Star Frontiers Expanded Weapons Charts

Advanced Star Frontiers Weapons Charts

The Alpha Dawn game provides a succinct, easy to reference set of charts for many of the standard weapons found in the Star Frontiers universe.

This document is not intended to replace that convenient system but rather to supplement it.

What follows is a compilation of various weapons that were published in Alpha Dawn(AD) , the Zebulon’s Guide (Zeb) plus the Star Frontiersman (SFM) and Frontier Explorer (FE) magazines with a few of my own weapons thrown in. A few weapons, such as the ancient lasers, were developed by Chris Donovan and posted on the Star Frontiers Wiki site.

The Zebulon weapons listed here have been converted to the Alpha Dawn system. Although the original Zebulon rules offered a chart of universal weapons’ ranges, it was incompatible with AD weapons. For example, the point blank and extreme ranges were eliminated in Zebs. Plus, there were several Zeb weapons, such as the helmet rafflurs, that even violated these universal ranges.

Although I tried to note the origin of some of the weapons, when it came to the P.G.S. (projectile, gyrojet, sprayer) section, I found it more convenient to list the ammo costs in the same chart so there was no room for this other information.

When it came to fan-created weapons from the magazines, I did alter some of the prices where I saw fit. Also, I provided a category for items such as powerclips, P.G.S. clips and grenades that previously had no weight in response to discussions on the starfrontiers.us website. Illustration from Dragon Magazine #120

--Joseph Cabadas

Nov. 15, 2016

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Star Frontiers Expanded Weapons Charts

Chart 1: Laser Weapons Cost Wgt Damage Ammo SEU ROF Defense Range Notes (Cr) (kg) PB/S/M/L/E Blast (laser) Pistol 200 1.5 4d10 20 SEU Clip 2 1 Albedo 5/15/--/--/-- AD p172 Blaster Model 2501 500 1 1d10 per SEU 10 SEU clip 1-10 1 Albedo 5/20/40/80/160 SFM __; fail 99 Evran Laser Pistol 580 1 1d10-1 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM __; fail 99 K’raktan Laser Pistol2 580 1 1d10 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM __; fail 99 Laser Auto 750 3 1d10 per SEU/ 20 SEU clip 1-20 / 3(1) Albedo 5/15/30/60/150 SFM __; 5d10 per burst 10/burst burst +20% to hit Laser Pistol Ke-10003 600 1 1d10 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 AD p63 Laser Long Pistol Ke-15004 750 2 1d10+2 per SEU 20 SEU clip 1-10 2 Albedo 5/30/60/150/300 Z p60 Laser Rifle Ke-1800 800 3 1d10 per SEU 20 SEU clip 1-20 2 Albedo 10/40/100/200/400 AD p63 Laser Rifle Ke-2000 1,200 4 1d10+6 per SEU 20 SEU clip 1-20 2 Albedo 10/50/150/250/450 Z p60 Laser Sniper Rifle 1,500 5 1d10 per SEU5 20 SEU clip 1-20 1 Albedo 20/100/500/1km/2km SFM __ LE-1000 Laser Derringer6 500 0.5 1d10-2 per SEU 10 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM __; fail 99 LE-1500 Laser Pistol7 700 1.25 1d10+2 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM__; fail 99 Heavy Laser Ke-5000 6,000 15 1d10 per SEU 100 SEU pack 5-20 1 Albedo --/100/500/1km/2km AD p63 Magstar F8 Laser Pistol8 400 1.5 1d10 per SEU 20 SEU clip 1-4 2 Albedo 5/20/50/100/200 SFM __ Magstar Laser Pistol 580 1 1d10 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM __; fail 99 Heavy Laser Ke-60009 8,000 18 1d10+10 per SEU 100 SEU pack 5-20 1 Albedo --/100/500/1km/2km Z p60

1 Made by a firm called Special Defense , it is an “entry-level,” basic laser pistol. 2 Made by Tunix Weaponry, this pistol is specifically designed to fit the Vrusk hand. 3 The “Ke” laser series is a UPF designation for laser weapons that basically have the same characteristics. 4 The Ke-1899 Laser Long Pistol is unavailable until approximately 75 FY. 5 An Enforcer can multiply his Weapons: Beam skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. 6 Interstellar Weaponry’s LE-1000 is a miniaturized version of a standard laser pistol, making it more concealable, but with an offsetting decrease in damage. 7 This is basically an upgrade of the Ke-1500 by Interstellar Weaponry. 8 Manufactured by Tunix Weaponry, this is an older style laser from the time of the First Sathar War. Some gunsmiths have been known to tinker with its settings so it can use up to 6 SEUs per shot, but it will have an automatic failure rate on a roll of 99-100. 9 The Ke-6000 Heavy Laser is unavailable until approximately 75 FY. Page 2 of 34

Star Frontiers Expanded Weapons Charts

Chart 2: More Laser Cost Wgt Damage Ammo SEU ROF Defense Range Notes Weapons (Cr) (kg) PB/S/M/L/E Archaic Laser Pistol10 400 2 2d10 20 SEU clip 2 1 Albedo 3/10/25/50/100 SF Wiki Archaic Laser Rifle 450 6 2d10/4d10 20 SEU clip 2/4 1 Albedo 5/20/50/100/200 SF Wiki SD-CLCr Laser Pistol11 580 1 1d10 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM __; fail 99 Tizzle Laser Derringer12 300- 0.1 1d10 per SEU 20 SEU clip 1 or 5 2 Albedo 3/8/15/--/-- SFM __ 3,000 WarTech KTX-40 Pistol 700 1 1d10 per SEU Two 20 SEU 1-5 3 Albedo 5/15/40/75/150 SFM __ clips WarTech SE-9 LWS Pistol 700 2 1d10 per SEU 20 SEU clip 1-10 2 Albedo 5/20/50/100/200 SFM __ WarTech SE-9 LWS Rifle +650 +3 1d10 per SEU 3x20 SEU clip 1-20 2 Albedo 10/50/100/200/400 An SE-9 with an extended stock

Chart 3: Beam Ammo Cost Wgt Energy Recharge Type Cost Wgt Energy Recharge Type: (Cr) (kg) (Cr) (kg) Micro Powerdiscs 10 0.1 2 SEU No D.S. Fuel Cell 75 0.5 6 shot cell No Mini Powerclip 50 0.25 10 SEU No D.S. Extended Fuel Cell 100 0.75 10 shot cell No Standard Powerclip 100 1 20 SEU 1 Cr/SEU D.S. Rifle Fuel Cell 150 1 12 shot cell No Power Beltpack 250 4 50 SEU 1 Cr/SEU D.S. Rifle Ext. Fuel Cell 200 1.5 18 shot cell No Advanced Power Beltpack 300 3 50 SEU 1 Cr/SEU Electro-Mag. Signal Stunner Cell 250 1 4 shell cell No Power Backpack 500 10 100 SEU 1 Cr/SEU Gauss Assault Rifle Clip 50 1 100 shots No Advanced Power Backpack13 700 6 100 SEU 1 Cr/SEU Gauss Sniper Rifle Clip 5 -- 10 shots No Power Econopack 1,250 25 250 SEU 1 Cr/SEU Gauss Traveller Rifle Clip 25 0.5 40 shots No PGM-13 Powerpack 50,000 7 800 SEU 1 Cr/SEU Energy Bracer with coil clips14 500 1 Two 20 SEU clips 1 Cr/SEU

10 Archaic laser pistols and represent technology that hasn’t been manufactured for decades or centuries. Their power packs are so primitive that they cannot be recharged with modern connections but a technician can attempt to jury rig an adapter. Make a Repair Machinery check at -25%. A failure means that the power pack no longer works. Likewise, repairs to the weapon are made at a -25% modifier and a failure means the weapon no longer functions. 11 This is a Ke-1500 laser pistol manufactured by “SD,” a Yazarian-owned firm on Pale (Truane’s Star). 12 This weapon is illegal on most Frontier planets. It is made on the Outer Reach (Dramune) and has only two power settings, 1 and 5. Characters have a 25% chance to palm or hide a Tizzle Laser during a casual search. 13 The advanced power beltpack and backpack are house rules. These units are made of extra light materials. 14 The energy bracer comes from an article by Bill Logan is Star Frontiersman magazine, Issue 19m pg. 41. Page 3 of 34

