastland listed as “Machinery: Operate” is actually paragraph should read: “Techexes who “Machinery Operation.” operate these devices for a living must Some time ago, I had the pleasure of Page 9: The second paragraph of the have Matter Transferal Devices skill level designing Zebulon’s Guide to Frontier last column states that skipping levels is 9.” The skills Medical Treatment: Disease, Space, Volume 1, the first addition to the not allowed, even if the character has Medical Treatment: Infection, and Medical STAR FRONTIERS® game rules in many enough experience to do so. This means Treatment: Infestation all have identical years. For those STAR FRONTIERS game that though a character has enough expe- second and third paragraphs. The words fans who have picked it up, here are a few rience points (XP) to directly jump from “98-00 or” should be deleted from the comments and corrections for that tome. second to fourth level in a skill, he must beginning of the second paragraph in spend at least one adventure (of a substan- each, and the words “01-02 or” should be Preface: The preface mentions tial nature) with the skill at third level deleted from the beginning of the third “Bizarre” in its first full paragraph. This is before he can spend the rest of his XP to paragraph in each. the second largest continent on the planet achieve fourth level. Page 20: The skills Medical Treatment: Faire in the Capella system out in the Rim. Page 11: With regards to the Medical Poison and Medical Treatment: Radiation Its largest city is Minzii. section, note that when a character has a both have identical second and third para- Contents Page: Under the Tables list- disease, infection, infestation, poison, or graphs. The words “98-00 or” should be ing, the Skill Costs Table is actually on radiation introduced into his system, dam- deleted from the beginning of the second page 9, not 10. The Equipment Tables are age does not begin to occur until the turn paragraph in each, and the words “01-02 actually on pages 88, 89, and 90. following the introduction. All other forms or” should be deleted from the beginning Page 1: The first sentence of the Hum- of damage (weapons damage, fire, falling, of the third paragraph. ma’s special ability to spring charge should etc.) occur instantly, in the same turn they Page 21: The fourth sentence of the read, “A Humma can spring up to 25 are introduced to the character. In the Medical Treatment: Wounds II skill should meters horizontally from a standing start Robotics section, note that roboprogs are read: “For every 10 points of damage (or and, if it lands within two meters of an not interchangeable with maxiprogs or fraction of 10 points) that are healed, a full opponent, come to a dead stop and make a bodycomp progits. turn of treatment time and an additional free melee attack against the opponent. Page 12: The second to the last sen- dose of biocort are required.” This attack is in addition to normal actions tence in the Weapons paragraph should Page 22: The Pumping Federanium’s or attacks that turn.” end “. . . and his result area can never be fifth sentence should end: “. . . may have Page 3: The Mechanon pictured is a greater than the Blue area unless he rolls a trouble fitting into suits and equipment propaganda illustration issued by the 01-02 (see Automatic Rolls on page 29).” normally designed for his race.” planet Mechano itself to better the Fron- Page 13: The skill check for Camou- Page 23: In the Robotics: Robopsycholo- tier’s image of Mechanons. In reality, flage is secretly rolled by the referee. This gist section, note that any robopsycholo- Mechanons come in a variety of different is because the character will not know if gist who attempts to alter the functions or shapes and sizes, and they are much dead- he is successful until someone else spots mission of a Mechanon suffers a - 8 CS lier looking than this cartoon version. or misses the camouflaged structure or modifier. Page 5: Delete the Dexterity Modifier item. Page 24: With regards to the Stealth column on the Ability Score Table. It has Page 18: The fourth sentence of the skill, note that the skill check for a charac- been replaced by the Dexterity Modifiers Hypnosis skill should read “(If the hypno- ter using Stealth to sneak up on someone Table on page 38. On the Racial Ability tist is a Sathar, his skill level is eighth, but must be made every 30 meters if the user Modifier Table, the PER/LDR modifiers for an unwilling victim is allowed a Logic is moving slowly or 15 meters if the user is Osakar and Humma are “ - 10.” check in addition to the normal Intuition moving quickly. The skill check for using Page 6: The last sentence in the last check.)” This change applies as it is now Stealth to “tail” a suspect must be made paragraph on this page should begin “A widely known that Sathar can hypnotize. every 30 minutes of stalking. positive shift makes. . .” Delete the pre- Also, the prerequisite skill for the Machin- Page 29: The beginning of Step 2 of the vious “It does make.” ery Repair skills is Machinery Operation. Ranged Weapon Combat Procedure should

DRAGON 73 read: “Apply all appropriate combat modi- Page 35: The effective defense against Page 69: Sonic screens or sonic head- fiers, Dexterity modifiers, and shift the acid foam grenade should read phones provide full protection from the columns to the left and/or right? The first “Salgel,” not “Basegel.” effects of marble grenades unless three or sentence of Step 3 should read: “Roll per- Page 36: The “Range” column heading for more are detonated at the same time. The centile dice and locate the final result on missile warheads should be “Blast Radius.” third marble grenade, and all others fol- the Resolution Table.” The blast radius of a sonic missile warhead lowing it which detonate in the same turn, Page 31: The second sentence at the is “6 X Msl#.” Additionally, the Primitive are then treated as polyhedron sonic gre- top of column one should read: “Opportu- Melee and Thrown Weapons Table should nades for defense purposes. nity shots are like Careful Aim shots; the list Spear damage as 14, not 4. Page 73: The paragraph at the end of character can do nothing else that turn, Page 41: The last sentence for the the Combining Hardware and Maxiprogs but an Opportunity shot cancels the nega- Channeling I and Channeling II disciplines section lists various combinations of maxi- tive CS modifier for target movement.” The should be deleted and replaced with the progs that a Level 2 Mainframe Computer beginning of Step 2 of the Area Effect sentence: “Each successful discipline use could have. Delete the words “or one Level Weapon Combat Procedure should read: lasts 3 turns.” Also, the Confusion disci- 4 maxiprog” from the example. As is stated “Apply all appropriate combat modifiers, pline can only be used to affect a single later, a mainframe computer cannot run a Dexterity modifiers, and shift columns to target. maxiprog of greater level than the com- the left and/or right.” The first sentence of Pages 48-50: The names of the UPF puter level. Step 3 should read: “Roll percentile dice Space Fortresses can be added to the Page SO: There are a few mistakes and locate the final result on the Resolu- tables of planets: under the Energy Use or Max. Damage tion Table.” The fourth sentence of Step 3 Absorbed column of the Defenses list. The can be deleted altogether, as this informa- Planet Fortress Simp Screen should read “1 SEU/ 6 pts.” tion was spread throughout the Grenades Moonworld Defiant Full Maser Mesh should read “Negates and Missiles sections. In the Skills section, Kdikit Kdikit Maser damage.” Partial Maser Mesh should note that the distance a character can Morgaine’s World Gollwin read “Halves Maser damage.” Both Basic throw a grenade is equal to his Strength Pale Pale Helmet and Sonic Prot. should read “V.” score plus his Dexterity score, divided by Gollywog Redoubt Page 91: On the first side of the STAR four; i.e., (STR + DEX)/4. FRONTIERS Character Record Sheet, Page 34: The abbreviation “pS” indi- Page 50: The second planet in the Cryx- under the Weapons section, a player cates damage per each SEU used. The ian system of the Rim Coalition Planetary should enter his PC’s DEX or STR modifier, “Rate” note should be changed to “ROF,” listing is “T’zaan” (delete the “(B)T” note). whichever he chooses, along with the the “Defense Type” note should be Page 65: The warheads come in differ- Column Modifier in the “Col Mod” box. See changed to “Effective Defenses,” and the sizes for each missile type and are not the Ability section under Melee Procedure “M#” note should be changed to “Msl#.” interchangeable. on page 32.

Index to Advertisers

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74 SEPTEMBER 1987 The power of powered armor in the STAR FRONTIERS® game

by David Dennis

Powered armor is a device commonly used in science-fiction role-playing games and occasionally used in fantasy RPGs. TSR’s own GAMMA WORLD® game has powered armor. A suit of powered armor also appears in AD&D® module S3 Expedi- tion to the Barrier Peaks. Unfortunately, the game that would most likely have powered armor lacks it. Spacesuit armor is found in the STAR FRONTIERS® Knight Hawks rulebook, but it is not powered. Here, then is real powered armor.

Properties of powered armor Certain characteristics apply to any powered-armor suit, no matter what the design. The main property of such armor is the protection it provides. The degree of protection for each weapon type is listed on Table 3. The percentages listed there work on the same principal as spacesuit armor. If a character is hit by a weapon, look on the chart for the proper percent- age and roll percentile dice. If the number is less than or equal to the listed percent- age, the weapon fails to penetrate the armor. If the weapon penetrates the ar- mor, the character still takes only half damage. Powerscreens may be combined with powered armor (using the SEU in the miscellaneous powerpack, if there is one), but defensive suits may not. Thus, a po- werscreen that allows only half damage through (such as an inertia screen) means only one-fourth the total damage affects the character. Besides providing protection, powered armor boosts the wearer’s Strength and Stamina. A person wearing a fully func- tional suit of armor has triple his normal Stamina. This benefit comes from lack of fatigue, lack of effort expended when one person (stored in a freeze-dried form). considered high-security military hard- wounded, decreased penetration by weap- The solid supply of food is only to be used ware, and possession of such a capsule or ons, and many other factors. Even more when the suit’s main supply runs out. The a drop-capable ship (or a suit of powered benefits are received from the increased main food supply consists of a constant armor, for that matter) is a major felony. strength the armor gives. An armored intravenous flow of nutrients that allows character is able to lift one metric ton the soldier to fight and be fully nourished Powered armor design (1,000 kg) over his head, carry 200 kg at without stopping to eat. This supply of The system provided in this section encumbered movement, and carry 120 kg food also lasts four days. Two doses of allows you to custom-design a suit of pow- encumbered. The suit’s strength adds an stimdose, two doses of biocort, and one ered armor. This system gives the designer additional 35 points to damage done in dose of staydose make up the suit’s medici- 545 points with which to build a suit. The melee combat. For purposes of hitting in nal supply. The suit automatically adminis- basic cost of a suit of powered armor is melee combat, such that half of the attack- ters these drugs to the suit user when 3,500 Cr for a stripped-down version er’s Strength is the chance to hit, give the necessary. Note that the effect of the without weapons, sensors, or special wearer a base 100% chance to hit. Jump- biocort is tripled because it is added to the movement capabilities. Prices for addi- ing is also boosted by the armor’s strength, wrearer’s original Stamina. Furthermore, if tional equipment may be added to this allowing jumps of 200 meters in height. a character’s armor breaks down in the base price. The system for designing a suit Jet-assisted jumps may be made to 400 wilderness, the suit contains a survival is explained below: meters, but only 10 jet-assisted jumps may pack identical to that found in the Crash Weapons: Weapons cost one point for be made before the suit runs out of fuel. on Volturnus module included in the Al- every kilogram of weight they possess. For Horizontal jumps of 180 meters, with a 40- pha Dawn game set. As a final note, get- purposes of game balance, pistols weigh 3 meter peak at the height of the arc, may ting into a suit of armor takes four rounds kg and rifles 7 kg. A character may never also be made. Rate of movement in pow- (five for Vrusk). have more than five pistols or three rifles ered armor depends upon the type of per arm. In addition, a suit may never armor purchased. All of the options listed Uses for powered armor have more than 30 kg of weapons built for vehicles also apply to powered armor Powered armor is used by the UPF and into one arm. However, a character may (with the exception of skid turns). certain rich and powerful megacorpora- still hold a handheld weapon in an arm The key word in the phrase “powered tions and planetary governments for plan- with 30 kg. Handheld weapons must still armor” is “powered”. These machines of etary raids, antiarmor strikes, search- be paid for in points. Total point cost for destruction consume massive amounts of and-destroy missions, and various other all weapons desired may never exceed 85 power. Powered armor suits are fuelled by activities across the Frontier. Soldiers in points. All costs for weapons purchased type I parabatteries (600 Cr each) that last powered armor are usually landed by are added to the base cost. 48 hours each. If the suit runs out of shuttles or dropped to a planet from orbit Movement: When designing a powered power, the wearer is stuck with an incred- by assault transports: large, bulky ships suit, the turn speed, top speed, accelera- ibly cumbersome suit that leaves him equipped with ion engines, each capable of tion, and deceleration must be bought in almost helpless. Fortunately, every suit carrying 1,000 normal troops, or 700 points. Each of these is paid for using a carries two spare parabatteries that may powered troops and 10 shuttles. (Each number of points equal to that ability in be exchanged for the used battery in 10 shuttle carries 100 soldiers of either type.) meters/turn (thus, a turn speed of 90 turns. In addition to the normal power Along with the shuttles, each transport meters/turn costs 90 points). Flight capabil- supply, most suits have two separate po- carries numerous one-man reentry cap- ity may also be bought, but a 190 meters/ werpacks for weapons and miscellaneous sules for orbital drops by powered-armor turn top speed on the ground and a devices such as screens, cameras, and troops. The Knight Hawks statistics for minimum ground acceleration of 80 infrared jammers. The amount of SEU in these ships are in Table 1. meters/turn are needed to qualify for the each of these varies from suit to suit. The Prior to an orbital drop, powered-armor running take-off needed to fly. Flight costs weapons pack has connections for two soldiers are encased in individual capsules. an additional number of points equal to weapons, and the miscellaneous pack has A capsule consists of several layers, two of the top air speed in meters/turn divided by connections for one screen and two auxil- which contain parachutes and one which 10, rounded up. The monetary price for iary items. contains retrorockets. As the capsule movement is 5 Cr per meters/turn in every A soldier on a battlefield as dangerous as enters the atmosphere, the layers burn ground ability and 10 Cr per meter/turn of those of the STAR FRONTIERS game needs away, protecting the soldier inside. With top speed in flight. Flying suits accelerate, to be completely aware of his surround- the combined use of the parachutes, retro- decelerate, change altitude, and make ings. Therefore, every suit of powered rockets, and the powered armor’s boot turns just like a jetcopter. However, flying armor contains a compass, infrared gog- jets, the capsule is able to make a safe and suits may perform nap-of-the-earth flying gles, magnigoggles, radiophone, toxy-rad gradual descent. with no movement penalties. gauge, and an external microphone that As the ablative layers of the capsule Power: The amount of SEU stored in the dampens loud noises and amplifies quiet break off, they show up as numerous blips weapons and the miscellaneous power- ones. This microphone also allows the on radar, thus making it difficult to track packs must be decided upon. Add up the wearer of the suit to communicate with descending capsules. To further this end, total SEU carried in each powerpack and creatures outside. Every suit also contains dummy capsules, exploding capsules, divide this number by 10, rounding up. a vital-statistics monitor on the outside magnetic decoys, ion-window devices, This is the number of points that must be that measures the wearer’s rate of respira- white-noise broadcasters, and radar jam- paid. The monetary cost is 5 Cr for every tion, pulse, brainwaves, and the locations mers are also launched from orbiting SEU carried. Powerpacks may be re- of his wounds. (In game terms, characters ships. Together, these elements produce charged at the same places as power back- will be able to tell the current Stamina of thousands of images on radar when there packs (at no more than a 50-point wounded soldiers.) are in actuality only a few hundred expenditure). In case of a gas or radiation attack, manned capsules being dropped. Conse- Ammunition: Again, the listed weight in every suit of powered armor contains a quently, the drop is probably the safest kilograms is taken in points. A dash on the gas mask and a four-hour air supply part of the mission. A 2% chance exists for Ammunition chart (in the Alpha Dawn (which means that powered armor is any dropped soldier to become a casualty Expanded Game Rules booklet, page 40) completely usable underwater or in in the actual drop; casualties during the means that the item weighs 0.5 kg or less. space). The air supply may be renewed drop are almost invariably fatalities. For point costs, assume that these items where there is clean air. Powered armor Powered-armor drop capsules are not weigh 0.5 kg each and therefore cost ½ also contains a four-day supply of food for for sale to the general public. They are point each.