Star Frontiers Expanded Weapons Charts

Chart 4: Rafflur, Maser & Cost Wgt Damage Ammo SEU ROF Defense Range Notes Bolt Weapons (Cr) (kg) PB/S/M/L/E Rafflur Helmet 625 0.5 4d10+5 microdisc x 2 All 1 Synth 1/6/12/--/-- Z p70 Rafflur M-1 Derringer 300 0.5 4d10+5 microdisc x 2 All 1 Synth 1/6/10/--/-- Z p60 Rafflur M-2 Pistol 650 1 2d10 per SEU 10 SEU clip 1-5 2 Synth 5/15/35/70/150 Z p60 Rafflur M-3 Pistol 825 2 2d10 per SEU 10 SEU clip 1-5 2 Synth 6/20/40/80/160 Z p60 Rafflur M-4 Combat Rifle15 1,000 3 Special, 4d10+5 10 SEU clip 10 1 Synth 6/25/40/60/80 Z p60 Rafflur M-6 Rifle 900 4 4d10 per SEU 10 SEU clip 1-10 1 Synth 9/35/75/180/375 Z p61 Rafflur M-8 Sharpshooter Rifle 1,200 5 4d10 per SEU 10 SEU clip 1-10 1 Synth 15/50/200/400/500 Z p61 Rafflur M-10 Heavy Weapon 5,000 20 5d10 per SEU Parabattery 5-25 2 Synth --/120/550/1100/2.2km Z p61 Maser Penetrator Pistol 675 1 3d10+2 10 SEU clip 2 1 MasMesh 5/20/60/125/250 Z p61 Maser Raser Rifle 850 2 4d10 10 SEU clip 2 1 MasMesh 10/30/80/200/400 Z p61 WarTech Alpha Bolt 3,000 2 1d10 per SEU 10 SEU clip 1-10 1 Gridsuit 10/30/80/200/400 Z p61 WarTech Omega Bolt 4,000 3 1d100 20 SEU clip 5 1 Gridsuit 10/30/80/200/400 Z p61 WarTech Gamma Bolt II 5,000 2.5 1d10+5 per SEU 20 SEU clip 2-10 1 Gridsuit 10/30/80/200/400 Z weapons chart WarTech K-Pulse Pistol16 250 2 3d10 20 SEU clip 2 3 Inertia 5/10/20/40/80 SFM 19-19 WarTech Mark V Blaster17 700 2.5 4d10 20 SEU clip 4 1 Synth 5/15/35/75/150 SFM WarTech Mark VII Rifle18 850 4.5 5d10 20 SEU clip 5 1 Synth 10/40/120/225/450 SFM WarTech Mark XII Cannon19 5,000 25 10d10 Parabattery 10 1 Synth --/325/750/1500/3km SFM WarTech PGMP-1220 10,000 6 6d10 240 SEU pack 6 ½ Gridsuit --/100/200/375/750 SFM WarTech PGMP-1321 65,000 9 8d10 800 SEU pack 8 1 Gridsuit --/125/500/1000 SFM

15 Rafflur weapons were introduced by the Rim Coalition and are uncommon before FY 65 and the M-4 combat rifle is unavailable until FY 75. 16 The Kinetic Pulse Pistol fires a conical blast of kinetic energy. Only Inertia screens and skeinsuits – or powered – offer protection as normal. 17 This is an experimental weapon that fires a particle beam similar to a Rafflur. It is not available until 90 FY. 18 An experimental particle beam weapon. Not available until 94 FY. 19 This weapon is not available until 100 FY. 20 An experimental weapon. PGMP (Plasma , Man-Portable) needs a power pack that weighs an additional 3 kg with an added cost of 2,500 Cr. Available by 100 FY. 21 This is an experimental weapon plasma gun. It is not available until 110 FY. The price reflects that any models on the market would be a prototype model. Page 4 of 34

Star Frontiers Expanded Weapons Charts

Chart 5: Stunner & Sonic Cost Wgt Damage Ammo SEU ROF Defense Range Notes Weapons (Cr) (kg) PB/S/M/L/E Electrostunner 500 1 4d10/Stun 20 SEU clip 2 1 Gauss/A-S 5/15/--/--/-- Light Stunner 150 0.5 Stun 20 SEU clip 4 1 Gauss/A-S 5/10/--/--/-- AD p172 Sonic Stunner Pistol 500 1 Stun 20 SEU clip 2 1 Sonic/A-S 3/10/20/30/50 AD p63 Sonic Disruptor Rifle 700 4 6d10/4d10/2d10/1d10/-- 20 SEU clip 4 1 Sonic 2/10/20/40/-- AD p63 Sonic Devastator 5,000 15 20d10/15d10/10d10/5d10/-- 20 SEU pack 10 1 Sonic 5/25/50/100/-- AD p63

Chart 6: Projectile Cost Wgt Damage Ammo ROF Defense Range Ammo Rounds Ammo Weapons (Cr) (kg) PB/S/M/L/E Cost (Rnd) Wgt .22 cal./5.56mm Lt Revolver 100 1 1d10 6 rounds 1 Inertia 5/15/30/50/100 10 Box of 20 0.1 .38 cal./9mm Heavy Autopistol 300 2.5 2d10/4d10+5 20 rounds 3 (1) Inertia 5/15/40/75/200 10/25 20/30 clip 0.1/0.2 .44 cal./11 mm Hvy Revolver 250 1 3d10 6 rounds 1 Inertia 5/15/30/50/100 10 Box of 20 0.1 5.56 cal. Auto Pistol22 200 2 1d10/5d10 20 rounds 3 (1) Inertia 5/15/30/60/150 2 20 rounds 0.1 Gunnam Auto Pistol23 299 2 1d10/5d10 20 rounds 3(1) Inertia 5/15/30/60/150 2 20 rounds 0.1 Ropes Semiautomatic Pistol 150 1.5 1d10 per 20 rounds 3 Inertia 5/15/30/60/150 2 20 rounds 0.1 Semiautomatic Pistol 150 1.5 1d10 per bullet 20 rounds 3 Inertia 5/15/30/60/150 2 20 rounds 0.1 .303cal/7.62mm Hvy Autorifle 500 4.5 3d10/6d10+5 20 rounds 3 (1) Inertia 10/50/125/175/400 20/50 20/30 rounds 0.2/0.3 .50cal/12.5mm Sniper Rifle24 900 4.5 4d10 10 rounds 1 Inertia --/100/300/700/1.5km 20/50 20/30 rounds 0.2/0.3 5.56 cal. Auto Rifle25 300 4 1d10/5d10 20 rounds 3 (1) Inertia 10/40/100/150/300 5 20 rounds 0.2 CKA Hi-LER Hunting Rifle26 700 4 2d10 per bullet 20 rounds 1 Inertia 10/70/200/500/1km 20 20 rounds 0.2 MR-17 Heavy Assault Rifle 480 5 1d10+1 per bullet/ 20 rounds 3(1) Inertia 10/40/100/150/300 10 20 rounds 0.2 burst 5d10+5 Semi-auto Sniper Rifle 1,200 5 1d10* 20 3/1* Inertia 20/100/250/500/1km 5 20 rounds 0.2

22 Auto Pistol ammunition is compatible with the Gunnam, Ropes and Semiautomatic pistol models. 23 Manufactured by Cepeda Kinetic Arms (CKA), the Gunnam is a high-end pistol that can be outfitted with a number of accessories. See Star Frontiersman Issue __, pp 14-15 for more information. 24 This is an older style sniper rifle. The price reflects a bare-bones model without a scope. With a scope, an Enforcer can multiply his Weapons: PGS skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. 25 The ammunition for the Auto Rifle is also compatible with the Semi-auto Sniper Rifle and the Wartech M1-A44 assault rifle plus many other Frontier rifles. 26 When this weapon is set on a solid surface, the rifleman receives a +10 modifier to hit. Use range category one step better. Page 5 of 34

Star Frontiers Expanded Weapons Charts

Chart 7: More Projectile Cost Wgt Damage Ammo ROF Defense Range Ammo Rounds Ammo Weapons (Cr) (kg) PB/S/M/L/E Cost (Rnd) Wgt Pulse Rifle27 1,800 5 99 bullets Inertia 10/40/100/150/300 50 99 bullets 1 Semi-auto firing 1d10+1/bullet Semi: 3 “ “ Burst: 3d10+3 Burst: 2 “ “ Full auto: 5d10+5/spray Auto: 1 “ “ Grenade Launcher28 8d10/ 3m blast 4 grenades 1 “ --/25/50/100/200 25 1 grenade 0.4 12 gauge Automatic 400 3 4d0/8d10 burst 10 rounds 3/1 Inertia 10/15/25/40/100 Shotgun/Scattergun29 Assault Scattergun30 600 5 2d10/5d10 10 shots 2 Inertia 5/15/40/75/150 10 10 shots 0.1 Autoloading Scattergun 400 4 2d10 10 shots 3 Inertia 5/15/40/75/150 10 10 shots 0.1 Pump Scattergun 200 3 2d10 5 shots 3(1) Inertia 5/15/40/75/150 10 10 shots 0.1 2,000 20 10d10 10 bursts 1 Inertia --/70/200/500/1km 50 200 rounds 10 Recoilless Rifle 4,000 20 12d10 / blast: 2m 1 shell ½ Inertia --/150/1km/2km/3km 10 1 round 1

Chart 8: Needler, Weapons Cost Wgt Damage Ammo ROF Defense Range Ammo Rounds Ammo (Cr) (kg) PB/S/M/L/E Cost (Cr) (Rnd) Wgt Needler I Pistol 200 1 2d10/1d10+sleep 10/15 shots 3 Inertia 5/10/20/40/100 10/15 10/15 rounds 0.1/0.15 Needler II Short Rifle 300 2 2d10/1d10+sleep 10/15 shots 3 Inertia 10/15/30/60/120 10/15 10/15 rounds 0.1/0.15 Needler III Rifle 400 3 3d10/1d10+sleep 10 shots 3 Inertia 10/20/40/75/150 20/30 10/15 rounds 0.2/0.3 Razor Gun 950 1.5 Varies 10/20 rounds 3 bursts Inertia 5/10/20/40/100 Varies Varies Varies Whoomp Needler L1 Pistol31 400 1 2d10/1d10+sleep 12 shots 3 Inertia Screen 5/10/20/40/100 15 12 rounds 0.1 Whoomp Needler L2 Rifle 700 3 3d10/2d10+sleep 12 shots 3 Inertia Screen 10/20/40/75/150 25 12 rounds 0.2 Whoomp Needler L3c Pistol 500 1.25 2d10/1d10+sleep 12 shots 3 Inertia Screen 5/10/20/40/100 15 12 rounds 0.1 Whoomp Needler L4c Rifle 900 3.5 3d10/2d10+sleep 12 shots 3 Inertia Screen 10/20/40/75/150 25 12 rounds 0.2

27 This is the preferred planet-side weapon of the UPF Marine Corps. 28 This is a pump-action grenade launcher that is an integral part of the Pulse Rifle. 29 Auto shotguns can affect area targets in both single shot and burst mode. See optional rules. 30 The ammunition for the Assault Scattergun, the Autoloading Scattergun and the Pump Action Scattergun are compatible. 31 The Whoomp models fire special skiensuit piercing needles, so their only defense is an inertia screen. The L1 and L2 models only use Whoomp manufactured ammo while the L3c and L4c models can also use normal needler ammo. Page 6 of 34