D RAGON 71 Table 1 Assault Transport and Shuttle Statistics

Ship type HS HP ADF MR DCR Weapons Defenses Shuttle 3 15 — 4 29 None RH Assault transport 10 50 1 4 50 LB,RB(x3) RH, MS, ICM ( x 4)

missiles launched. In addition, the suit Table 2 wearer may dispatch different numbers of Standard UPF Assault Model Powered Armor missiles to different targets. For example, a soldier in a suit with missile packs sees Weapon system Points Cost (Cr) one civilian, one skimmer, and one enemy Basic suit — 35,0000 powered-armor soldier. The soldier Two rocket launchers (right forearm) 15(x2) 5,000 (x 2) launches eight missiles, aiming one at the One grenade mortar (back) 15 2,000 civilian, three at the skimmer, and four at One flamethrower (left forearm) 10 3,000 the enemy suit. All missiles must roll sepa- Two missile packs (one each shoulder) 20 1,200 (x 2) rately to hit, but receive a 30% bonus to Turn speed: 90 meters/turn 90 450 hit because each missile is guided. As Top speed: 150 meters/turn 150 750 many missiles may be fired as are remain- Acceleration: 70 meters/turn 70 350 ing in the suit, although all need not be Deceleration: 50 meters/turn 50 250 fired. Missile packs may never be mounted Weapons power: 300 SEU 30 1,500 in the arms or legs of a suit. Misc. power: 200 SEU 20 1,000 Flamethrower ammunition 10 50 Armored combat Eight grenade mortar shells 4 8 (x 8) Combat in powered armor is conducted Nine rockets 4 (x 9) 15 (x 9) like normal ranged combat except for a One heavy laser (handheld) 10 6,000 few modifiers. Computerized targeting systems are built into every powered Total 545 62,949 armor suit. As a result, characters wearing powered armor receive a 20% bonus to hit when using ranged weapons. If the char- acter uses a missile pack, this bonus is also added to that given under the description. Extras: If you wish to include special affect living beings by causing disorders in If a weapon penetrates the armor during equipment such as more communications, the iron content of the creature’s blood combat, there is a chance that damage to radar, infrared jammers, cameras, holo- and by jamming the creature’s neural the suit occurs. The following sequence screens, and so forth, the point cost is up synapses. To find the chance of jamming a provides a step-by-step system for resolv- to the referee. A good ballpark estimate of computer or robot, multiply the number ing this type of damage. Note that results cost may be made by dividing the cost in of SEU used by five for a base percentage derived from this are cumulative. Based on credits by 100, thus giving the point cost. chance of success. From this base, sub- this premise, if speed is reduced by half Under this system, an infrared jammer tract the level of the computer or robot twice in a row, the overall speed falls to would cost 5 points, a holoscreen would multiplied by four; this will yield the one-quarter normal. As a final note, dam- cost 10 points, and a subspace radio would chance of a malfunction. When a malfunc- age to powered armor may be repaired by cost 200 points. tion occurs, roll on the malfunctions table technicians using the repair machinery An example of an armored suit is shown (page 15 in the Expanded Game Rules subskill. in Table 2 —the standard UPF Assault booklet) for the results. To cause damage 1. Check if the weapon penetrated the Model powered unit. The UPF armor is, to living targets, an expenditure of two armor. If so, additional suit damage may naturally, highly efficient in its use of SEU is necessary. When firing at vehicles have occurred. (The nature of this damage points, with no leftover or wasted points. or armor, treat the number of SEU used as will be checked later on Table 7.) Charac- The total listed cost in credits includes the the number of dice of damage done when ter damage also results. If not, no charac- base price. using the damage table. Even if 15 SEU are ter damage results. fired at an armored soldier, the attack still 2. Check if damage to the armor occurs. does 5d10 to the wearer, but it is a 15-dice Subtract the number rolled from the num- Weapons for armor attack for the damage table. ber needed to hit for the difference. If the Some weapons listed in Tables 2 through Flamethrower: Originally mentioned in difference is equal to or greater than 35, 6 are probably not familiar to you. These Alex Curylo’s article, this weapon may also then additional damage to the suit’s func- devices are weapons that are especially be used in a suit of powered armor. This tions has occurred. well-suited for use with powered armor. device is hooked to a tank of napalm. The 3. Add the number of dice of damage When designing armor, you may want to flamethrower’s purpose is incendiary caused by the weapon to a 2d10 die roll. look at the weapons described in Alex work, but it works well when used as an 4. Divide the percentage of protection by Curylo’s excellent article “Tanks a Lot!” anti-personnel weapon. 5, then multiply the quotient by 2. Sub- from DRAGON® issue #99. The weapons Missile pack: Although guided missiles tract the product from the sum in step 3. described therein may be designed into were mentioned in “Tanks a Lot," missile 5. Consult Table 7. Apply the results next powered armor. Here are the weapons packs were not. Each missile pack contains turn. that may be used: six missiles. Missile packs come with a full 6. Roll for normal damage to the charac- ECM (electronic countermeasures) rifle: supply of ammo when purchased. When ter, reducing the damage by half; reduce it This weapon shoots a beam of magnetic fired, the wearer of the suit may com- by one-quarter if using a powerscreen energy. Its main function is to disrupt mand the missiles to divide themselves effective against that weapon type. robots and computers, though it may between as many targets as the number of For example: Jn’kri, a Vrusk, is hit by a

72 JANUARY 1988 Table 3 Table 4 Powered Armor Protection Special Weapons’ Effects Degree of Weapon type Damage Ammo SEU Rate * * Defense Weapon type protection ECM rifle 5d10 or jam Varies 2-20 2 Gauss Lasers 50% Flamethrower 3d10* 10 — 1 None Sonics 60% Missile pack missile 6d10 each 6 — 1-6 Inertia Electrostunner 100% Bullets 70% * Flamethrowers cause 1d10 of damage per turn to a target for three turns after Needlers 100% Recoilless rifle 40% firing, or until the flames are extinguished. * * A character in powered armor may fire all weapons he possesses in the same Gyrojet 55% Frag. grenade 45% turn except those on the gun arm. Here, the wearer must choose between the hand- Rocket launcher 35% held weapon and the weapons built into that arm. Axe, knife, etc. 100% Electric sword 65% Spear or sword 85% 70% Shock gloves Table 5 85% Stunstick Special Weapons’ Ranges Guided missile 30% Flamethrower 90% Range Cannon 30% Howitzer 15% Weapon type PB Short Medium Long Extreme Bomb 20% ECM rifle 0-10 11-30 31-100 101-150 151-300 Mine 50% Flamethrower 0-10 11-20 21-30 31-45 46-70 ECM rifle 45% Missile pack missile 0-10 11-50 51-150 151-300 301-500

rocket launcher fired from an attacking than 35 (60 - 20 = 40), so his suit might result of 18 on Table 7 and sees that it ground transport. First, Jn’kri checks to take additional damage. He now rolls 2d10 means no further damage is taken by the see if the rocket has penetrated the armor. and comes up with a 17. To this, he adds suit, although damage to himself is taken. Jn’kri rolls a 49 and sees that the rocket 15 (because a rocket launcher does 15d10); Vrusk who are buying powered armor has indeed penetrated the armor. Now, he the result is 32. He then divides the suit’s must add an additional 10% to the base checks to see if his suit sustains any fur- resistance to rocket launchers (35%) by 5 price, resulting in a base price of 38,500 ther damage. The ground transport and gets 7, then multiplies this by 2 to get Cr. This increase is needed for the addi- needed to roll a 60 to hit; it does so. The 14. The result of this calculation is sub- tional cost of more limbs, additional artifi- difference between 60 and 20 is greater tracted from 32 to get 18. Jn’kri checks a cial muscles, strangely shaped gloves and

Table 6 Special Weapons’ Statistics

Ammunition Weapon type Cost (Cr) Mass (kg) Type Cost (Cr) Mass (kg) Rounds ECM rifle 8,000 15 Pack Varies Varies Varies Flamethrower 3,000 10 Napalm 50 10 10 Missile pack 1,200 10 Missiles 1,000 10 6

helmets, air vents on the suit’s bottom, and Table 7 so on. Damage to Powered Armor Now that you know what powered ar- mor is and isn’t, what do you use it for? Die roll No, not for a barroom brawl against that plus damage Effect Yazirian who tells you to go jump on an 2-19 No effect Arcturian slime amoeba. Neither is it used 20 Turn speed -20 meters/turn for capturing the last remaining tree- 21 Acceleration -25 meters/turn dwelling rhinosquid on Antares IV. Pow- 22 Top speed -35 meters/turn ered armor should be used wisely, because 23 Jumping length (horizontally) -20 meters time is literally money where powered 24 Jumping length (vertically) -35 meters armor is employed. Such devastating fire- 25 Boot jets out, no vertical jumps over 200 meters power would be useful against armored 26 All Strength functions by half vehicle or fortified positions held by 27 Gyros out, no jumps deadly enemies — e.g., Sathar, pirates, etc. 28 Top speed reduced by half But just because you took on a dozen 29 Lose half energy in suit power supply space pirates without a scratch doesn’t 30+ Suit’s muscles locked, paralyzed for 1d10 turns mean that it’s safe to go tackle those three hovertanks hiding around the corner.

D RAGON 73 Many STAR FRONTIERS® game players by Mike Lane have problems when it comes to designing nonstandard military ships for use with the Knight Hawks board game and, as I can testify, it becomes rather nerve- wracking to be constantly asked “How many laser batteries can I put on this minelayer? Well, then, how many rocket battery salvos can it carry? Well, then. . ." and so on. Over many hours and some calculator thumping, a system that pleased everyone in my gaming group was gener- ated. This system creates starships com- patible with (if a little tougher than) those given in the board-game rules. The new ships also have a great variability in weap- onry, which can make even a simple assault-scout duel quite interesting. The following sections deal with the shipbuilding formulas and overall system in depth. Tables 1-6 give details on the items discussed below.

Hull points and DCR A civilian ship’s hull points and DCR (Damage Control Rating) are determined as per the Knight Hawks rule book — i.e., hull size x 5 = hull points; (hull size x 3) + 20 = DCR. Military and Star Law ships multiply hull size by 10 to determine hull points and by 9 to determine DCR. The greater values generated show the tough- ness and technical superiority of the secret military hardware over the civilian/ militia equipment, and result in fewer attacking ships being vaporized in the “Defensive Fire” phase of combat.

Weaponry and defenses All weapons and defenses on a ship are placed according to the amount of space they occupy in cubic meters, as per the statistics on page 61 of the Knight Hawks game rules, rather than using the MHS (Minimum Hull Size) method. The MHS is still used as a measure of how many weap- ons of one type may be mounted on a certain hull. The maximum number of each type of weapon on a ship may not exceed the hull- size rating divided by the MHS of that weapon system. However, any ship with the necessary space may mount any one weapon despite its MHS. (Yes, you can have an assault scout with a laser canon!) Defenses are also bought by the cubic meter, though no ship of less than hull size 5 can mount a powered defense screen because of the screen’s heavy energy demands, which require the larger “B” engines. The cubic meters of space for each hull size is determined by a decreasing per- centage scale, with figures rounded to the nearest useful amount. This effectively reduces the free space on a battleship to A new shipbuilding system for the about 1.6%, as compared to a fighter’s 97%, which reflects the squeeze on space STAR FRONTIERS® game as life-support systems, crew quarters, storage areas, and so forth expand with ship size and potential patrol duration.

74 APRIL 1988 Table 1 Table 2 Space Available by Hull Size* Weaponry and Space Needed

Hull Military Civilian Weapon Cubic meters MHS size ships ships Laser cannon 40 5 1 30 20 Laser battery 25 3 2 50 30 Proton-beam battery 30 10 3 75 40 Electron-beam battery 30 6 4 100 50 Disruptor cannon 60 12 5 175 90 Assault-rocket launcher 10 1 6 250 125 Assault rocket* 10 — 7 300 150 Rocket-battery array 40 5 8 350 175 Rocket-battery salvo 10 — 9 400 200 Torpedo launcher 75 5 10 450 225 Torpedo 20 — 11 500 250 Mine spreader 60 7 12 550 275 Mines (5 fields) 20 — 13 600 300 Seeker-missile rack 40 7 14 700 350 Seeker missile 40 — 15 800 400 Grapples 60 5 16 900 450 17 1000 500 * Assault rockets for rearming fighters kept aboard an assault carrier are kept in 18 1100 550 cargo space. Up to 15 per cargo unit can be carried. 19 1200 600 20 1300 650

* All space is in cubic meters. Table 3 Defenses and Space Needed

Defense Cubic meters It should be noted that noncombat ships Reflective hull — such as freighters, research vessels, liners, Masking-screen launcher 10 and the like have only 40% of the space Masking-screen charge 25 listed, since their primary functions Electron screen 10 x hull size demand nearly all available space. This is Proton screen 12 x hull size not to say that there could not be small- Stasis screen 10 x hull size capacity, heavily armed liners used to ICM launcher 10 move VIPs; this simply means that such ICM 5 ships would not be self-sufficient and would thus be very rare.

Weapon magazines Rather than saying that a certain num- Table 4 ber of rounds can be kept in a launcher, Optional Items Carried the cubic-meters system is used to deter- mine the number of rounds carried. Thus, Item Cubic meters ammunition for assault rockets, rocket- Fighter 60 battery arrays, torpedo launchers, mine Assault-transport dropship 35* spreaders, seeker-missile racks, masking- Hull size 2 ship 120 screen launchers, and ICM launchers are Assault scout 850 figured on a cubic-meters-per-shot basis, though one round (or one array, or 20 * Dropships are mounted about 75% externally, thus taking up less space than the meters of mines) may be kept at no space totally interior docking areas and repair facilities used by fighters. cost in any launcher except a masking- screen launcher. This is because a masking-screen charge is larger than the usually armed, though a few fortified and tions, as per page 8 of the Knight Hawks launcher itself. unarmed stations can be found. Small rule book, though such huge stations are freight stations, scientific stations, and prohibitively expensive for all but the Space stations automated stations are usually unarmed, military and megacorporations of the Space stations come in four main catego- Space-station weaponry and defenses largest size. ries: fortresses, fortified stations, armed are mounted in exactly the same way as stations, and unarmed stations. The last they are on starships, with two differ- Miscellaneous items title is something of a misnomer, as even ences: No forward firing weaponry may Players and GMs will undoubtedly find the smallest freight station is likely to have be mounted, and MHS restrictions are new things to put on ships. By carefully a laser battery to discourage piracy. ignored with respect to the maximum determining an item’s size, it can easily be Military stations fall in the fortress and number of one weapon type mountable. integrated into this system. Remember, fortified-station categories, while megacor- The statistics given on Table 6 refer to a though, that addition of any item beyond porations have only a few fortified stations single space-station hull of a given size. It the listed maximums reduces the ADF or and many armed ones. “Free” stations not should be remembered that more than MR of the ship by one. belonging to any one group or cartel are one hull may be joined to create megasta- (Tables continue on page 76.)

D RAGON 75 Table 5 DCR and Hull Points

Ship type DCR determination Hull points Civilian (HS x 3) + 20 HS x 5 Military (HS x 9) + 20 HS x 10

Table 6 Space Stations

Station Hull Hull Space in type size points DCR cubic meters Fortress 5 250 175 550 6 300 200 800 Fortified 3 80 60 180 4 120 80 210 5 140 100 250 Armed 1 30 30 80 2 55 40 120 3 70 65 160 4 80 75 200 Unarmed 1 20 25 25 2 40 35 50 3 55 50 75 4 75 70 100

76 APRIL 1988 If two vehicles are traveling in the same direction at the same speed, what modifiers apply when ranged SAGE ADVICE combat takes place between the occupants of the two? Only modifiers for cover (assuming that the fire is directed at the occupants) and for attacker movement apply. Target move- ment modifiers do not apply as long as the vehicles are not moving relative to one thrower will almost certainly be caught in another. by Skip Williams the blast. In the basic game, grenades cannot be thrown at point-blank range. In What are the limits on Dralasite If you have any questions on the games the expanded game, grenades can be elasticity? Can one form into a limb- produced by TSR, Inc., “Sage Advice” will thrown at point-blank range with standard less ball and roll downhill? Form answer them. In the United States and chances to hit (a character can miss with a into a boatlike shape and float? Canada, write to: Sage Advice, DRAGON® grenade at this range just as easily as he Form Yazirian-like wings and glide? Magazine, PO. Box 110, Lake Geneva WI can miss with any other weapon). The A Dralasite could retract all its limbs and 53147, U.S.A. In Europe, write to: Sage grenade will bounce 1 meter if it misses. roll down an incline, but any character foolish enough to do this on any but the Advice, DRAGON Magazine, TSR UK Lim- Zebulon’s Guide to Frontier Space has no ited, The Mill, Rathmore Road, Cambridge point-blank category; use the grenade gentlest and smoothest of slopes will suf- CB1 4AD, United Kingdom. rules on pages 31-32 to adjudicate grenade fer a considerable amount of damage from The sage’s horizons have now expanded misses at any range. bouncing and colliding with obstacles (see beyond the D&D® and AD&D® games. the falling rules on page 20 of the expand- This month’s column focuses on the STAR Are there any climatic conditions ed rules). Dralasites can swim by taking FRONTIERS® game system. Page numbers that Sathar avoid? For example, is it any number of useful shapes. Dralasites in the “Alpha Dawn” section refer to the possible to find Sathar operating in can’t make themselves thin enough to Alpha Dawn expanded game rules book, polar or Ice Age conditions? form useful wings, even for gliding. and page numbers in the “Zebulon’s This is up to the referee, but it is reason- Guide” section refer to the Zebulon’s Guide able to assume that, given proper survival Do vehicle-mounted weapons get bonuses to hit? How much do to Frontier Space accessory, unless other- equipment, Sathar could operate in almost wise stated. See DRAGON issue #125, any terrain or climate since they do so in vehicle-mounted weapons cost? pages 73-74, for previous errata. deep space. The referee might allow a weapon mounted on a vehicle a 5% bonus to hit (or Where is the planet Starmist one column shift in the combat system in Alpha Dawn (depicted in module SF3 Sundown Zebulon’s Guide) due to its improved sta- on Starmist) located? I can’t find it bility. Page 83 of Zebulon’s Guide gives The tables on pages 32-33 of the on the frontier sector map. costs for mounting weapons on vehicles. expanded game rules cover damage Starmist is not on the sector map; it’s to moving vehicles. But what hap- just off the map’s left edge and is about the Can hover vehicles fly higher than pens when a character fires at a same distance from both Scree Fron and 30 cm off the ground? stationary vehicle? Araks. The exact star route to Sundown No. The air cushion cannot be made Treat any inapplicable result as a “No (Starmist’s star) is a UPF secret. Sundown larger. Effect” result or assign a different effect. does appear on the sector map in Zebu- The terrain effects table on page For example, when rolling on the Vehicle lon's Guide. Damage Table on page 32, the referee 19 of the expanded rules has an might choose to treat a “Spin” as a “No In the article “Going for a Swim?” entry labeled “Track-mobile?" What Effect,” and a “Roll” as wheel or hoverfan in DRAGON issue #110, a laser is does this mean? damage equal to the “Turn Speed -15” deemed too inefficient for underwa- The entry applies to vehicles or robots result. ter use. Why? Lasers are just intense with tank treads. lights, after all, and light goes Is damage to vehicles cumulative? through water doesn’t it? What kind of protection does Yes, both special damage and structural A complete answer to this question armor give a vehicle? How much damage are cumulative. involves physics too complex to discuss in does vehicle armor cost? this column. To put it simply, water scat- The referee should assign a structure What happens when a pedestrian ters light. Even in relatively clear water, point value to the armor. Until these extra is hit by a moving vehicle? this scattering is great enough to render structure points are eliminated, an attack- The pedestrian suffers 2d10 points of even the most powerful laser useless as a er cannot roll on the vehicle damage damage for each 20 meters per turn the weapon (it makes a good light, though). tables. Information on vehicle armor is vehicle was traveling. The referee might given on page 83 of Zebulon’s Guide. allow the driver or the pedestrian (or If two vehicles are traveling side both) to attempt to avoid the collision if by side, what is the chance for a How does a telescopic sight not surprised. character to successfully jump from improve a weapon’s chance to hit? one to the other? What is a telescopic sight’s cost and Will a grenade bounce when Assuming that the two vehicles are weight? thrown from point-blank range? Is traveling at the same speed, and assuming In the expanded game, a telescopic sight it even possible to miss when a gre- that both are open-topped and thus easy (scope) reduces the effective range to the nade is thrown at point-blank to exit and enter, such a jump will succeed target (see page 22). In the new combat range? if the character passes an Agility check. system given in Zebulon’s Guide, a scope Generally, it is foolish to throw a gre- The referee should assign penalties if the extends a weapon’s effective range (see nade at point-blank range, since the conditions are less than ideal. Zebulon’s Guide, page 30). Weights and