Star Frontiers Expanded Weapons Charts

Chart 9: Gyrojet Weapons Cost Wgt Damage Ammo ROF Defense Range Ammo Rounds Ammo (Cr) (kg) PB/S/M/L/E Cost (Cr) (Rnd) Wgt Gyrojet Wrist Rockets32 125 1.5 2d10 per bullet 3 rounds each 3 Inertia --/5/25/50/100 3 3 -- Gyrojet Pistol 200 1 2d10 10 rounds 3 Inertia --/5/50/100/150 10 10 0.5 Gyrojet Rifle 300 4 3d10 10 rounds 3 Inertia --/5/75/150/300 20 10 0.75 Heavy Gyrojet Rifle 2,000 5.5 8d10 impact/ 10 shots 2 Inertia --/5/75/150/500 50 10 1.75 6d10 area burst shot (700)33 WarTech GC-6 Gyrojet Carbine34 250 3.5 2d10 Pistol jetclip: 5 3 Inertia --/5/50/75/125 5 5 0.25 WarTech GAR-10 Gyrojet Assault 400 5.5 3d10/8d10 20 rounds 3(1) Inertia --/5/75/150/300 40 20 1.5 Rifle35 WarTech HGR-9 Hvy Gyrojet Rifle 2,000 12 10d10 5 rounds 1 Inertia --/5/60/125/200 50 5 0.75 WarTech GJMG-12 Gyrojet M.G. 7,000 25 15d10 5 bursts 1 Inertia --/5/75/150/300 100 5 bursts 4.5 WarTech PGR-2 Precision 1,500 5.5 3d1036 5 rounds 1 Inertia --/70/200/500/1km 40 5 1 Marksman Gyrojet Rifle Yazarian Triple Barrel Gyrojet Rifle37 800 11 Single: 3d10; 30 (3 clips of 10) 1 or 3 Inertia --/5/75/150/300 20 ea. 10 ea. 0.75 ea Burst: 9d10 Grenade Launcher, rifle under 600 2.5 As per grenade 1 grenade ½ Varies/ --/25/50/100/200 3 + g. type 1 grenade 0.5 mount38 RS check bullet Grenade Rifle 700 4 As grenade 1 grenade ½ RS check --/25/50/100/200 3 + g. type 1 gren. bullet 0.5 Grenade Mortar 2,000 15 As grenade 1 shell ½ RS check --/200/500/1km/2km 8 + g. type 1 gren. shell 0.5 LAW (Light Anti-tank Weapon)39 200 2 8d10 / blast 2m 1 1 Inertia 10/50/100/150/300 N/A N/A N/A Rocket Launcher40* 5,000 15 15d10 / blast: 2m 1 rocket ½ Inertia --/70/200/500/1km 15 1 rocket 4

32 Uses specialized gyrojet ammo that is smaller than that used by the gyrojet pistol. 33 Maximum range is 500 meters for an impact hit; 700 meters for an area burst – 6 meter radius. 34 Uses normal gyrojet pistol ammo. 35 Uses normal gyrojet rifle ammo in an extended magazine. 36 This is a long-range gyrojet for sniper work. An Enforcer can multiply his Weapons: PGS skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. 37 This weapon is unavailable until the Second Sathar War and was initially deployed with Yazarian space commandos from Yast. 38 This is a grenade launcher that can be mounted under the barrel of any rifle. It fires grenade bullets. 39 The LAW is a one-shot, disposable, shoulder-fired rocket. 40 The rocket launcher can also be used by a character with weapons: missiles. It is basically an unguided short range missile. Page 7 of 34

Star Frontiers Expanded Weapons Charts

Chart 10: Gyrojet Ammunition: Origin Star Frontiersman Issue __ pg. 3-8 Specialized Gyrojet Pistol Jetclips (10 rounds) Wgt (kg) Cost (Cr) Specialized Gyrojet Rifle Jetclips (10 rounds) Wgt (kg) Cost (Cr) Standard, as per AD rules, 2d10 0.5 10 Standard, as per AD rules, 3d10 0.75 20 Doze: STA check or sleep d100 turns 0.5 20 Doze: STA check or sleep d100 turns 0.75 30 FAST: Range: 2/5/50/100/150 0.5 50 FAST: Range: 2/5/75/15/300 0.75 100 Fragmentation: 3d10 damage 0.5 50 Fragmentation: 4d10 damage 0.75 100 Incendiary: 2d10 + 1d10 following turn 0.5 20 Incendiary: 3d10 + 1d10 following turn 0.75 40 Linked: for Target Link, +10 to hit 0.5 100 Linked: for Target Link, +10 to hit 0.75 200 Poison: S5/T10 0.5 50 Poison: S5/T10 0.75 100 Tangler: RS check or tangled for 30 minutes 0.5 30 Tangler: RS check or tangled for 30 minutes 0.75 30 Extended Pistol Jetclips (15 rounds, -1 IM) Wgt (kg) Cost (Cr) Extended Rifle Jetclips (15 rounds, -1 IM) Wgt (kg) Cost (Cr) Pistol Extended Clip (15 round capacity) -- 80 Rifle Extended Clip (15 round capacity) -- 100 Standard, as per AD rules, 2d10 0.75 15 Standard, as per AD rules, 3d10 1.0 25 Doze: STA check or sleep d100 turns 0.75 30 Doze: STA check or sleep d100 turns 1.0 45 FAST: Range: 2/5/50/100/150 0.75 75 FAST: Range: 2/5/75/15/300 1.0 150 Fragmentation: 3d10 damage 0.75 75 Fragmentation: 4d10 damage 1.0 150 Incendiary: 2d10 + 1d10 following turn 0.75 30 Incendiary: 3d10 + 1d10 following turn 1.0 60 Linked: for Target Link, +10 to hit 0.75 150 Linked: for Target Link, +10 to hit 1.0 300 Poison: S5/T10 0.75 75 Poison: S5/T10 1.0 150 Tangler: RS check or tangled for 30 minutes 0.75 45 Tangler: RS check or tangled for 30 minutes 1.0 45 Specialized Projectile Ammo for Pistols Wgt (kg) Cost (Cr) Specialized Projectile Ammo for Rifles Wgt (kg) Cost (Cr) Hollow Point: extra 1d10 to unarmored opponents; 0.5 twice normal Hollow Point: extra 1d10 to unarmored opponents; 0.75 twice ¼ damage to Inertia/skeinsuit ¼ damage to Inertia/skeinsuit normal Incendiary: additional 1d10 damage, 2nd turn 0.5 twice normal Incendiary: additional 1d10 damage, 2nd turn 0.75 twice normal Rocket Ammo Wgt (kg) Cost (Cr) Heavy Gyrojet Ammo Wgt (kg) Cost (Cr) Grenade Rifle; 1 grenade bullet 0.5 3 + grenade type Prox. fuse air burst/armor piercing: 10 Rounds 1.75 50 Grenade Mortar, 1 grenade shell 0.5 8 + grenade type Specialized ammo 1.75 Triple cost Rocket Launcher, 1 rocket 4 15

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Star Frontiers Expanded Weapons Charts

Chart 11: Unusual P.G.S. Cost Wgt Damage Ammo ROF Defense Range Ammo Rounds Ammo Weapons (Cr) (kg) PB/S/M/L/E Cost (Cr) (Rnd) Wgt Acid Sprayer41 1,300 5 1d4/Acid Str. 10 squirt tank 1 Salgel 5/15/30/60/100 10/Lvl 10 squirts 1 Str. ratings 1-20 Flame Thrower42 1,500 5 4d10+4/special 20 shot tank ½ Asbestos 5/15/30/60/100 50 20 shots 2 Flamethrower Gauntlets 700 2 3d10 single gauntlet; 10 bursts each 1 Asbestos 5/10/20/30/50 50/ 10/gauntlet 1/tank 4d10 in burst gauntlet gauntlet Gel Airgun 250 1 Varies 10 gel bullets 2 Varies 100m max. Varies Varies 0.2 1000 psi tank -50psi/use -5m/shot  Acid 3d10 -- -- ? -- Acid: 20 10 “  Practigel Stain -- -- N/A -- Prac.: 10 50 “  Dozegel Sleep 1d10t -- -- STA check -- Doz.: 20 10 “  Toxin S5/T10 poison -- -- STA check -- Tox.: 30 10 “ NL4 Net Gun 450 5.75 Special 1 ½ Varies --/4-14/24/34/40 Special  Web capsule 1d10/entrapment 1d5t -- -- RS check “ 50 1 0.25  Det-Net 4d10 + 2d10 fire -- -- RS check “ 200 “ “  Mag-Net Entrapment -- -- RS check “ 100 “ “  Tase-Net 3d10+Stun 2d5t -- -- Gauss/A-S “ 200 “ “ Sector 6 Small Arm43 400 1 4d10 1 bullet 1 Inertia 5/10/20/30/40 25 1 round -- SP-4507 Balor Gyro-Mag44 600 2 Bullet: 1d10+3 7 bullets 3 or Inertia 5/15/35/65/160 Gyrojet: 3d10 1 gyro round 1 “ --/5/60/120/200 Tangler Gun45 250 2 Entanglement 10 shot tangle/ 3/1 RS check 5/10/20/40/80 25 10-shot tangle 0.2 20 SEU clip 1 SEU/shot clip Taser Rifle46 900 5 1+ Stun 20 SEU clip/ 1 A-S 2/5/10/20/-- 50 1 disk and -- 4 disks wire assy.