44 JULY 1988 costs for scopes are given in the equip- as having no weight or mass. This is ment lists in Zebulon’s Guide. causing real problems in my cam- paign. My players insist that their When a character tries to break characters can carry several hun- out of a hold, does he use his dred of these items at no encum- Strength or melee “to hit” score? brance penalties. The character uses his melee score, These items are so lightweight that which might be based on his Strength (see carrying a few of them will not signifi- page 25 of the expanded rules). cantly affect a character’s encumbrance. Normally, a character should carry no If a technician has flown a jetcop- more than four grenades and six clips of ter once, does he have to roll against ammunition. If a character insists on car- his operate machinery subskill in rying more than this, each grenade weighs order to fly a different jetcopter? .25 kg and each clip weighs .10 kg. Carry- Generally, no. Page 15 of the expanded ing too many grenades could result in an rules clearly states technicians can auto- accidental triggering of one or more gre- matically operate familiar vehicles. The nades; the referee should assign a chance referee, however, might require a roll if of this occurring for every grenade over the second jetcopter has a locked ignition the limit of four. or is of an alien design. The referee might also require a roll whenever the character How much does anesthetic cost? attempts an intricate maneuver or tries to One dose is required for surgery, so operate the vehicle in poor conditions. the supply included with a medikit tends to run out fairly quickly. Can a character try again after A hypo containing 10 doses of anesthetic failing a skill check? costs 50 Cr. This is up to the referee. Assuming that the initial failure did not produce a cata- How far can a character move strophic result that would prevent further during combat and still attack? attempts, there is no reason why a charac- Any character can move his full allow- ter couldn’t make several attempts. The ance and still attack, though at a penalty; referee should require a reasonable inter- see pages 22 of the expanded rules. If you val between attempts, from one hour to are using the new combat system in Zebu- one day depending on the skill and the lon’s Guide, see page 37 of that book. task. Attempts at lock-picking, for exam- ple, could be made every hour. An attempt The skills section in the expanded to diagnose a disease or perform surgery rules says that a character cannot could be made once a day at most. skip a level; that is, he must “buy” 4th level before he can advance to Do Galactic Standard years have 5th. Fine, -but can a character “buy” weeks or months? 4th and 5th level (or any other con- No, the day is the largest sub-unit of a secutive levels) at the same time? Standard year. If you want to use months No. The character must spend at least and weeks, I suggest 20 months, each with one adventure at the lower level before four weeks, with five days in each week advancing to the next level. This also (20 days per month). Keep in mind that a applies to the new skill system presented month is usually based upon a worlds in Zebulon’s Guide. lunar cycle, which may or may not be the same as the Earth-Moon lunar cycle, and Please explain how the three sub- which will certainly not be the same as skills of the Martial Arts skill (from any other worlds lunar cycle(s). the Military PSA) are used, and what die rolls are required. Also, where is The expanded game rules seem to the description for the Unarmed indicate that a character can suc- Combat skill? How much does this cessfully climb a rope by passing skill cost? just two Strength checks (at the The subskills are used automatically halfway point and at the top), and when certain conditions arise. Tumbling these get a +30 modifier. Is the mod- comes into play whenever the character ifier applied to the die roll or the falls. The character’s Martial Arts skill Strength score? Just how long a level is subtracted from any damage the rope can a character climb? fall causes, no die roll is required; see page The modifier is applied to the character’s 20 of the expanded rules for falling dam- Strength score, but any roll of 96-00 is a age. Defensive throwing comes into play failure. The actual length of the rope can when a character breaks a wrestling hold. vary; 30 meters is average. The referee No die roll is required except the roll to might require additional checks for every break the hold. When the character additional 15 meters climbed, and might breaks the hold, his opponent is knocked waive one of the checks if the climb is less down and suffers damage equal to the than 15 meters. character’s punching score. The character receives no bonus when rolling to break The rules list grenades, standard the hold; he simply gets a better result energy clips, and pistol bullet clips when he succeeds. Wrestling and punch-

46 JULY 1988 ing are explained on page 25 of the Tripods weigh 15 kg and cost 50 Cr, access plate and fiddling with the robot’s expanded game. Nerve combat comes into circuitry. Some domestic and industrial play whenever the character is attacking a Can I photocopy the character robots, however, have easily accessible kill Dralasite, Human, Yazirian, or Vrusk with sheet that appears on the back cover switches. Any robot that is capable of his bare hands (the referee might allow of the basic game rules? inflicting large amounts of damage, like a the character to learn nerve combat Yes, but only for personal use while snow-removal robot with a large rotary against the new races in Zebulon’s Guide playing the STAR FRONTIERS game; this snow blower, will have such a switch. Any for an additional experience cost). When also holds true for the character sheet character can operate a kill switch. Of the character scores a successful hit, he included in Zebulon’s Guide. course, criminals or Sathar agents might has an increased chance to score a knock- reprogram the robot for destruction and out. The bonus (+1% per Martial Arts skill Are the - 10 modifiers for using thus disable such a switch. level) applies only to the base chance (01- two weapons and for using a weap- 02) for scoring the knockout; see page 25 on in the “wrong hand” cumulative? Can a character exceed 6th level in of the expanded rules for information on What about a Vrusk using two a skill? knockouts. The effects of the Unarmed weapons? The 6th level is the limit in the expanded Combat skill are explained on page 25 of The two penalties are cumulative. When game. In Zebulon’s Guide, however, the the expanded rules. Consider Unarmed a character uses two weapons, his “right” limit is 8th level. Combat a military skill when determining hand fires at -10, and his “wrong” hand its experience cost (see page 11 of the fires at -20. Vrusk never suffer the expanded game). “wrong hand” penalty, but each weapon fires at -10 if one uses two weapons. Can a character use a heavy laser Zebulon’s Guide or other heavy weapon if he is Why do groundcars move over strong enough to carry it? water faster than explorers do? When will volume two of Zebu- Heavy weapons must be mounted on Groundcars are not capable of water lon’s Guide come out? vehicles or tripods if they are to be aimed movement unless specially modified. There are currently no plans for pub- properly. If a character wishes to lug a When so modified, their lighter weight lishing further volumes of Zebulon’s Guide heavy weapon, tripod, and power source gives them a faster water movement. or any other STAR FRONTIERS game along with him, and if he is willing to take products. Articles on this game (like this time to set up the weapon every time a How do you determine a robot’s one) will occasionally appear in DRAGON fight breaks out, more power to him. Strength score? Magazine, however. The referee must decide this on a case- How much does a tripod for a by-case basis. In general, a robot will be Is it possible to use equipment heavy weapon cost and weigh? weaker than an average individual of the from the first- or second-edition race that built it, unless the robot is specif- GAMMA WORLD® game for a STAR ically designed for warfare or security. (No FRONTIERS game campaign? society wants to risk the consequences Yes. Since the two games use the metric that might arise if a superstrong robot system, conversions between them are malfunctions and goes berserk.) Construc- quite simple. You will have to assign a tion and industrial robots will have cranes, credit value to each GAMMA WORLD forks, or lifting arms that are very power- game item, and you will have to multiply ful, but these are designed to perform the base damage of GAMMA WORLD specific functions such as lifting bulk game weapons by four in order to use materials, compacting trash, excavating, them with the Zebulon's Guide resolution etc. Decide how much strength a robot system. You might try to work out SEU should have to get its job done (with some consumption rates for GAMMA WORLD extra strength as a safety measure). game weapons and equipment, but it is simpler if you just introduce GAMMA Do you need a robcomkit in order WORLD game energy cells into your cam- to deactivate a robot? paign. This gives an alternate technology Yes, usually. The deactivation procedure whose energy supplies are not inter- for most robots involves removing an changeable with those of standard items.

48 JULY 1988 Does an attacker who is unskilled Does a character have any chance es when it is on a timer? Page 32 with his weapon roll on the 0 to succeed when he attempts a task says the bounce can be up to half column or the /0 column? requiring a skill he doesn’t have? the distance it was thrown; how All unskilled weapon attacks use the 0 This is up to the referee. Generally, an does the referee decide the actual column before adjustments. untrained character cannot perform any distance? of the scientific skills or any skill that has a Thrown explosives behave exactly like I don’t understand the Humma’s prerequisite. Otherwise, the character grenades when they miss (see page 32). entry on the movement chart. rolls on the -X column and will usually The referee will have to decide how far What’s the difference between walk- get a result that is less than the minimum timed grenades (or explosives) will bounce ing or running and a Humma’s leap/ result listed for the skill. For example, if on a case-by-case basis. The main consider- walking or leap/running? an untrained character tries to use the ation should the setting on the timer. If the Humma can move in two ways; they can Body Speak skill, he would only be able to setting is one round or less, the grenade walk or run just as the other races do, or convey simple concepts such as "help," won’t have very much time to bounce they can use their springing ability. Since “hello,” or “danger.” The referee might around before going off. I suggest treating Humma attain a reasonable height when allow the untrained character to roll on a such grenades as though they were set to springing (5-10 meters, depending on the better column if the task is very simple or go off on contact (they then bounce 1d10 length of the spring), they must walk the character has some special knowledge. meters). If the setting is longer, the gre- when indoors or whenever there isn’t In the previous example, the character nade will probably stop bouncing before it enough clear space overhead. Use the first might roll on the 0 column if he was explodes; determine the maximum dis- line (“walk”) when a Humma moves this repeating a message he had seen a trained tance for the bounce (half the distance it way. A Humma’s normal mode of locomo- Body Speaker successfully convey earlier. was thrown) and divide by ten, then roll tion is a series of kangaroo-like hops; use 1d10 times the quotient to determine how the walking rate from the second line Are the Dexterity modifiers listed far the grenade bounces, rounding any (“leap”) when a Humma moves this way. A on page 38 applied before or after a fractions up to the nearest meter. For Humma can also make a series of long combat roll? example, a character throws a grenade 50 springs when it wants to move very quick- All combat column shifts are applied meters and misses. The grenade could ly; this is represented by the running rate before the die roll. bounce up to 25 meters (½ x 50). The on the “leap” line. When a Humma uses player rolls 1d10 and gets a three, so the the run rate from the “walk’ line, it is What qualifications must a robot grenade bounces 8 meters (25/10 = 2.5; subject to the endurance rule on page 19 have in order to operate a vehicle? 2.5 x 3 = 7.5, round up to 8). of the expanded rules, but it can only use First, the robot must be able to fit in the the run rate from the “leap” line for 10 driver’s seat; this requires an android Do the mentalist’s Beam and Detec- turns (see page 1 of Zebulon’s Guide). robot, a special control station that can tion disciplines require an unob- accommodate a nonandroid robot, or a structed line of sight to the target in robot that is integrated directly into the order to function? vehicle. The robot or robot/vehicle must No, although Beam requires that the have a vehicle computer, a special version mentalist know the general location of the of the mind drive progit (at five times target. normal cost), and the following scanners: visual, radar, motion, and shape. Will solar optics negate the -2 column shift inflicted when a char- Page 31 (second column, “Skills”) acter is “hit” by the beam of a flood- mentions a “throwing” skill. Where light? is the description of this skill? This is up to the referee. If the sur- This is a skill from the Alpha Dawn roundings are dimly lit, a sudden zap with rules; see page 11 of the expanded rules. a floodlight will blind a character wearing solar optics for one round. Afterwards, How do you determine how far the optics will darken and negate the thrown explosives bounce when penalty. Of course, if the floodlamp is they miss? Page 31 mentions a non- switched off, the darkened optics will existent miss section. How do you obscure vision until they readjust to the determine how far a grenade bounc- (continued on page 68)

50 JULY 1988 (continued from page 50) Can a mainframe maxiprog or Once the mentalist has successfully dim light (the effect is exactly the same as bodycomp progit he used simultane- completed three uninterrupted rounds of wearing sunglasses in a dark room). If the ously with other programs, or must concentration of a target, he may continue surroundings are already brightly lit, the they be used one at a time? to concentrate on the target and do addi- optics will already be darkened and will Assuming that the computer is not over- tional damage every turn. Since these protect against zaps from a floodlight. loaded with programs, it can run all of disciplines involve the complex task of them simultaneously. A level two main- controlling molecular activity, the mental- frame, for example, can run up to four ist must make a new roll for damage each Does a maxiprog have all the func- levels of maxiprogs, and can run these round. If the mentalist switches targets or tions given in its description, or simultaneously. The computer could be breaks concentration for any other rea- does it perform only one of these loaded with more maxiprogs, but only son, he must again concentrate for three functions? four could run at any one time. rounds before inflicting damage. Either A maxiprog will perform only one func- discipline inflicts damage on the fourth tion from the list suggested in its descrip- IS there an error on the mass and round of uninterrupted concentration. tion, according to Zebulon’s Guide weight of scanners? A Type D scan- designer Kim Eastland. However, Mr. East- ner weighs in at 80 kg, but the What are the maximum and mini- land points out that Zebulon Guide’s com- slightly larger Type E weighs 1,000. mum (if any) changes in density puter section, like the rest of its contents, The mass figures for scanners listed on allowed by the mentalist’s Density is intended to give referees a few basic page 89 are accurate; the large increase in discipline? guidelines for handling campaigns. If he mass that you have noted reflects the The time required to use the discipline wishes, the referee can introduce multi- Type E’s much larger volume. (one turn for a 10% change in density) function maxiprogs that combine func- puts a practical limit on the change. In tions. Such progs will be more expensive Can the spy eye be controlled absolute terms, a character cannot give and will perform each function less well through a joystick, or does it have himself negative density. When the charac- than a specialized prog. to be preprogrammed? ter reaches “zero” density, his body A spy eye can be controlled manually. behaves like an underinflated helium What is the random location indi- balloon, not quite light enough to float but cator on the file computer? Is the damage caused by the men- easily pushed about even by the slightest This is a catalog showing what informa- talist’s Cryokinesis and Pyrokinesis breeze. Any decrease in density will effec- tion is stored in which file. This aids in disciplines one time only, or is the tively make the character weaker; the retrieving information stored in the com- damage inflicted every turn? Is dam- character loses 10% decrease in Strength puter — information does not have to be age first inflicted on the third round for each 10% decrease in density. Theoret- retrieved in the same order it was put in. or the fourth? ically, there is no limit on how much densi- ty a character can gain, but in normal Earth gravity, a character will become totally immobile once his density increases 500% (five times normal).