41 This is an agricultural and industrial tool that was introduced in Zebulon’s Guide. Acids for this tool are rated 1-20. It causes 1d4 points of damage per level of acid strength. 42 This is another agricultural tool from Zebulon’s Guide rather than a military-grade flamethrower. Once a target is hit, it will take an additional 1d5 points of damage per turn until the flames are extinguished or burn out. The fuel tank is liable to explode if damaged. 43 This highly concealable weapon is only available around the year 90 FY; source: a Star Frontersman magazine article on Sector 6. 44 This is a large framed, magnum revolver with a bolt-action gyrojet barrel on top. It can fire three rounds per turn – 3 bullets or 2 bullets and the gyrojet rifle round. 45 A weapon often used by bounty hunters and law enforcement, the tangler gun fires a tangler gelpack that acts as a tangler grenade when it strikes a target. It is pneumatically fired. The 20 SEU clip powers the rapid air compression delivery system. 1 SEU is used per firing. The weapon can also be manually pumped, but it lowers the rate of fire to 1 shot per turn. 46 Uses 1 SEU and 1 disk per shot. House rule: needles cause 1 point of damage. Other than a STA check, an anti-shock implant is the only real defense against a Taser. Source: SFM issue 20. Page 9 of 34

Star Frontiers Expanded Weapons Charts

Chart 12: Unusual Beam Cost Wgt Damage Ammo SEU ROF Defense Range Notes Weapons (Cr) (kg) PB/S/M/L/E Sonic Prod47 400 1 Setting A: 1 point 20 SEU clip 1 1 Sonic 5/8/10/12/15 Home rules; Beam/Melee Setting B: Stun “ “ Sonic/A-S “ Weapon Setting C: 1d10+5 + Stun 2 “ “ “ Cardice Pistol48 800 1 2d10; 1d10 the following 10-20 SEU clip 10 1 Chill suit, 5/10/15/--/-- SFM 20 p __ turn(s)/ entrapment space suit D.S. Pistol49 800 1 5d10 6 shot cell -- 2 AS / Skeinsuit 5/10/25/--/-- SFM __ D.S. Long Pistol 900 1.5 5d10 10 shot cell -- 2 AS / Skeinsuit 5/10/25/40/60 House Rule D.S. Rifle50 1,050 3.5 5d10/10d10 12 shot cell -- 3(1) AS / Skeinsuit 10/30/80/150/200 House Rule Electro-Mag. Signal Stunner51 500 2 Special 4 shells -- 1 Shielding --/5/50/100/150 SFM __ Fusion Rifle52 N/A 10 Special 20 SEU clip 2 1 Inssuit 10/45/176/350/700 SFM __ Gauss Assault Rifle 1,500 4 3d10/10d10 20 SEU clip/ 1 3(1) Inertia 10/40/100/300/600 SFM __ 100 shots53 Gauss Traveller Rifle54 1,800 3.5 3d10/8d10 burst 20 SEU clip/ ½ 2(1) Inertial 10/65/200/600/120 SFM __ 40 rounds Gauss Sniper Rifle 2,000 5 4d1055 20 SEU clip/ 2 1 Inertia --/70/200/500/1km SFM __ 10 shots56 WarTech M1-A4457 1,500 6.5 Auto Rifle: 1d10/5d10 20 rounds 3 (1) Inertia 10/40/100/150/300 Character needs Beam Laser Rifle: 1d10 per SEU 20 SEU clip 1-20 2 Albedo 10/40/100/200/400 and PGS Weapons

47 The sonic prod is actually mentioned in the SF Basic Game as a device used by the handler of the hydra to coax it to move to a larger pen. This is more of an animal handling device than a weapon. It has three settings, using different amounts of power per setting but its range remains the same. 48 The Cardice (Carbon Dioxide Ice) pistol causes the CO2 in the atmosphere around a human-size target to rapidly freeze; see pistol description. 49 Known as the “Deep Sleep” Pistol, is a beam weapon that fires a short-range plasma bolt; an Albedo Screen (not suit) provides protection as does a Skeinsuit but not the Inertia Screen. 50 The DS Rifle is capable of firing a burst of plasma bolts which uses 4 charges from the fuel cell. 51 The Electro-Magnetic Signal (EMS) Stunner is designed to stop vehicles, machinery and robots with an electro-magnetic pulse within a 5 meter radius. 52 The Fusion Rifle is an advanced alien design (Tetrarch) and is extremely rare to find a working model. It may sell for 5,000+ Credits on the open market. It fires dual beams of radiation causing the equivalent of S10/T5 damage to a target with each hit. They are extremely dangerous. An unshielded rifleman will take S5/T5 worth of damage each time he fires it. 53 The gauss assault rifle is normally used with an SEU belt pack or backpack. 54 Modified from the Traveller game. This gauss rifle can fire a burst. Typically when it is out of ammo, it has also drained its SEU clip. 55 An Enforcer can multiply his Weapons: Beam skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. 56 The gauss sniper rifle does not have an outlet for an SEU pack; it has an integral scope system, hence the longer ranges, so no additional bonus is provided. 57 This hybrid weapon from WarTech combines the power of a standard automatic rifle and the Ke-1800 laser rifle into one package. It uses Auto Rifle ammo (5 Credits for 20 rounds). The rifleman can only fire one of the weapons at a time and a character would need to know both Weapons: Beam and Weapons: PGS to use it to its full effectiveness. Page 10 of 34

Star Frontiers Expanded Weapons Charts

Chart 13: Grenade Types Cost Wgt Damage Blast ROF Defense Range Notes (Cr) (kg) Radius PB/S/M/L/E Albedo Grenade 50 0.5 -10 to hit, ½ laser damage 6 1 Wind 5/10/15/20/25 SFM ___ Flash Grenade 10 0.5 Surprise 3 1 Special 5/10/15/20/25 Z p Foam Grenades: Acid 45 0.5 1d10+6/turn 3 1 Basegel 5/10/15/20/25 Z p Chemical Defoliant 40 0.5 Defoliates * 3 1 RS check 5/10/15/20/25 Z p Dye 10 0.5 Marking 3 1 RS check 5/10/15/20/25 Z p Extinguish 10 0.5 Smother Flame 3 1 -- 5/10/15/20/25 Z p Irritant 25 0.5 1-8/turn 3 1 Special 5/10/15/20/25 Z p Slick 20 0.5 Slick surface 3 1 Slow movement 5/10/15/20/25 Z p Solid 100 0.5 Entrapment 3 1 RS check 5/10/15/20/25 Z p Rad-Blast 30 0.5 Blocks radiation 3 1 -- 5/10/15/20/25 Z p Fragmentation Grenade 20 0.5 8d10 3 1 RS check 5/10/15/20/25 AD p Gas Grenades Doze 10 0.5 Sleep 3 1 STA check 5/10/15/20/25 AD p Dusk 20 0.5 Dim light 3 1 IR, scanners 5/10/15/20/25 Z p Nightfall 25 0.5 Darkness 3 1 IR, scanners 5/10/15/20/25 Z p Poison 30 0.5 S5/T10 3 1 STA check 5/10/15/20/25 AD p Smoke 10 0.5 -10% to hit 3 1 IR 5/10/15/20/25 AD p Incendiary Grenade 20 0.5 4d10+(1d10x3turns) 3 1 Asbestos 5/10/15/20/25 AD p Infra Grenade 20 0.5 Sensor damage 3 1 -- 5/10/15/20/25 Z p67 5 SEU Laser Grenade58 35 0.5 5d10 20 1 Albedo 5/10/15/20/25 SFM 10 p 16 10 SEU Laser Grenade 55 0.5 10d10 20 1 Albedo 5/10/15/20/25 SFM 10 p 16 Sonic Grenades Polyhedron 25 0.5 5d10+6 3 1 Sonic 5/10/15/20/25 Z p67 Boomer 75 0.5 7d10+10 5 1 Sonic 5/10/15/20/25 Z p67 Marble 8 0.1 1d10+6 1 3 at once Sonic 5/10/15/20/25 Z p67 Stun Grenade 75 0.5 Stun 5 1 Inertia 5/10/15/20/25 SFM ___ Tangler Grenade 25 0.5 Entanglement 3 1 Tangler vest 5/10/15/20/25 AD p Yazarian Disc Grenades59 +25% 0.6 As per grenade Per grenade 1 As per grenade 8/16/24/30/36 SFM ___

58 There are two types of laser grenades, the 5 SEU and 10 SEU varieties. See description for full effects. Page 11 of 34

Star Frontiers Expanded Weapons Charts

Chart 14: Advanced Melee Cost Wgt Melee Mod. Damage Ammo SEU Defense Notes Weapons (Cr) (kg) Blast Axe60 300 2 0 Melee: 3d10 -- -- Inertia SFM _p 20; PB/S/M/L/E Beam: 4d10 20 SEU clip 2/shot Albedo 5/15/--/--/-- Blasthammer61 300 2 +5 2d10+PS Inertia 20 SEU clip 4/hit Inertia SFM___ Thrown: 0 PB/S/M/L/E Laser: 4d10 Albedo 5/10/15/20/25 Defense Rod62 500 2 0 Stun: 1d100t 20 SEU Clip 2/hit STA check/Gauss/A-S SFM___ Flame: t1 3d10, t2 2d10, 3 fuel charges Asbestos t3 1d10 Electric Sword 150 1 +10 4d10/Stun 20 SEU Clip 2/hit Gauss/A-S AD p Axe 450 2 +15 4d10+8 20 SEU Clip 2/hit Inertia Z p Shock Gloves 50 1 0 2d10 20 SEU Clip 2/hit Gauss/A-S AD p Sonic Hammer63 325 5 0 Blunt: 2d10+PS+ 4d10 -- -- Blunt/Spike: Inertia SFM __ Twin 20 SEU Clips 2/hit PB/S/M/L/E Thrown -10 Sonic; Spike: 3d10+PS Sonic: Sonic 5/10/15/-/- Sonic Knife 50 1 +10 3d10 20 SEU Clip 1/hit Sonic AD p Sonic Sword 300 1 +15 5d10 20 SEU Clip 2/hit Sonic AD p Spray Hypo 10 0.1 -20 Special -- -- STA check Z p Stunstick 75 1 +5 3d10/Stun 20 SEU Clip 2/hit Gauss/A-S AD p Variable Sword64 800 0.4 +15 6d10/6d10+1d10 per 20 SEU Clip 2/hit Inertia SFM__ p12-13 target w/in 10m Vibroknife 25 1 +5 2d10 20 SEU Clip 1/hit Inertia AD p Electric Whip 225 1 +5 1d10 20 SEU Clip 1/hit Gauss/A-S SFM__ Electric Stun Whip 240 1 +5 1d10 + Stun 20 SEU Clip 2/hit Gauss/A-S STA check SFM__ Electric Whip, modified65 300 1 +5 5d10 20 SEU Clip 5/hit Gauss/A-S SFM__ Sonic Whip66 575 1 0 1d10 per charge 1-10 charges 2/hit Sonic SFM__

59 Yazarian disc-grenades are special throwing weapons that take advantage of air currents. They can be used by non-Yazarians. 60 The Blast Axe is a combination polearm and light electro-laser. It has a maximum range of 15 meters. 61 The Blasthammer is an unusual melee weapon that delivers a focused beam of laser energy when it hits a solid object. It can also be thrown – see thrown weapons. 62 The defense rod can be used like a stunstick, but it also has flamer capabilities. If using only one charge, the target will take 3d10 of burn damage the first turn, 2d10 the second turn and 1d10 for the third turn before the fire goes out. However, if two cells are used at once, the damage would be 5d10/3d10/1d10. If all three cells are used at once, the damage is 7d10/4d10/1d10. 63 An unusual weapon, the Sonic Hammer has a blunt side that can cause impact and sonic damage when striking an object, plus a pronged side for battering objects. When thrown, roll a 1d10 to see which end strikes the target. On a roll of 8+, the desired end strikes the target. On a 1-7, the opposite end does. Characters with a thrown weapons skill can add their skill level to the die roll. 64 If a single target takes 30 or more points of damage in one turn, a random limb is severed. It has a 2-30 meter range. It is illegal to own on most planets. Not available until about 90 FY. 65 The electric stun whip is a Star Law version that causes stunning damage in addition to electrical damage. The modified electric stun whip allows a greater electrical discharge. Page 12 of 34

Star Frontiers Expanded Weapons Charts

Chart 15: Non-powered/ Cost (Cr) Wgt (kg) Melee Mod. Damage Defense Notes Primitive Melee Weapons Axe 15 1 +5 2d10 Inertia Bottle/Mug -- 1 0 1d5 Inertia Brass Knuckles 10 -- 0 1d10 Inertia Chain/Whip 20 1 -5 1d10 Inertia Chair -- 2-10 -10 to -15 1d10 to 2d10 Inertia Club, small 10 -- 0 1d10 Inertia Entrenching Tool 15-30 0.5-1 0 1d10 blunt/2d10 sharpened Inertia Javelin 20 2 +10 1d10+4 Inertia Knife 10 -- +5 1d10 Inertia Mono Tanto 50 -- +5 2d10 Inertia Mono Wakizashi 100 1 +10 3d10 Inertia Mono Katana 200 1 +10 4d10 Inertia Nightstick 20 1 +5 2d10 Inertia Pistol Butt -- -- 0 1d10 Inertia Polearm 40 4 -10 4d10 Inertia Rifle Butt -- -- -5 2d10 Inertia Spear 20 2 +15 2d10 Inertia Sword, small 25 1 +10 1d10+5 Inertia Sword, medium 30 2 +10 3d10 Inertia Sword, large 45 3 +15 3d10+5 Inertia Whip, high quality 100 0.5 +5 1d10 Inertia

66 This unusual weapon uses rare sonic crystals that cause a sonic disruption along the whip’s trajectory (use grenade bounce rules). The crystals can be recharged if left out in the sunlight (natural or artificial), 1 charge renewed for every 2 hours of light. Once the charges are depleted, it can be used as a normal whip until recharged. Page 13 of 34

Star Frontiers Expanded Weapons Charts

Chart 16: Thrown and Cost Wgt Melee Damage Ammo ROF Defense Range Notes Archaic Ranged Weapons (Cr) (kg) Mod. PB/S/M/L/E Axe 15 1 +5 2d10 -- 1 Inertia 5/10/15/20/25 AD p Blow Gun67 30/15 1 1/special 1 dart 1 Inertia 3/10/15/20/- Bow 50 1 1d10 1 arrow ½ Inertia 5/10/30/75/150/300 AD p Long Bow 60 1.5 1d10+5 1 arrow ½ Inertia 5/15/40/80/200/400 House Rule Compound Bow, Hunting 120 0.5 2d10 1 arrow ½ Inertia 5/15/40/80/200/400 House Rule Crossbow 60 2 2d10 1 arrow/bolt 1/3 Inertia 5/10/30/75/150/300 House Rule Crossbow, Hunting 180 1.5 3d10 1 arrow 1/3 Inertia 5/15/40/80/200/400 House Rule Grapple Link Gun68 300 4 2d10 1 1/3 Inertia 5/10/30/--/--/-- SFM __ p 21 Knife 10 -- +5 1d10 -- 1 Inertia 5/10/15/20/25 AD p Flintlock Pistol 80 1.5 1d10 1 shot 1/3 Inertia 5/15/30/40/50 House Rule Musket 100 3 1d10+2 1 shot 1/3 Inertia 5/15/40/70/100 AD p Spear 20 2 +15 2d10 -- 1 Inertia 5/10/20/30/40 AD p Javelin 20 2 +10 1d10+4 -- 1 Inertia 5/20/40/60/125 Z p Slingshot 10 -- 1d10 1 rock 1 Inertia 5/15/30/40/50 House Rule Zamira69 Special 0.4 -10 Nonlethal: 1d10 -- 1 Inertia 5/10/20/30/40 SFM __ p 19 Lethal: 2d10

67 The blow gun is an ancient weapon that would require a character to learn a separate weapons skill (Blow Gun) to use beyond a base “to hit” score of ½ DEX/RS. Any creature immune to needler weapons is immune to a blow gun. Because it only causes 1 point of damage per dart, natives often dip the darts in a poison. The Kurabanda of Volturnus, for example, carry 1-5 needle darts plus a pot of mordax poison (S5/T5). On the retail market an authentic indigenous blow gun is about 30 Credits while a fake is only 10 Credits and has an additional -10% to hit modifier due to poor quality. 68 This is not intended to be a weapon. If used as one, impose a -1 Initiative Modifier (IM) and -10% chance to hit. It can also be used to try to trip an opponent. 69 The Zamira is a traditional Yazarian weapon. So-called “nonlethal” zamiras cost 30 Credits; lethal zamiras are 40 Credits, while the consecrated “dark red” version, to use on one’s life enemy is 100 Credits. Page 14 of 34

Star Frontiers Expanded Weapons Charts

Tanks a lot! and Tanks again! Vehicle combat in Star Frontiers gaming70

By Alex Curylo

Simba the Yazirian and Dandel the Dralasite crested the second-to- the-last dune before the Streel outpost – and almost bumped into a perimeter guard. Simba’s sonic sword cut the man in half before he even raised his weapon. "As I was saying," the unrattled Dandel continued, "the problem with this war is that it’s boring. We watch Streel, they watch us, and occasionally somebody gets shot. What we need is some excitement. We need something like…" Suddenly, the stutter of a machine gun sounded ahead. Simba and Dandel hurriedly climbed that last dune and unslung their magnigoggles. All was clear at the base, but a firefight was in progress along the base highway. A hover transport with Streel markings was trying to reach the base as an Explorer with GTF insignia gained on it. A jet of oil splashed from the truck; the Explorer fishtailed through the slick, barely keeping control. Slowing down, the Explorer released a guided missile from its roof rack. The transport driver tried to dodge, but the missile hit and the Illustration from Dragon Magazine, issue 99. truck rolled over twice under the blast, landing upright but flaming. As the Explorer approached, one of the trucks turrets turned to face it. Armed and armored vehicles would be used extensively by the Frontier Fire from a heavy flamethrower licked over the Explorer's roof, setting off mega-corps, Star Law and other law-enforcement agencies, explorers of the three remaining guided missiles in a red ball of fire and light. planets with hostile native life, and those earning a living by illegal "Now that," said Simba, "is exciting!" means. Since these categories include virtually all player characters, the need for vehicle combat rules is obvious. This article attempts to rectify The Star Frontiers combat rules are excellent, but some areas were omitted – the most unfortunate omission being vehicle-mounted that problem. weapons and armor. Above was the original introduction to Curylo’s “Tanks a lot!” story from issue 99 of Dragon Magazine. The following rules and weapons charts are also based on information in Zebulon’s Guide 70 Curylo, Alex. “Tanks a lot! Vehicle combat in Star Frontiers gaming,” Dragon and stories in Star Frontiersman magazine including one by Larry Magazine, No. 99, pg. 71; Curylo, “Tanks again! More material on Star Frontiers vehicle Moore called “Non-Civilian Duty Vehicles.” weapons,” Dragon Magazine, November 1985, p. 78; and additions from Zebulon’s