What is the range of a grenade Index to Advertisers launcher? A grenade launcher has “D” range (see page 37, Weapon Ranges table). What is an asbestos suit? How Alley Bookshop (Preston Games)* . . . . .50 GEN CON®/ ORIGINS™ Game Fair . . . . .45 AMAZING® Stories ...... back cover, Grenadier Models UK Ltd.* ...... 81 much does it weigh and cost? insert card Guardroom* ...... 46 An asbestos suit is a fireproof garment Armory ...... 69 KJC Games* ...... 103 that covers the entire body, including the Bantam/Spectra Books ...... 41 Lawson Leisure (Toppers)* ...... 50 head and extremities. It weighs 3 kg and Bard Games ...... 76 Legend* ...... 77 costs 500 Cr. Beatties* ...... 64 Leisure Games* ...... 86 Mayfair Games, Inc...... 85 Blacksburg Tactical Research Center . . . .43 Ke-5000 lasers and rafflur M-10s Palladium Books ...... 13, 23, 35, 65, 99 Britton Designs (Elysian Field) . . . . 6 can use parabatteries. What are Crazy * ...... 96 Prince August Ltd. Dice & Games, Ltd. (Mithril Miniatures)* ...... 53 parabatteries, how many SEUs do (Hobbygames Ltd.)* ...... 25 Ral Partha Enterprises, Inc...... 1 they carry, and what is their weight Dixon Miniatures* ...... 75 St. Martin's Press ...... 5 and cost? DRAGON® Magazine ...... insert cards Shadow Graphics ...... 97 Parabatteries are essentially larger ver- DUNGEON® Adventures . . .31, insert card Spirit Games* ...... 87 sions of standard power clips. The capaci- Esdevium Games* ...... 47 Stellar Games ...... 22 ties, costs, and weights of parabatteries (Another World)* ...... 40 Steve Jackson Games ...... 34 are listed on page 41 of the expanded Final Frontier* ...... 48 TM Games* ...... 49 Alpha Dawn rules. Both weapons can use Troll King ...... 42 Franklin Mint ...... 8-9 parabatteries of any size. Game Designers' Workshop ...... 7, 15 TSR, Inc...... inside front cover, 46, 74, Game Systems, Inc...... 72 75, 76, 77, 88, 89, inside back cover Gamers in Exile* ...... 48 Twenty-First Century Games ...... 12 What skill is needed to fire a Games Workshop US ...... 101, 104, Warlord Games Shop* ...... 30 micromissile? center insert West End Games ...... 95 Technically, no skill is required, but the Games World* ...... 39 Wotan Games* ...... 61 base column for success would be column Gameskeeper* ...... 40 Virgin Games Centre* ...... 51 0. Characters with PGS weapons skill get a bonus when firing micromissiles.

How much does a minigrenade launcher cost and weigh? * United Kingdom A minigrenade launcher weighs .75 kg and costs 200 Cr.

68 JULY 1988 by Richard M. Hinds “Damage control — report!”

The Nemesis rounded the final arc of the much for the rest stop, he thought. pilot or the gunner (whichever score is planetary orbit set up by its crew for “‘I’ve got a fix on the ship on the main higher) to the ship’s MR. The total is the mapping procedures. On the bridge, Com- screen,” said the astrogator. Lars looked up starship’s initiative modifier. Repeat this mander Marc-sur-Lars patiently awaited and examined the image on the screen. It for as many combatants as needed. Then the incoming information. The system wasn’t any known type of Sathar ship, but each side rolls 1d10 and adds the initiative didn’t show much promise. It was more that meant nothing. The Sathar had all modifier. The highest resulting number like a rest stop — but one far behind ene- sorts of ships. becomes side A, the first side to move, and my lines. "It's powering up its weapons,” warned the sequence of play in the Knight Hawk’s “Sir, I’m picking up a faint energy Hortletloo. "Now it’s closing in. It’s got us.” Tactical Operations Manual, page 3, is source.” Hortlefloo, the Osakar pilot, exam- “Battle stations. Conflict imminent.” Lars followed thereafter. ined his control screen. “It’s at the sensor punched a second button and a warning After three turns in the advanced Knight limit, over the approaching horizon. It klaxon sounded in the hall outside the Hawks game, there is a repair turn. This might be a starship engine.” bridge. Running feet pounded past the does not mean that the starships have “Full alert,” Commander Lars said evenly, bridge door as crewmen ran for their disengaged and decided to start repairs, pressing a small button on the side of his combat posts. but it instead shows the culmination of own command control panel. They were Lars allowed himself a brief smile. “Mr. efforts over the past three turns. For a deep in Sathar territory; he couldn’t take Harrachi,” he said, turning slightly toward more realistic approach, let repair rolls be any chances with his 13-million-credit ship the Yazirian weapons officer. “Please give made at the end of each combat turn. Of or its crew. The bridge lighting dimmed our neighbor our warmest greetings.” And course, if the engineer starts work on one and slowly turned red. Lars could hear the pray, he thought, that we give them ours project, then another problem requires alert warning in the corridor outside. So before they give us theirs. more attention a few turns later, the char- acter will be faced with some interesting dilemmas. To have the engineer use his In the STAR FRONTIERS® game, starship combat has two phases, movement and DCR rating, he must maintain work on a combat is played out using the Knight combat, with each side taking turns in a damaged system for three turns. If he Hawks board-game system. Players in fixed order to perform its actions. Instead, stops to work on something else without campaigns centered around a starship, like a more flexible initiative system is in order. completing the previous repair, all his those concerning exploration missions, Initiative should be dependent on several work will go to waste. often find that starship combat is a time factors: the maneuver ratings (MR) of the In the advanced game, percentile dice when they hang up their characters and ships, the pilots’ initiative modifiers, and are rolled when a ship is hit by enemy concentrate solely on the dice. Here are the gunners’ initiative modifiers. To deter- fire, and the Advanced Game Damage some suggestions to liven up combat and mine the starship initiative modifier, find Table from the Tactical Operation Manual, bring characters out of the background. the ship on each side with the highest MR. page 12, is consulted. This table has little In the Knight Hawks game, starship Add the initiative modifier of either the to offer player characters but major sys-

64 AUGUST 1988 Modified Advanced Game Damage Table

Modified die roll Type of damage —20-05 Hull hit: Double normal damage by weapon type 06-10 Ship’s boats * 11-20 Crew casualties * 21-25 Cargo hit* 26-45 Hull hit: Normal damage by weapon type 46-48 Drive hit: Lose 1 ADF 49-51 Drive hit: Lose half of the total ADF (round up) 52 Drive hit: Lose entire ADF 53 Drive hit: Fuel loss* 54-57 Steering hit: Lose 1 MR point 58-59 Steering hit: Lose entire MR 60 Steering hit: Continue current course indefinitely 61-62 Weapon hit: LC; LB; PB; EB; AR; RB; LP* * 63-64 Weapon hit: PB; EB; LB; RB; T; AR; MM* * 65-66 Weapon hit: DC; LC; AR; T; LB; FB* *; SM* * 67-68 Weapon hit: T; AR; EB; PB; LB; RB; TB* * 69-70 Weapon hit: LB; RB; T; AR; PB; EB; LC 71-72 Internal systems hit * 73 Soda machine* * * 74 Power short circuit: Lose all screens and ICMs 75-77 Defense hit: PS; ES; SS; MS; ICM; ENS* * 78-81 Defense hit: MS; ICM; SS; PS; ES; MF* * 82-84 Defense hit: ICM; SS; PS; ES; MS; ENS* * 85-87 Combat control system hit: - 10% on all attacks 88-90 Life support hit* 91 Computer hit * 92-96 Navigation hit: Lose all maneuvering control, moving at random 97 Holo games * * * 98-105 Electrical fire: Roll additional damage at +20 each turn 106-115 Damage control hit: DCR cut in half 116 Steam baths * * * 117-120 Disastrous fire: DCR cut in half; lose entire ADF and MR; - 10% on all attacks; roll damage at +20 each turn tem difficulties, ending in a quick death for the PCs and the loss of their expensive Any hit that cannot be applied is treated as a normal hull hit. starship. The modified damage table with * This effect is described in the text. this article was developed to take into * * All of these abbreviations are based on the weapons and defenses given in Gus account other systems that could be dam- Monter’s article, “An Interstellar Armory," in DRAGON® issue #115. The abbrevia- aged in combat. Some of this damage may tions are as follow: LP = laser piston; MM = maxi-missile; FB = fusion bomb; SM not be immediately threatening, but it = screen mine; TB = tractor beam; ENS = energy shield; MF = masking field. If could cause trouble later on. The new this article is not available, ignore these results. results in the modified table are explained * * * These areas can be hit only once. Subsequent hits here are treated as normal below. hull hits. Ship’s boats: This hit disables one of the following, selected by 1d10 roll: 1-2, life boat; 3-4, launch; 5-6, workpod; 7, shuttle (if an assault carrier is hit, score the hit Cargo hit: One hull unit of random cargo down, so robots will not respond to com- against a fighter); 8, fighter; 9-10, escape is lost. puter commands. This hit may not show pod. Drive hit, fuel loss: The fuel storage has itself for quite a while, until someone Crew casualties: Casualties depend on been damaged. On atomic-drive ships, one breaks into the ship and the security hull size and, to some extent, ship type. In engine has lost 1-5 fuel pellets. Ion-drive robots fail to investigate. any case, a single hit cannot reduce the ships lose one-quarter of their stored 9-10. Intercoms: Internal ship communi- crew to less than half of the last turn’s hydrogen. Chemical-drive ships lose half cation is down. total (to save PCs). Below is a table of hull their fuel. Life support hit: This hit gradually inca- sizes and the number of crewmen and Internal systems hit: This hit could affect pacitates the life support system. On the passengers that can be lost. combat performance but will more likely first hit, the main life support’s capacity is be a nuisance after the battle. The internal reduced by half. The second hit knocks it HS Crew lost systems that can be hit are (roll 1d10): out completely. The same progression is 1-2: 1 1-2. Elevator: The emergency ladders followed for the backup units. 3-4: 1-5 will have to be used, so travel time Computer hit: This hit can be a real 5-7: 1-10 between decks is doubled. menace. First, determine at random which 8-10: 2-20 (if an assault transport or pas- 3-4. Food service: No food can be served mainframe was hit. Good starship design- senger liner is hit, 20-200 are lost from the galley as the food dispensers ers have a network of mainframes to 11-14: 3-30 have been disabled. prevent the destruction of all the com- 15-18: 5-50 (if an assault carrier is hit, 10- 5-6. Cameras: Internal cameras have puter programs at once. After determining 100 are lost failed. the mainframe hit, randomly destroy one 19-20: 10-100 7-8. Robots: Computer robot links are of the programs in that mainframe. DRAGON 65 by Charles A. Vanelli An uprated movement system for the "Jetboots, STAR FRONTIERS® game