Guide to the Galaxy. Page 15 of 34

Star Frontiers Expanded Weapons Charts

Advanced Vehicular Combat Example: Simba and Dandel are trying to bring down a Streel jetcopter. Simba (the driver) is firing two weapons; he has a -20 The Combat Sequence for vehicle combat is the same as for all percent on each roll. Dandel (the gunner) is firing three weapons; other Star Frontiers combat, the only difference being the he also has a -20 percent on each roll. procedure used to determine hit probability. This is given below. Once an attack succeeds, apply screen affects (if any), and find 1. ¼DEX / ½DEX. The basic percentage change to hit is ¼ the number of dice of damage caused by the attack. Roll 2d10, the gunner's Dexterity, since he has no control over the add the number of dice, and subtract 2 for each coat of armor the aim (only when to fire). If he is controlling a turreted vehicle has. Finally, add vehicle modifiers (+2 for cycles; -2 for weapon, the base percentage chance increases to ½ his Explorers), and consult the appropriate Vehicle Damage Table Dexterity. (pp. 32-33, Expanded Game Rules book). 2. +5 percent per Driver level. If the vehicle is moving, 5% is added for each level of skill the driver has because he can Defenses: Structure Points, Armor & Defense Screens position the vehicle for the most favorable shots. Defense screens and armor are the two basic vehicle defenses in Star 3. +5 percent per gunner’s skill level – 5 percent is added for Frontiers. With the optional rules published in Star Frontiersman each skill level the gunner has with the weapon being fired. magazine, vehicles also have structure points so you know when they have taken so much damage that they are rendered useless. The 4. Subtract the range modifier. See Expanded Game Rules structure takes damage when the “No Effect” result is rolled on the book for range modifiers. vehicle damage table. 5. +x % size. Cars, Explorers, air vehicles: +5% (Large). Trucks: +10% (Giant). 6. +x % movement. -10 percent if speed is 10-150 meters/turn; -20 percent if speed is over 150 meters/turn. This applies to both attacker and target. 7. –x % cover. See Expanded Game Rules book for cover modifiers. 8. –x % dodging. The driver can weave and otherwise try to prevent a harder target. Subtraction is -5 percent per level of the driver. This applies to attacks on and by his vehicle, and it eliminates modifier #2 above. 9. -10 percent per extra weapon. If firing multiple weapons, a gunner has a -10 percent penalty "to hit" per weapon, for every extra weapon over and above the one weapon he considers his main weapon. A driver has a -10 percent penalty "to hit" per weapon on which he fires.

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Star Frontiers Expanded Weapons Charts

The number of structure points (SP) that a vehicle has is equal to its size Normal armor can be made to be concealable – at double the normal multiplied by 200. cost. Heavy armor cannot be concealed. A vehicle can be painted with reflective paint. This costs the same as an Vehicle Structure Point Table armor coat and provides an additional modifier of -10 from vehicle Size SP Example(s) damage rolls due to laser attacks. Note that these coats are not concealable. 1 200 2 person cycles Vehicles can also be shielded from an electrical discharge (ED) and

2 400 2-4 person small cars electromagnetic pulse attacks at a cost of 1,000 Credits times the vehicle 3 600 Mid-size cars (standard Star Frontiers ground cars and hover cars) size. For example, an adventurer has a custom-built Explorer (size 4) hardened against an EMP attack. It will cost him an additional 4,000 4 800 Small cargo trucks or vans. Credits. 5 1,000 Large cargo haulers, tractor trailers. Unshielded vehicles and electronics that suffer an ED attack may require 6 1,200 Truly large vehicles but excludes mass transports such as monorails. extensive repairs before they are serviceable.

The simplest vehicle defense is armor and its effectiveness depends on Spray Armor its composition, method of fabrication, location, thickness, and angle of Another armor technology is a spray-on synthetic armor that helps nullify slope. For the game, all these considerations (as well as details like nearly all kinds of damage. bulletproof windshields and wheel guards) are neatly integrated into coats of armor. This spray is extremely thick and can be used to protect structures as well as vehicles. The number of layers determines the resistance to Note: many modifications must be made while the vehicle is being damage. built. Taking an existing vehicle and modifying it may take longer and be more expensive. Spray armor is heavy, however, and slows a vehicle down. For every layer added to a vehicle, the following modifications must be made: Non-civilian duty modifications – such as corporate, security, paramilitary and military-duty – come with reinforcements and structural changes that  Each layer of armor can only absorb a total of 25 points of offer certain levels of protection. When rolling on the vehicle damage damage; it is destroyed once this amount has been done, but table, subtract the protection number located in the non-civilian duty new layers can be applied later. table is subtracted from the result.  All of the armor’s protection must be penetrated before damage requires the referee to consult the Vehicle Damage Table. Armor also increases the protection number along with increasing the vehicle’s structure points.  The vehicle’s maximum speed is reduced – atmospheric craft are slowed by 40 kilometers per hour per layer, all others are cut  Normal armor adds 5 protection points (PP) and increases the by 15 kilometers per hour (kph) per layer. structure point rating by 25 percent (SP x 1.25). The armor also  In a crash, passengers suffer damage as if the crash occurred at reduces crash injuries to occupants by -1 point per die. a speed that was 10 meters/turn less for each layer of armor.  Heavy armor is restricted to vehicle sizes 3+. It adds an  Spray armor can be added in addition to the normal and heavy additional 8 protection points (raising the PP value to 13), armors previously listed. increases structure points by 50 percent (SP x 1.5) and reduces crash injuries to occupants by -2 points per die.

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Star Frontiers Expanded Weapons Charts

Defensive Screens from one defensive type to the next. Any hit roll of 01-05 ignores the shimmer shield’s effect. Although this screen offers the best A defensive screen can also be added to a vehicle including: protection, no weapons can be fired out of the shield when it is  Albedo: This screen uses 2 SEU per minute of operation, and it activated. It drains 5 SEU per minute of operation and each hit absorbs all laser damage at a cost of 2 SEU per 5 points of drains 5 SEU. damage absorbed.  Simp: This screen absorbs all damage from rafflur-like weapons.  Gauss: This screen absorbs electrical attacks including those It uses 2 SEU per minute of operation and absorbs all rafflur from WarTech bolt weapons and electric swords. It drains 4 SEU damage at the cost of 1 SEU per 6 points absorbed. per minute of operation and 2 SEU for each hit absorbed.  Sonic: This screen absorbs sonic attacks. It uses 2 SEU of  Halo: Holographic screens are for use in sneak attacks. Vehicles energy for every minute of operation and 4 SEU every time it fitted with holo screens will have camouflage feedback loops. In absorbs a sonic attack. Furthermore, this screen completely certain terrains this tactic is not effective. In passage over sand masks the sound of the vehicle or its passengers so dunes, for example, vehicles tend to raise a cloud of dust that communication can only be done with radio or hand or light the holo screen cannot hide, creating suspicion among signals. observers. In these instances, it is best to disguise the vehicle as Example: A hovercar and a jetcopter are slugging it out. The car's something more regionally appropriate, such as a thundering universal turret fires a heavy laser (set at 20d10 damage) straight up and herd of camels. Holo screens cannot disguise or hide a vehicle hits the jetcopter. The jetcopter's albedo screen absorbs it at a cost of 40 from radar or infrared sensors. Holo screens use three SEU per SEU. The jetcopter then drops a heavy bomb (50d10 damage) which hits minute. the car. The hovercar’s inertia screen reflects half the dice (25) at a cost  Inertia: This screen uses 4 SEU per minute of operation, and it of 25 SEU. Its driver now rolls on the Damage table with a +25 on the reflects half the dice of damage done by ballistic attacks (and dice. crashes) at a cost of 1 SEU per die of damage reflected.  Light Shift: This screen sets up a light-bending shell around the Power screens are powered by the power econopack – 250 SEU, 25 kg, vehicle and uses 4 SEU per minute of operation. Power usage 1250 Credits; 4 weapons adapters, 1 screen adapter, 5 miscellaneous depends on light conditions (see chart on page 68 of the adapters. The cost for the screen varies with the size of the vehicle, as Zebulon’s Guide). It will also absorb laser fire at the rate of 1 shown on the Vehicle Table. SEU per point. Three different types of Light Shift screens can be mounted on a vehicle. A Type I light shift screen bends all light away from the shell of the vehicle, creating a totally black area. This type of screen is normally useful at night. A Type II screen shits the vehicle’s image a distance of one to three meters in a fixed direction (which is decided upon the purchase of the device). A Type III creates up to five images, with each image being about three meters apart.  Shimmer: This type of screen is available after 100 FY for public purchase. This specialized, power-hungry shield protects a vehicle from all types of damage for short periods of time. The screen shifts between albedo, gauss, inertia, sonic and simp defenses. There is a small chance that a hit penetrates the shield during the instant it shifts

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Star Frontiers Expanded Weapons Charts

Targeting Systems Eye-Weapon Coordination Numerous targeting systems are in use throughout the Frontier Sector. Effect: +30% chance to hit but no weapon’s skill bonuses, +2 IM The most common target systems are manual aiming, cyberlink, and the Mass: 5 kg + 1 kg per weapon link eye-weapon coordination (EWC). Cost: 3,500 + 300 Credits per EWC linked weapon EWC Helmet: 200 Credits Manual Targeting Power: 1 SEU per turn per linked weapon The most common form of using vehicle weapons by civilians and even EWC systems use a special helmet or electronic goggles that can track paramilitary units is manual targeting. This means the gunner operates the movements of the wearer’s eyes. Through a complex circuitry link, it the weapon by hand, lining up a shot and firing. The gunner using this brings the vehicle’s weapons to bear along the wearer’s line of sight. It system must expose himself to enemy fire but will have hard cover if the provides the gunner/vehicle a +2 bonus for his Initiative Modifier (IM). weapon is mounted on a vehicle. Skill bonuses apply when using this system. When the weapons are aimed at the target, the gunner has only to push a button, flip a switch, or pull a trigger to fire any combination of Weapons mounted on turrets may have a telescopic or external camera weapons. The helmet/goggles can be switched from infrared to normal system that allows the gunner to remain protected and control the vision and can be turned on or off. weapon by a joystick (antiquated systems might be operated by a mechanical or hydraulic system). Cost for the protected manual aiming The gunner need not expose himself to enemy fire because the helmet is system: 500 Credits. connected to a set of infrared and video cameras. The images these cameras receive are projected onto the inside of the helmet visor. Cyberlink The vehicles have one gunner operating each turret who may fire any Effect: Allows the gunner to fire multiple weapons without penalty; combination of the weapons mounted on the turret in any one direction 30% base chance to hit + 10% per computer level on a given turn. Of course, turns must respect their limitations. Mass: 5 kg + 1 kg per weapon link Cost: 5,000 Credits + 500 Credits per weapon link EWC gives the user a +30 modifier to hit. The gunner receives no Power: 1 SEU per turn per linked weapon additional bonuses due to weapons skills. Also called a Computer Linked System, this is a direct mental hookup by Countermeasures computer to a weapon to control its firing. Up to 5 weapons can be Electronic countermeasure (ECM) devices are another form of defense controlled by one gunner (or 3 by a driver) at no penalty to firing multiple which is intended to scramble other types of electronic detection and weapons. Each weapon requires a separate link – even if they are in the targeting systems including those that are based on radar, , same turret; this link weighs an additional 1 kilogram uses 1 SEU per infrared, etc. One of the drawbacks is that opponents will know someone turn of operation. is jamming them. The base chance to hit is 30 percent plus 10 percent per software level. Infrared Jammer Software Level 1* 2 3 4 5 6 7 8 Effect: Prevents infrared sensors from locking on; -30 percent Function Points 1* 2 4 8 16 32 -- -- chance for targeting units relying on IR Mass: 4 kg *Level 1 software is included with the cyberlink computer Cost: 500 Credits Power: 2 SEU per turn The cost of the cyberlink progits is 1,000 Cr per function point IR jammers make the vehicle invisible to infrared sensors. Page 19 of 34

Star Frontiers Expanded Weapons Charts

Radar Jammer too, in particular are those with heavy-duty, heavy-duty reinforced and super-duty bodies. Effect: Prevents radar-based sensors from locking on; -30 percent chance for targeting units relying on radar The Vehicle/Robot Bumping Table provides a bump number for various Mass: 5 kg vehicle and robot types, which can be used to resolve such attacks. Cost: 500 Credits When a bumping situation occurs, the referee finds the difference Power: 2 SEU per turn between the two Radar jammers may also interfere with the radar systems of vehicles. Bump Vehicle/Robot Bumping Table nearby friendly units. Numbers and Vehicle/Robot Type Bump multiplies that number Number Chaff Pod by five. The result is Hovercycle 1 Effect: 40% chance to disrupt a missile lock-on added to the modified Mass: 25 kg reaction speed (RS) Light Body Robots score of the driver of HP: 1 Ground Cycle, Standard Robots 2 Cost: 100 Credits the higher-valued vehicle, and then Standard Reinforced Robots 3 Chaff pods are carried by aircraft and are dropped after a missile has subtracted from that of Hovercar 4 locked on. The pod explodes, releasing hundreds of metallic coated the driver of the lower- fibers that cover a large area and provide many false returns. Modern valued vehicle. Ground car, Heavy-Duty Robots 5 Frontier chaff is useful against radar, sonar, LIDAR, shape, infrared and Hover Transport 6 other sensors. The debris cloud lasts for up to 1-5 minutes unless there A percentile-die roll is is a fierce wind to disperse the chaff. made for each driver to Ground Transport, Heavy-Duty 7 resolve the success or Reinforced Robots Corner Reflector Pod failure of the bump. Warbots with Heavy-Duty and 8 Rolls of 01-05 always Effect: 60% chance to disrupt a missile lock-on indicate success, just H-D Reinforced Bodies Mass: 25 kg as rolls of 96-00 HP: 1 APC (hover) 9 always indicate failure. Cost: 200 Credits APC (ground); Super-Duty 10 For example, a Similar to chaff pods, corner reflector pods release many-sided objects Robots hovercycle is trying to that re-radiate sensor signals, mostly back toward the source and disrupt Hovertank, Warbots with Super- 12 run a ground car off missile lock-ons. The debris cloud only lasts 1-10 turns. Duty Bodies the road. A quick look Expanded Bumping Maneuvers at the Vehicle Bumping Explorer 13 Table shows the Tank 14 The article “Here Comes the Cavalry! Conventional warfare in the STAR difference between the FRONTIERS® game,” by Matt Bandy appeared in the April 1987 issue of two vehicle’s Bump Battlewagon 16 Dragon Magazine. Bandy offered some expanded rules on bumping Numbers to be four. maneuvers and vehicle combat that have been incorporated here. The hovercycle driver’s score of 63 minus 20 (4 x 5 = 20) is 43, and the Some examples of bumping in vehicle combat under the Star Frontiers ground car driver’s score of 81 plus 20 (for being the driver of the higher- Alpha Dawn rules seem pretty unlikely, such as a hovercycle running an valued vehicle) and minus 30 (for being the vehicle bumped) is 71. explorer off the road. Robots might also be involved in bumping attacks Page 20 of 34

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The hovercycle driver makes a 1d100 roll of 26, meaning he maintained consideration of size. control of his vehicle. The ground car driver is not so fortunate: a roll of 95 indicates loss of control. Rate of Fire The referee now consults the Control Table in the Alpha Dawn Note that the type I missile's rate of fire is listed as variable. This applies expanded rules (page 31) and continues play. to MLTCs (Multiple Launch Tube Clusters) that commonly fire type I missiles and can be automated to launch more than one at a time. When a driver loses control of his vehicle, standard procedures governing this situation apply. The exceptions to this rule are the tank Normally a hand-held type, the micromissile has a rate of one launch per (ground) and the battlewagon. turn. Type I missiles require one turn to launch. Type II missiles require two turns to launch and type III's take three turns to launch. Due to their low centers of gravity and width, these two vehicles do not roll over. Treat a result of either “roll” or “roll and burn” as a spin. All grenades, whether fired or thrown, have a rate of one per turn, except the small, sonic marble grenades, up to three of which can be tossed or Area Effect Weapons fired per turn. Note: reloading a grenade rifle or other weapons may take more than one turn. Zebulon’s Guide to the Frontier added information about weapons that inflict damage over a wide area. Larger explosives have an immediate Immediate and Secondary Blast Areas and a secondary blast area. Area effect weapons include: When high explosives detonate, the blast radius on the Weapons Table  All grenades is the immediate blast area. Every character, robot, vehicle, structure or  Explosives, including artillery shells, TD-19 and TD-20 packs, other item within that area will take damage. Roll individually and then specialized gyrojet ammunition, determine what effect armor, defensive shields and other cover may alter  Missiles, including and rocket launchers the result.  Mines Secondary Blast Radius: Effects Resolution Table Automatic Hits and Misses 01-05 Roll for damage, but divide the 51-60 No Effect Automatic hits and misses for area effect weapons are identical to those result by 4. The character is for ranged weapons. stunned for 1d10 turns Combat Modifiers 06-10 Roll for damage, but divide the 61-70 Stunned for 1 turn result by 10. The character is The interpretation of "slow" and "quick" is different for missile combat. stunned for 1d10 turns When firing a missile at a target, the referee should consider not only how fast the target is moving, but how far away it is. 11-25 Stunned for 1 turn 71-80 Stunned for 1d10 turns A jetcopter flying at full speed within 50 meters of an attack is moving 26-30 No Effect 81-90 No Effect quickly. Flying at the same speed hundreds or meters away it may be 31-35 Stunned for 1 turn 91-95 Roll for damage, but divide the considered to be moving slowly. The referee must use his common result by 10. The character is sense. stunned for 1d10 turns The only time target size is considered is if the target is relatively huge in 36-50 Stunned for 1d10 turns 96-00 Roll for damage, but divide the comparison to the attacker. Then a +10 percent modifier may be granted result by 4. The character is to the attacker. Generally, though, area effect damage negates the stunned for 1d10 turns Page 21 of 34

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If the blast occurs in the open – and it is the result of TD-19 packs, type I through III missiles or artillery rounds – there is a secondary blast area which is equal to 1.5 times the radius of the immediate blast area. For example, if the immediate blast area has a radius of 15 meters, the secondary blast radius extends out another 7.5 meters. Anyone (including robots) from 15 to 22.5 meters from the detonation site must pass a Reaction Speed check. Characters who fail the check must roll on the Secondary Blast Radius: Effects Resolution Table. Grenades and Mortars Grenades only have an immediate blast area. They can be set to explode in one of two ways – either on contact or with its built-in timer. A character tossing a grenade – or firing a grenade shell using a grenade rifle or mortar – must declare at the beginning of the turn which method he is using. If the grenade was set to explode on contact, it detonates 1 to 10 meters away from the target in the direction indicated by the Grenade Bounce For example, a rocket that misses a flying aircraft could be considered a Chart. The actual distance depends on the situation and how far the complete miss. The effects bomb that misses a fleeing car in the open grenade was thrown or fired. desert could likewise be ignored. But if the area is populated or has other important structures or items nearby, then such a miss could still have The referee must discretion and should check for any damage caused to devastating consequences. anyone or anything in the blast area. An automatic miss means that any detonation is too far away to do any If the grenade is on a timer then it could bounce quite a distance. The damage to the target or anything else of importance. Otherwise, the direction is determined by the Area Effect Weapon Miss diagram. The attacker must roll 1d10 and consult the Ranged/Dropped Weapon Miss diagram could be anything up to one-half the distance from the thrower Chart. (This is based on the classic Alpha Dawn Grenade Bounce to the target. Chart.) Again, the referee should check for damage caused to characters or The referee should determine the distance the missile (or rocket, objects other than the target in the blast area. recoilless rifle shell or bomb) overshot or undershot its target. This gap Recoilless Rifles, , Missiles and More could be anywhere from 20 to 50 percent of its flight/fall distance. Then check the immediate and secondary blast areas for inadvertent damage. Several other area effect weapons that may have a primary secondary The distance by which the bomb misses its target is dependent upon the blast radius include artillery shells, bombs, recoilless rifle shells, rockets altitude of the bomber, as shown on Bomb Miss Chart. and missiles. They do a varying severity of damage according to the distance an object is from them when they explode. Bombs released from very low altitudes are typically set to explode one turn after being dropped, giving the bomber (such as a jetcopter or Even if one of these weapons does not score a direct hit, it most likely aircar) that amount of time to vacate the blast radius. Failure to vacate will explode somewhere. A referee may need to determine if anything or the blast area results in damage to the bomber. anyone is in the affected area. In some cases this isn’t important.