Player (whose character; a space-station security guard, has unexpectedly discov- don’t fail me ered an intruder in a storage area): “I back away, drawing my nightstick." Referee: “Great, because the guy takes off the moment he sees you. He’s carrying a box from the storeroom.” now!" Player: “I chase after him! When I catch up, I’ll smack him with my nightstick! I move at 30 meters per turn." Referee: “Being a human, the intruder also runs at 30 meters per turn." Player: “Well, then, how am I gonna catch him?” Good question. Unless the intruder masters wishing to use these attributes if the character is carrying over half his happens to slip on a convenient banana must create their own modifiers for them. Strength score in kilograms. peel or other unforeseen obstacle, the To use the MRM, the player must find For example: Rufinkel, a Yazirian, has a poor security guard may never get his his character’s Base Movement Value for Strength score of 55 and a Reaction Speed man. Here we see evidence of a flaw in the the type of movement desired. The Base score of 60. His MRM would then be 5 (the STAR FRONTIERS® game, in that all beings Movement Values are listed in Table 1 average of 55 and 60 is 57.5; dividing by of the same race run at the same rate of herein and are found by cross indexing 10 gives 5.75, rounded down to 5). Con- speed. The problem, however, is not just the character’s race with the type of move- sulting Table 1, Rufinkel walks at the rate limited to running or walking; it also ment needed, such as running or walking. of 12.5 meters per turn, runs at 37.5 applies to swimming, climbing, and just The player then multiplies the number meters per turn, and hikes at the rate of 5 about every other movement task that a found by his character’s MRM to find his kilometers per hour. In addition, the table character might attempt. character’s movement rate using that also gives Rufinkel’s “standardized” move- In the STAR FRONTIERS game, all crea- particular type of movement. Even though ment rates. Rufi now climbs at the rate of tures are given a set of movement rates encumbrance has no effect on the MRM, it 2 meters per turn, and he makes running which are dependent only upon the races still plays a role in reducing the movement jumps up to 6 meters long and standing of the creatures involved. Thus, every rates of an encumbered character by half jumps up to 3 meters. Human in the Frontier runs just as fast as every other Human. The same can be said for Yazirians, Dralasites, and every other known race. Obviously, this just isn’t the Table 1a case. Any decent member of an Olympic Base Movement Values by Race track team could beat the socks off the average person on Earth in a foot race, yet Race Walking Running Hiking Climbing Crawling the current movement system would not Dralasite 1.250 5.000 0.750 0.375 0.500 allow this. Human 2.500 7.500 1.250 0.500 0.500 Since all characters are not created Humma* 2.000 7.000 1.200 0.300 0.200 equal in the STAR FRONTIERS game sys- Ifshnit* 1.000 3.750 0.500 0.250 0.250 tem, all speeds should not be equal. Speed Osakar* 5.000 12.000 2.000 0.400 0.600 should be based upon the basic attribute Vrusk 3.750 8.750 1.500 0.375 0.250 scores of a character and the character’s Yazirian 2.500 7.500 1.000 0.500 0.500 race. (Obviously, a Dralasite cannot run as Sathar * * 2.500 5.000 0.750 0.500 0.500 fast as a Vrusk.) This article describes a diversified movement rate system in which only the characters who are physi- cally alike have the same movement rates. In addition, the “standardized” movement rates, such as climbing, jumping, and the Table 1b Base Movement Values by Race rest, are also covered. The main advantage of this system is that it allows each charac- ter to be different from his peers. As an Race Running Standing Running Standing leap leap vertical leap vertical leap added bonus, the system is flexible, per- Dralasite 1.000 0.375 0.375 0.250 mitting a character to improve his speed Human 1.250 0.500 0.500 0.375 as he improves his physical fitness. Humma* 10.000 5.000 1.500 1.000 Ifshnit * 0.750 0.250 0.375 0.250 Movement Rate Multiplier (MRM) Osakar * 1.200 0.500 0.400 0.300 This system requires that each character Vrusk 1.250 0.625 0.375 0.250 have a new statistic defined: the Move- Yazirian 1.250 0.500 0.500 0.375 ment Rate Multiplier (MRM). The MRM is Sathar * * 1.000 0.500 0.375 0.250 simply a number from 1 to 10, indicating how fast a character is — but only as compared to other members of the same race. High MRMs represent fast charac- ters, while low scores represent slow characters. This score is used extensively Table 1c in generating the movement rates, so it is Base Movement Values by Race recommended that this score be recorded on each character sheet near the Initiative Race Swimming Swimming Modifier score or the movement rates. To Flying per turn per hour create the MRM, simply take the average Dralasite — 2.000 0.250 of the character’s Strength and Reaction Human — 2.500 0.250 Speed scores, then divide by 10, rounding Humma* — 1.600 0.200 all fractions down. This value is the MRM. Osakar * — 1.000 0.125 The Strength score is used in the MRM Ifshnit * — 2.400 0.200 because a character’s speed and quickness Vrusk — 2.500 0.250 are based upon the strength of the mus- Yazirian — 2.500 0.250 cles within that character’s limbs. The Sathar * * — 2.500 0.375 Reaction Speed score is used because, by definition, it is a measure of a person’s * See SFAC3 Zebulon’s Guide to Frontier Space for details on this race. quickness. Excessive body weight and * * Sathar are used as NPCs only. However, this information also applies to the Sathar- equipment encumbrance do not play a related S’sessu race (which may be used as PCs), as described in DRAGON® issue #96. part in the creation of the MRM because of their difficulty to implement; game

DRAGON 63 Movement types Table 1 also gives new movement types that are available to the characters. These Table 2 are more fully explained below, along with Average STR, RS, and MRM Scores the old movement types from the Alpha Dawn expanded game rules to reduce Race Average Average Average cross referencing between the book and strength reaction speed MRM this article. Dralasite 50 40 4 Walking: This is the rate at which a Human 45 45 4 character can walk, expressed in meters Humma* 55 45 5 per turn. This is also the rate at which a Ifshnit * 40 45 4 character can climb a ladder or staircase. Osakar * 50 50 5 Running: This is the rate at which a Vrusk 40 50 4 character can run, expressed in meters Yazirian 35 50 4 per turn. Sathar * * 45 40 4 Hiking: This is the rate at which a char- acter can walk (with appropriate rests) * See SFAC3 Zebulon’s Guide to Frontier Space for details on this race. over long periods of time, expressed in * * Sathar are used as NPCs only. However, this information also applies to the kilometers per hour. (This is known as Sathar-related S’sessu race (which may be used as PCs), as described in DRAGON “Per Hour” in the Alpha Dawn expanded issue #96. game rules.) Climbing: This is the rate at which a character can climb a rope, expressed in winged character may fly, expressed in cle. Finally, new figures for Table 1 are meters per turn. A character can climb a meters per turn. Note the difference found simply by dividing the average vertical surface at half this speed, provid- between flying and gliding: Gliding is movement rates for the race by the aver- ed there are handholds and footholds. merely coasting through the air on steady age MRM, rounding results to the third Crawling: This is the rate at which a wings, but flying is the act of physically decimal place. The results should be character can crawl along the floor or propelling oneself through the air by recorded in the appropriate columns on ground in a semiprone position, expressed flapping wings. Table 1. in meters per turn. Swimming per turn: This is the rate at There may be some confusion as to what Running Leap: This is the distance in which a character may swim, expressed in a race’s average ability scores are. Note meters that a character can leap horizon- meters per turn. that when rolling on the Ability Score tally, allowing a straight-line run for 15 Long-Distance Swimming: This is the Table in the Alpha Dawn expanded game meters before leaping. rate at which a character may swim (with rules (page 4), the most commonly gener- Standing Leap: This is the distance in brief floating rests) over long periods of ated base score will be a 45, simply meters that a character can leap horizon- time, expressed in kilometers per hour. because the table assigns a 20% chance for tally from a standing start. it to occur. No other base score has as Running Vertical Leap: This is the height great a chance, though 45 is not the aver- Expanding Table 1 in meters that a character can leap, allow- age score. The average score is actually ing a straight-line run of at least 5 meters Expanding the table of Base Movement the sum of 45 and the appropriate value before leaping. This height is measured Values for new races can be accomplished from the Ability Modifier Table (Alpha from the ground to the lowest point on in four easy steps. First, each new race Dawn expanded game rules, page 4). Thus, the character’s body at the highest point of must have a table of average movement for a Dralasite, the average Strength score the jump. The sum of this distance and the rates defined for it; the creation of this would be 50 (45 and a +5 modifier equals character’s height (with arm extended) table is left to the designer of the race. 50), while its average Reaction Speed score used when the character is attempting to Second, the new race’s average Strength would be 40 (45 and a - 5 modifier). This reach a high object. and Reaction Speed scores must be found, gives Dralasites an average MRM of 4 (the Standing Vertical Leap: This is the height using the method in the following section. average of 50 and 40, divided by 10 and in meters that a character can leap from a Third, using the average Strength and rounded down). The average MRMs for standing start. Reaction Speed scores, the average MRM typical races are given in Table 2. Flying: This is the rate at which a is computed, as per the rules in this arti- When the numbers in Table 1 are multi- plied by the average MRM score for a race, the results are the regular movement rates for the race in question. This system Continued from page 61 works on the assumption that the rates We Moved! finding a master entirely apart from their given in the Movement Table on page 19 of acquaintances or present superiors. the Alpha Dawn expanded game rules Well, actually, our mailing address Once the master has been established, were created with the average character has changed slightly. The new the DM can then use the formula in Orien- in mind. The average character’s statistics address is now: DRAGON® Maga- tal Adventures for detailing what martial- are the same as those of an average NPC, arts abilities the particular master is as shown on the table in the Alpha Dawn zine, P.O. Box 111, Lake Geneva expanded game rules on page 59. WI 53147, U.S.A. See the differ- familiar with. In the case of the monastic classes (monks, shukenja, and sohei) and ence? Our street address for UPS the ninja and yakuza, even if the charac- shipments is still: DRAGON Maga- ter’s present master is limited in martial- zine, TSR, Inc., 201 Sheridan arts ability, it should not be difficult for Springs Road, Lake Geneva WI the character to locate a more experienced 53147, U.S.A. master later — through the process listed. DRAGON is a trademark of TSR, Inc. ©1988 TSR, Inc. All Rights Reserved.

64 NOVEMBER 1988 racial characteristics of half- dwarves be? We suppose that a human and a dwarf would produce a half-dwarf, if they could produce a child at all. Such a child, how- ever, might be either a tall, hairless dwarf or a short, hairy human, as there are no half-dwarves in the AD&D game. While it is possible to create more crossbreeds than are already present in the AD&D by Skip Williams comp is required, and implies that a game, we recommend that you stick with master-comp is also required. the ones in the rules. The basic suit has no scanners, but it does have a bodycomp with a type D proc- If you have any questions on the Can humanoids such as gnolls or essor and a kingpack power supply. The orcs use weapon specialization? games produced by TSR, Inc., “Sage standard progits are: master-comp, med- Advice” will answer them. In the Unit- No; weapon specialization is for the inject (three of them), body-scan, and ed States and Canada, write to: Sage fighter class only. We suppose that some enviro-comp. Additional progits can be Advice, DRAGON® Magazine, P.O. Box very extraordinary humanoids might added to the computer, up to the actually have fighter training and so could 111, Lake Geneva WI 53147, U.S.A. In kingpack’s 12-progit limit. Europe, write to: Sage Advice, specialize. This would be very rare. DRAGON Magazine, TSR Ltd., 120 I like the helmet rafflurs and gre- Church End, Cherry Hinton, Cambridge Here is my 8th-level troll thief. nade launchers in Zebulon’s Guide, CB1 3LD, United Kingdom What do you think of him? but I can’t find costs and weights for This month, “Sage Advice” covers a See the DMG, page 21, “The Monster as them. a Player Character:’ for the official view on potpourri of questions on various top- As explained on page 70 of that book, ics related to TSR® games. this and all other cases like it involving helmet attachments cost 20% more than as PCs. their regular counterparts. The weights of the helmet and regular versions are identi- Can a character worship a deity cal. Helmet rafflurs, for example are mere- from the pantheon of another race? D&D® game ly two rafflur M-1s attached to a helmet. Why or why not? The D&D Expert Set says that only The cost and weight of the rafflur M-l are Yes, he can, but he might find himself maidens can ride unicorns. How can given on page 34 as 300 Cr and .50 kg. outcast, accepted neither by his own race my female PC become a maiden? Therefore, helmet rafflurs cost 720 Cr nor the race associated with the deity. This Females don’t become maidens. Maidens ((300 X 2) X 1.2) and weigh 1 kg. depends on how appropriate the deity is are born, not made. In , a for the character. The Greek deity maiden is a young, unmarried woman. In Hephaestus, for example, is very appropri- the D&D game, a true maiden also has a AD&D® game ate for dwarves or gnomes. Likewise, Lawful alignment. You might also look up deities who are associated with a particu- the word “virgin” in a dictionary. Why does a paladin become a cava- lar class are generally appropriate for any lier instead of a fighter when he character of that class regardless of race. At what level can PC mystics start loses his paladinhood? A dwarven worshiper of a giants’ deity, on a path to Immortality? Does any With the appearance of Unearthed Arca- however, is likely to be unwelcome wher- path favor Mystics? na, paladins became a subclass of the ever he goes. Clerics are a different mat- Mystics can seek immortality any time cavalier, not the fighter. ter; refer to the individual descriptions of after reaching 16th level. A mystic’s each deity to determine which races the intense devotion to his discipline makes Both the I and the deity will accept as clerics. the Epic the only suitable path for a Best of DRAGON Magazine Anthol- mystic; the DM must decide if this is also ogy, vol. III, say that have a When can a character build a the favored path (see the Master DM’s + 3 “to hit” with missile weapons. stronghold and attract followers? Book, page 15). Do PC halflings get this bonus in Characters who are allowed to construct addition to any adjustments for strongholds in order to attract followers Will a weapon of wounding negate dexterity? may do so when they reach “name” level. a troll’s regeneration ability in the No; the + 3 bonus is given only to NPC “Name” level is the level at which a class D&D game? halflings, who are assumed to spend a lot no longer gains additional hit dice or con- Only insofar as the troll suffers the extra of time practicing with short bows or stitution bonuses (see , damage caused by the “wound” (1 hp per slings (as well as to have high dexterities). page 12). DRAGON issue #117, pages 16-17 round). The troll can regenerate this dam- The + 3 bonus applies only to these two (“Feuds and Feudalism”), has some sugges- age, however. weapons. tions for midlevel strongholds as well. Any PC with the money may build a stronghold Are elves immune to charm effects – but attracting followers other than the STAR FRONTIERS® game that aren’t from spells, such as a usual henchmen and hirelings could be vampire’s gaze or a harpy’s song? difficult if the PC is of low level. I enjoyed the article “Armored and Elves and half-elves are resistant (not Dangerous” in issue # 129 (page 70), immune) to all forms of sleep and charm, Which classes get a constitution but I have a few questions. Does the including those above. bonus higher than +2 per hit die? basic suit of powered armor come To be absolutely clear: fighters (including with a bodycomp and any special If a dwarven character and a rangers and barbarians) and cavaliers scanners? I assume there is a body human character got married and (including paladins). comp because Zebulon’s Guide to had kids, wouldn’t their offspring Frontier Space says that an enviro- be half-dwarves? What would the Do nonthief characters have any

6 APRIL 1989 Illustration by Henry Martinez From Freighters to Flying Boats

Traveling the high seas in the STAR FRONTIERS® game

by Matthew M. Seabaugh Motorboat Surface vessels Cost: 6,000 Cr (rental: 50 Cr down + 25 In the STAR FRONTIERS® Alpha Dawn Cr/day) game rules, land travel is covered exten- Top/cruise speed: 120/80 KPH (15/10 KPH sively. Air travel is also given its fair share Ski cycle w/sail) of coverage in both the Alpha Dawn and Cost: 2,000 Cr (rental: 25 Cr down + 25 Passengers: 6 Cr/day) Zebulon’s Guide to Frontier Space rules. Cargo: 200 kg, 1 cubic meter But when you reach the beach, you’re Top/cruise speed: 150/90 KPH Parabattery: Type 2 stranded. Hovercraft can travel over calm Passengers: 2 Hull size: B water for a good distance—but after that, Cargo: .5 cubic meter Bump number: 3 what’s left? Parabattery: Type 1 Notes: This is an outboard-motor craft This article fills the gap by describing Hull size: A capable of high speeds and quick ma- several types of surface vessels, a few Bump number: 1 neuvering. The price includes a collaps- underwater craft, and some amphibious Notes: Similar in size to a land cycle, a ski ible sail. Motorboats can maneuver in aircraft. The vessels detailed herein are cycle has an engine resembling a jet waters one meter or more in depth. A essentially generic creations; referees may engine that uses water as the propel- special enclosed-canopy version may be create variations on these for their own lant. This vessel is very maneuverable purchased, or the canopy can be added campaign worlds. Sea movement and and can travel in extremely shallow later; the canopy makes a motorboat combat are also covered. water. more streamlined and, hence, faster, Any motorboat with an enclosed can- opy has a top speed of 140 KPH. As the canopy is made of canvaslike material, it does not serve as armor.

Yacht (cabin cruiser) Cost: 75,000 Cr Top/cruise speed: 100/60 KPH Passengers: 10 Cargo: 10,000 kg, 35 cubic meters Parabatteries: Two Type 4 Hull size: C Bump number: 5 Bump number: 5 have pontoons to keep the craft afloat. Notes: This large ship has enclosed cabins Notes: This is a personal vessel, used often These craft are often used in swamps with bunks, cooking facilities, and in underwater communities as a car and near underdeveloped islands. bathrooms. Many yachts have extrava- would be used on land. Some are fitted gant cabins for the owner or captain. with harvesting equipment for use on Amphibian air transport These ships are favorites among the Kelp farms. Others are used as explora- Cost: 125,000 Cr rich and powerful for their plushess tion vessels. Most underwater com- Top/cruise speed: 700/250 KPH and speed. Yachts are used in deep munities have several of these vessels Passengers: 3-12 water, using small rowboats for board- for the maintenance of habitat walls, as Cargo: 9,500 kg, 40 cubic meters ing and disembarking. Yachts and well as for rescue or police vessels. Parabatteries: Two Type 4 larger ships may be modified to use Minisubs carry enough life support for Notes: This is an adapted version of an tow lines. Any vessel of hull size C or D 72 hours before they need to resurface. aircraft, the air transport. It can be may have a towline on board that can Additional units of life support may be used either as a passenger transport or be used to pull disabled ships. A ship purchased to increase this time to 120 a freight transport. may pull any ship the same size or hours. smaller than itself at one-half cruise Amphibian jet copter speed. Transport submarine Cost: 45,000 Cr Cost: 20,000 Cr Top/cruise speed: 325/50 KPH Transport ship Top/cruise speed: Surfaced—90/50 KPH, Passengers: 4 Cost: 200,000 Cr submerged—70/40 KPH Cargo: 350 kg, 5 cubic meters Top/cruise speed: 95/55 KPH Passengers: 6/20 Parabattery: Type 4 Passengers: 10/30 Cargo: 50,000 kg, 18 cubic meters/5,000 Notes: This, too, is an adapted aircraft. It Cargo: 72,500 kg, 24 cubic meters/7,500 kg, 5 cubic meters rests on two pontoons where skids are kg, 8 cubic meters Parabatteries: Four Type 4 usually positioned. It is often used in Parabatteries: Four Type 4 Hull size: D sea rescues and for tracking criminals Hull size: D Bump number: 7 in swamps and bogs. Bump number: 7 Notes: Like the transport ship, there are Notes: There are two types of this vessel, two versions of this vessel: the cargo the workhorse of surface fleets. The transport (first set of statistics) and the Sea-vessel movement first type is the cargo transport, de- passenger transport (second set of tailed by the first set of figures; the statistics). Transport subs carry enough In general, surface-vessel movement is second is the passenger transport, life support for 96 hours. Additional similar to land-vehicle movement, while detailed by the second set of figures. units of life support can be purchased submarine movement is much like aerial Transports are deep-water craft and to increase the time to 144 hours. movement. The rules for acceleration, use rowboats to shuttle crewmen to deceleration, maximum speed, backing up, and from shore in the absence of a and turn speed are the same as in the dock. Transports may have towlines. Amphibious aircraft Alpha Dawn expanded rules, page 30. See Table 1 for surface-vessel data. Special maneuvers: Unusual actions may Submersible vessels Amphibian aircar be performed as follows: Cost: 55,000 Cr (rental: 100 Cr down + 1. All ships can perform bumps and slips 100 Cr/day) (as per the Alpha Dawn expanded rules, Minisub Top/Cruise speed: 875/400 KPH pages 30-31), as well as short corners (see Cost: 50,000 Cr (rental: 200 Cr down + Passengers: 4 the following text). 100 Cr/day) Cargo: 750 kg, 2 cubic meters Top/cruise speed: Surfaced—100/60 KPH, Parabattery: Type 4 submerged—85/45 KPH Notes: This is an adapted version of a Passengers: 4 typical aircar. Its underside and wings Cargo: 300 kg, 3 cubic meters Parabatteries: Two Type 2 Hull size: C Table 1 Table 2 Surface Vessel Data Surface Vessel Control (statistics are in meters/turn) Speed Hull Top Turning (meters/turn) Result Vessel size Acceleration Deceleration speed speed 2-79 Speed reduced by Ski cycle A 100 40 250 100 20 meters/turn Motorboat B 70 40 200 80 80-139 Speed reduced by Yacht C 60 40 170 60 50 meters/turn Transport 140-199 Decks awash ship D 40 30 160 40 200-259 Engine flooded Minisub* C 70 40 170 60 260+ Capsized Transport sub* D 40 30 160 40

Only surface movement shown. ture is the part above the water line. If a ship’s hull is hit, the damage will affect the speed of the ship or cause the ship to sink. If the ship’s superstructure is hit, the direction, speed, or communica- Table 3 tions will be affected: fires may break out, Hull Damage Results and the ship might capsize. There are three types of combat be- Points of tween ships: contact combat, which in- damage Result cludes ramming, bumping, and boarding; 2-15 No effect ranged combat, which involves both per- 16 Current speed reduced by 20 KPH sonal and mounted weapons; and explo- 17 Current speed reduced by 30 KPH sives. The same three types of combat also 18 Acceleration reduced by 20 meters/turn apply to submerged combat, with some 19 Deceleration reduced by 20 meters/turn modifiers. 20 Top speed reduced by 20 KPH Contact combat: Bumping between two 21-25 5% chance of sinking (cumulative per turn) ships is similar to bumping between two 26-30 10% chance of sinking (cumulative per turn); add 3 to next damage land vehicles, but the sizes of the vessels roll on this table involved are much more influential in sea 31-33 30% chance of sinking (cumulative per turn); add 6 to next damage combat than in land combat. To apply this roll on this table factor, a system is used similar to the 34-36 50% chance of sinking (cumulative per turn); add 9 to next damage “bump number” system from Matt Brady’s roll on this table article, “Here Comes the Cavalry!” in 37+ 70% chance of sinking (cumulative per turn); add 12 to next damage DRAGON® issue #120. When a bumping roll on this table situation occurs, the referee finds the difference between the two vessels’ bump numbers and multiplies it by five. This number is added to the Reaction Speed of 2. Only ships of hull size C or smaller sinks in five minutes, a motorboat or mini- the pilot of the ship with the higher bump can perform skid turns as well as the sub in 10 minutes, a yacht in 15 minutes, number and subtracted from the Reaction other maneuvers. However, yachts must and transport ships and subs in 20 minutes. Speed of the pilot of the other vessel. The attain a speed of at least 90 meters/turn to When submerged, submarines may referee now rolls a 1d100 check for each accomplish a skid turn. make up to six 45° turns in one minute pilot’s revised Reaction Speed score. A 3. Other special maneuvers, such as (one such movement per game turn). successful roll indicates the pilot has main- stunts, are up to the referee’s discretion to These turns may be made in succession or tained control of his ship, while a failed use and define. at different times during the minute. If a roll indicates the pilot of the ship has lost Short corners: Any ship may attempt a sub is at a dead stop, it may turn to face control of his vessel. When a pilot loses short corner, but this is especially danger- any direction before moving. A sub may control, roll 1d100 and add his vessel’s ous on the open sea. If the character per- also increase or decrease its depth by 30 current speed in meters/turn, then apply forming the short corner doesn’t make his meters/minute to a maximum depth of 600 this result to Table 2. Reaction Speed check (Alpha Dawn ex- meters. Ramming is a bit different. Both ships panded rules, page 31), there is a 15% are damaged in a successful ramming chance the ship will capsize. If the ship Sea-vessel combat attempt, not just the defender. When a doesn’t capsize, roll 1d100 and add the ramming attempt is made, each pilot must ship’s current speed in meters/turn, then The rest of this article is written in roll 1d100, add his Reaction Speed, add his apply the total to Table 2. terms of the Alpha Dawn expanded rules. ship’s bump number multiplied by three, Collisions: If a vessel strikes an object Conversion to the Zebulon’s Guide system then subtract his opponent’s speed in above the waterline, treat the collision as should be fairly simple and is left to the meters/turn. If the attacker’s total is per the Alpha Dawn expanded rules, page referee. higher than the defender’s, the ramming 31. However, if the object is struck below attempt is successful. the waterline, there is a 1% chance per Surface combat If the ramming attempt succeeds, both meter/turn of the vessel’s speed that the A ship is divided into two parts for the ships are damaged. Damage is calculated vessel will take on water. Unless repaired purposes of this article: the hull and the by taking the attacker’s speed in meters/ by technicians with a total of four levels of superstructure. The hull is the part of the turn, dividing that figure by 10, then add- Technician skill, the ship sinks. A ski cycle ship below the water line; the superstruc- ing the result to the attacker’s bump

48 SEPTEMBER 1989 number multiplied by three. The total is for target hull size and aiming below the applied to Table 3 for the results. Damage waterline. Table 4 to the attacker is figured in the same way, Explosives: These come in three differ- Superstructure Damage Results substituting only the defender’s bump ent types: thrown explosives, placed explo- number for the attacker’s bump number. sives, and mines. Modified Boarding is the movement of the crew of Thrown explosives, as well as grenades, die roll Result one ship to another ship for hand-to-hand are treated as ranged weapons and use the 2-15 No effect and ranged-weapon combat. This usually same modifiers. 16 Radio knocked out Placed explosives, used often in espio- causes little or no damage to either the 17 Steering jammed right nage or ambushes, can be put inside or attacker’s or the defender’s ship. Even so, 18 Steering jammed left boarding can be the trickiest of any of the outside the ship. Determine whether or 19 Steering jammed straight contact combat maneuvers. not the blast will count as either super- 20-24 Decks awash structure damage or hull damage, given its Two requirements must be met for 25-29 Engine flooded location. Getting the explosives to the ship boarding to take place. First, the ships 30-33 Fire must have the same speed and heading for without detection is the tricky part. 34+ Capsized three turns prior to boarding, and must be Mines are often used to guard harbors at most 10 meters apart. Second, at least and military installations. Mines are often three grappling hooks must connect the stationary, although some may break two ships. Grappling hooks are treated as loose, floating freely. If a ship strikes a thrown weapons for purposes of deter- mine, treat it as 10 dice of damage applied mining the success or failure of the grap- to Table 3. Table 5 pling attempt. Submarine Control: Surfaced After all these criteria are met, charac- Undersea combat ters may climb across the ropes to the A submarine is a versatile vessel able to Speed opponent’s ship. The climb takes three fight either on the surface or underwater. (meters/turn) Result turns at most. A climber hit by weapons When a submarine is surfaced, it follows 0-79 Speed reduced by fire must make a dexterity check or else the same surface rules as other ships. 20 meters/turn fall into the sea. After a character boards When submerged, the submarine follows 80-139 Speed reduced by his opponent’s ship, combat proceeds as a new set of guidelines. 50 meters/turn usual. There are three different types of un- 140-199 Decks awash For obvious reasons, boarding between derwater vessel combat: contact combat, 200-259 Hold flooded high-powered ships is rarely used except torpedo combat, and explosives combat. 260 + Capsized against stationary ships or under extreme Contact combat underwater is similar to circumstances. surface contact combat. The same three Weapons combat: There are two sorts of basic maneuvers are used: bumping, ram- weapons used between seafaring vessels: ming, and boarding. A bump maneuver exerted underwater uses the following personal weapons and mounted weapons. Table 6 modifications: The submarine maneuvers Usual ranged-weapons procedures are Submarine Control: Submerged used for personal weapons, with these in a three-dimensional environment, mean- additional modifiers to hit: ing bumps can be inflicted from the top or Speed bottom. A bump from above grants a +5 l Attacker on hull size A or B ship: - 10 (meters/turn) Result l Target ship is hull size C: +5 to rolls on Table 6 made to see if the Target ship hull size D: + 10 bumped vessel keeps control. In addition, 0-50 Speed reduced by l 20 meters/turn Aiming below the water line: -20 maneuvering undersea is no mean feat. l Depth reduced by Shots fired by personal weapons hit the Most of the maneuvering of the sub is 51-100 30 meters superstructure of the target ship only, done by relying upon the onboard com- Forced surfacing unless intentionally aimed below the wa- puters; you cannot maneuver a sub under- 101-150 Ballast tanks terline. Then the attacker suffers the water by sight. 151+ crushed aforementioned penalty. Ramming underwater uses the same When a hit is scored, the attacker rolls mechanics as surface ramming, with the 2d10 and adds the number of dice of following modifiers. First, speed is divided damage inflicted. This number is applied by five rather than ten. Second, if a ship is to Table 4 unless the hit was intentionally descending in depth as it is ramming, five aimed at the hull, in which case the num- additional points of damage are done to Table 7 ber is applied to Table 3. Note that these the defender, and five fewer points of Submarine Damage Results effects only apply to relatively small ships damage are done to the attacker. All such with little or no armor, as would be found damage is applied to Table 7. 2-15 No effect on most colony worlds. Shooting at a Underwater boarding is usually done on 16-20 Loss of control really large ship, like an aircraft carrier, is rescue missions rather than in combat, as 21-25 Acceleration reduced by 30 an exercise in futility (and probably in it is tricky. Any men attempting to board meters/turn suicide as well). during combat must come through the air 26-30 Turns -2 The number and type of mounted weap- locks, so they are easy targets for the men 31-35 Forced surfacing ons a ship may have depends on the ship’s inside. Hence, most boarding actions 36+ 40% chance of sinking (cumu- size and ship type. Ski cycles may only against submarines take place on the lative per turn) have forward-firing laser pistols. Motor- surface against engine-damaged subs; boats may have any type of rifle mounted holes must be cut in the enemy’s hull to on a swivel mount. Transports may have enter at different places. Many ships sim- torpedoes carry 150 grams (15d10 points up to four heavy weapons mounted on ply sink obstinate submarines rather than of damage) of TD-19 that explode on im- swivel mounts. board them. pact. There are three different types of Mounted weapons are subject to the Underwater weapons combat uses guidance systems on torpedoes. Straight- same modifiers as personal weapons, torpedoes—self-propelled undersea mis- running torpedoes are the simplest, and including the previously given modifiers siles approximately four meters long. Most are aimed and follow their courses for 2

DRAGON 49 km, when their fuel runs out. Acoustic undetected. At other times, spies may helps, the fire burns an additional 1d10 torpedoes guide themselves after being board ships and sabotage them. Underwa- minutes. For every minute the fire burns, fired from the sub, homing in on engine ter mines each carry 100-200 grams (doing there is a 1% cumulative chance of an sounds from the target until they hit or 10-20 dice of damage) of TD-19. explosion. If the ship explodes, the blast run out of fuel after 2 km. The most radii per hull size are as follows: A—50 deadly type is the wire-guided torpedo, meters; B—100 meters; C—150 meters; D— which can be guided from the launching Results: Tables 2-7 250 meters. All people within the blast sub using a computer with a radio an- radius take 7d10 points of damage; no tenna. Its range is also 2 km. Ballast tanks crushed: The submarine type of screen or suit affects this damage. Combat involving torpedoes is intense sinks toward the ocean bottom. Forced surfacing: The sub must immedi- and deadly. One lucky shot may disable a Capsized: The boat rolls over, and all ately surface. All aboard take 5d10 points ship. Deception and speed are invaluable. aboard take 2d10 points of damage if of damage, and the sub cannot submerge A minisub can carry up to four torpedoes, outside the ship or 3d10 points if inside (C again until repaired, or else it sinks. while a transport sub can carry up to and D hull sizes only). In addition, anyone Hold flooded: water pours into the sub- eight. These tubes are usually divided, inside a C- or D- size ship when it capsizes marine through the hatches. Speed is facing fore and aft. Straight-running torpe- has a 25% chance of being trapped in an reduced by 20 KPH for 3-30 minutes, until does use the guidelines for mounted weap- air pocket with 1d10 x 10 minutes worth the pumps can empty the ship again. ons. There is no to-hit modifier for careful of air. This amount is divided equally Loss of control: The submarine’s speed is aim or for the water being soft cover. among characters if more than one person checked on Table 6 for the effects. Acoustic torpedoes follow the same guide- is trapped. Radio knocked out: The antenna for lines with a + 10 modifier to hit if the Decks awash: The bow of the ship sud- radio communication has been downed. opponent is moving or if his engines are denly dives into the waves, and its decks The antenna takes 1d10 hours to repair. running. Wire-guided torpedoes are not are flooded. There is a 50% chance that Depth reduced by 30 meters: The sub’s subject to any modifiers. The only way to any character exposed outside will be depth is decreased by 30 meters (i.e., the escape these terrors is to outrun them; washed overboard. sub rises, possibly reaching the surface). they travel at 125 meters/turn for 16 Engine flooded: The engine immediately All aboard take 3d10 points of damage. turns, then detonate if they haven’t hit ceases to function, and the vessel slows to Sinking: If a ship has a chance of sink- their intended targets. Damage from a a stop. It takes 1d10 turns for the ship to ing, the ship has taken water into its hold. wire-guided torpedo is 2d10 + 15 points, completely stop, after which the engine The referee rolls 1d100, and if the roll is applied to Table 7. will not start for 3d10 minutes. less than or equal to the designated per- Explosives in submarine warfare are Fire: Flames burst from a referee- centage, the ship begins to skin. A ski occasionally encountered. Some harbors determined part of the ship. Those within cycle sinks in 5 minutes; a motorboat in contain mines at the depth that a sub 10’ of the blaze take one point of damage 10; a yacht in 15; a transport in 20. During would have to travel to enter the harbor per minute. If less than 75% of the crew this time, deck guns can continue to fire until one minute before sinking. If the ship doesn’t sink, the appropriate modifier is applied to the next damage roll. Speed reduced: The vessel immediately loses the indicated amount of speed unless it is over one-half of the vessel’s current speed. In the latter case, the ship loses half speed at most. Any result below zero meters/turn is a full stop. Steering jammed: If jammed straight, the vessel cannot turn. If jammed right or left, the vessel must turn 45° in the indicated direction after each 20 meters of travel. The ship can accelerate or decelerate, but it cannot change direction. Turns - 2: The maximum number of 45° turns the submarine can make in one minute is reduced by two.

Additional notes

Ship-vs-submarine combat: Submarines almost always have the advantage of sur- prise against surface ships. However, they have fairly low firepower when compared to other ships of the same size. Also, sur- face ships are faster than subs, so escape may be difficult for a detected submarine. A submarine must be fairly close to the surface to fire the torpedoes it carries. This means that if a sub is sighted before it fires, it can be fired upon with deck guns from the surface ships. When a torpedo strikes a surface ship, the damage is considered hull damage, and the attack gains an additional 2d10 points of damage on Table 3 to represent the surprise factor. In addition to torpedoes, some subs have 50 SEPTEMBER 1989 a recoiless rifle or heavy laser mounted on spheres that can encase one passenger a pack are: one all-weather blanket, one deck. This mount takes three turns to arm each, having enough air for two hours and first-aid pack, four survival rations (eight and may then be used as the surface- a small snorkel for additional air if needed. days of food), one compass, 10 salt pills, 10 combat rules dictate. They will take 5 points of damage before liters of water, one flashlight, one pair of Often, the only weapons the surface collapsing. Life bubbles cost 50 Cr. sea goggles, and an emergency beeper that ships have available to fight submarines Size C and D ships generally carry a life emits a signal for 20 km for 48 hours. are depth charges. These are special jacket for every passenger in addition to a Some packs may include a small firearm. charges of TD-19 set to go off at a certain number of lifeboats. Lifeboats are small depth or on contact. The base chance to boats that carry six people. These boats The sea is a huge and dangerous place, hit a sub with a depth charge is 20%. If always have oars and a collapsible sail. full of adventure and danger. I hope this the surface ship is using sonar (1,000 Cr/ More expensive versions may be motor- article has opened this frontier to you. km range), the chance improves to 45% as ized. Submarines carry an equivalent of a Good luck, and good sailing! long as the sub has its engines on; if the lifeboat, called an escape capsule, that is sub shuts off its engines, the chance de- essentially a lifeboat that is pressurized for creases to 35%. A sub hit by a depth the depth. The capsule rises to the surface charge takes 2d10 + 20 points of damage, where its canopy opens and is treated Have You Resubscribed? applied to Table 7. thereafter as a lifeboat. Capsules may also Another mode of attack available to be motorized. Capsules cost 100 Cr more submarines is to ram ships from under- than comparable lifeboats. If you subscribe to DRAGON® Mag- neath. This is especially damaging, and the azine, check the brown mailing defender takes one and one half times Lifeboat wrapper in which this issue arrived. normal damage while the sub takes nor- Cost: 1,500 Cr (700 Cr w/sail) If the wrapper has a subscription mal damage. In this case, the sub rams Top/cruise speed: 100/50 KPH (15/10 KPH warning on it, send your mailing under surface-combat rules. The damage w/sail) label, a subscription card from this to the surface ship is applied to Table 3, Passengers: 6 issue, and a check or money order while the damage to the sub is applied to Cargo: None to: DRAGON Magazine Subscrip- Table 7. Parabattery: 2 tions, TSR, Inc., P.O. Box 72089, Escape from sinking ships: The methods Hull size: A Chicago IL 60678. of escape from vessels vary. Every seafar- Bump number: 2 ing vessel under UPF jurisdiction must Accel/Decel: 50/40 (varies w/sail) DRAGON is a trademark of TSR, Inc. carry a safe means of escape. Size A ships ©1988 TSR, Inc. All Rights Reserved. generally carry life jackets, and size B In addition to a means of escape, all ships carry either life jackets or life bub- ships must have one standard sea survival bles. Life bubbles are zip-open plastic pack per passenger. The contents of such

DRAGON 51