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brackets. For example, the point blank range for a level 1 bombardier is 10 meters, but it increases to 20 meters for a level 2 bombardier Bomb Miss Chart and progressively improves. Altitude of bomber Miss distance Bombardier Ranges Point Blank 20 m Level Point Short Medium Long Extreme Short 50 m Blank Medium 150 m 1 10 30 60 120 121+ Long 250 m 2 20 60 120 240 241+ Extreme 350 m 3 30 90 180 360 361+ 4 40 120 240 480 480+ Artillery Rules 5 50 150 300 600 601+ TBD 6 60 180 360 720 721+ 7 70 210 420 840 841+ New Skills: Military PSA/Enforcer Profession 8 80 240 480 960 961+ Weapons: Artillery Success Rate: ½ LOG + 10% per level PR: Alpha Dawn: None; Zebulon: Mathematics 2

A military specialist with this skill is capable of firing artillery-like weapons, maintaining such equipment and acting as an artillery observer. Unlike most weapons skills, it is based on a character’s Logic (LOG) score rather than Dexterity or Strength. Outside of a few specialized planetary militia units and the UPF Landfleet, this skill is uncommon. This character can also use grenade mortars and grenade rifles. Weapons: Dropped Ordinance Success Rate: ½ DEX or LOG + 10% per level PR: None Also known as a bombardier or “bomb aimer,” characters with this skill are proficient at aiming dropped munitions – or even supplies – from an aerial craft by using bomb sights or advanced targeting systems. It does not help a character throwing grenades or other explosives from an aircraft but it can include dropping munitions/supplies from a low-orbiting space vehicle. For each level of this skill, the bombardier also increases his range Page 23 of 34

Star Frontiers Expanded Weapons Charts

Chart 17: Vehicular Beam Cost Wgt Damage Ammo SEU ROF Defense Range Notes Weapons (Cr) (kg) PB/S/M/L/E Small Laser Cannon 6,000 15 1d10 per SEU 100 SEU pack 5-20 1 Albedo --/100/500/1km/2km 1 HP (Ke-5000 Heavy Laser) Advanced Small Laser 8,000 18 1d10+10 per SEU 100 SEU pack 5-20 1 Albedo --/100/500/1km/2km 1 HP Cannon (Ke-6000) Medium Laser Cannon 9,000 28 2d10+10 per SEU 1000 drum 10-40 1 Albedo --/150/600/1.2 km/2.5km 2 HP Large Laser Cannon 12,000 75 4d10+10 per SEU 1000 drum 10-60 1 Albedo --/300/1km/2km/4km 4 HP Autolaser (small) 3,000 15 10d10 1000 drum 50 Burst Albedo 10/50/150/250/450 1 HP Rafflur M-10 Heavy Weapon 5,000 20 5d10 per SEU 1000 drum 5-25 2 Synth --/120/550/1.1km/2.2km 1 HP Small Sonic Cannon 5,000 15 20d10/15d10/10d10/5d10/-- 100 SEU pack 10 1 Sonic 5/25/50/100/-- 1 HP (Devastator Mk. I) Medium Sonic Cannon 8,000 28 20d10+20/ 15d10+15/ 1000 drum 20 1 Sonic 10/100/200/300/400 2 HP (Devastator Mk. II) 10d10+10/5d10+5/1d10 Large Sonic Cannon 12,000 65 30d10+20/25d10+15/ 1000 drum 30 1 Sonic 20/120/250/450/650 4 HP (Devastator Mk. III) 20d10+10/15d10+5/10d10 Long Range Acoustical 4,500 15 Skill & ability check penalty 100 SEU pack 2/min. 1 Sonic 20/40/80/120/200 1 HP Device (LRAD) -20/-20/-15/-10/-5 Setting 1: Irritation Setting 2: Irritation/Stun Skill & ability check penalties “ 4 Burst Sonic/A-S “ -- plus Stun Setting 3: Dmg/Stun 2d10+stun/2d10+stun/ “ 10 Burst Sonic/A-S “ -- 1d10+stun/1d5+stun/stun Setting 4: Dmg/Stun 4d10+stun/3d10+stun/ “ 15 Burst Sonic/A-S “ -- 2d10+stun/1d10+stun/ 1d5+stun Small Maser Cannon 5,000 15 10d10 100 SEU pack 10 1 MasMesh 15/40/100/200/500 1 HP WarTech Delta Bolt Cannon 9,000 15 2d10+10 per SEU 100 SEU pack 5-20 1 Gridsuit 20/60/200/500/800 1 HP

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Chart 18: Vehicle Beam Cost Wgt Energy Recharge Type Cost Wgt Energy Recharge Ammo Type: (Cr) (kg) (Cr) (kg) Power Beltpack 250 4 50 SEU 1 Cr/SEU 1,000 SEU Drum71 5,000 20 1,0000 SEU 1 Cr/SEU Advanced Power Beltpack 300 3 50 SEU 1 Cr/SEU Parabattery Type 1 600 25 500 SEU 0.5 Cr/SEU Power Backpack 500 10 100 SEU 1 Cr/SEU Parabattery Type 2 1,200 50 1,000 SEU 0.5 Cr/SEU Advanced Power Backpack72 700 6 100 SEU 1 Cr/SEU Parabattery Type 3 2,000 100 2,000 SEU 0.5 Cr/SEU Power Econopack73 1,250 15 250 SEU 1 Cr/SEU Parabattery Type 4 4,000 200 4,000 SEU 0.5 Cr/SEU KH Power Backpack 1,500 20 300 SEU 1 Cr/SEU

Chart 19: Vehicular P.G.S. Cost Wgt Damage Ammo ROF Defense Range HP Ammo Rounds Ammo Weapons (Cr) (kg) PB/S/M/L/E Cost (Cr) (Rnd) Wgt Small Machine Gun 2,000 20 10d10 10 bursts 1 Inertia --/70/200/500/1km 1 50 100 rounds 10 Medium 12.7mm MG 3,000 40 15d10 20 bursts Burst Inertia --/150/300/750/1.5km 2 150 200 rounds 25 Large Machine Gun 4,000 70 2d10x10 30 bursts Burst Inertia --/200/500/1km/2km 4 225 300 rounds 40 Recoilless Rifle 4,000 20 12d10 / 1 shell ½ Inertia --/150/1km/2km/3km 1 10 1 round 1 Blast radius: 2m Vehicle Recoilless Rifle 5,500 30 18d10 / 15 shells ½ Inertia --/200/1,200/3km/5km 2 15 1 round 2 Blast radius: 3m Grenade Mortar 2,000 15 As grenade 1 shell ½ RS check --/200/500/1km/2km 1 8 + g. type 1 gren. shell 0.5 Personal Flame Thrower74 1,500 5 4d10+4/special 20 shot tank ½ Asbestos 5/15/30/60/100 1 50 20 shots 2 Small Flame Thrower75 1,800 15 4d10+4/special 20 shot tank 1 Asbestos --/0-20/40/60/100 1 150 20 shots 10 Medium Flame Thrower76 3,000 40 6d10+10/special 10 shot tank 1 Asbestos --/0-30/60/90/120 2 300 10 shots 20

71 The high cost of the SEU Drum reflects the fact that it stores a large amount of energy at a relatively light weight. 72 The advanced power beltpack and backpack are house rules. These units are made of extra light materials. 73 The cost of the Econopack reflects that it that it stores a large amount of energy at a relatively light weight. 74 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 75 Fire from a small vehicle-mounted flamethrower will do 1d10 damage/turn to a target for the next five turns after the turn in which it was fired. 76 Fire from a medium vehicle-mounted flamethrower will do 1d10 damage/turn to a target for the next eight turns after the turn in which it was fired.

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Chart 20: Missile Weapons Cost (Cr) Wgt (kg) Damage Ammo ROF Defense Range: PB/S/M/L/E Notes Micromissile 25 1 5d10+2 -- 1 Inertia --/19-100/101-300/301-500/501-1km Portable weapon Missile I 50 4 1 Warhead -- varies Varies --/20-250/250-1km/1km-3km/3km-5km Vehicle Weapon Missile II 150 12 2 Warheads -- ½ Varies --/40-500/501-2km/2km-6km/6km-10km Vehicle Weapon Missile III 250 18 3 Warheads -- ½ Varies --/60-750/751-3km/3km-9km/9km-15km Vehicle Weapon Missile Launchers Popper 5,000 15 5d10+2/missile hit 6 2 Inertia --/19-100/101-300/301-500/501-1km Multi-Launch Tube Clusters 1,000 3+2xMsl# Varies 1 1-all Varies Varies See Vehicle Weapons (MLTC) +250xMsl# missile/tube

Chart 21: Sample Missiles Cost (Cr) Wgt (kg) Warhead Type(s) Damage Blast Defense Range: PB/S/M/L/E Radius

Anti-Missile II 3d10/destroys incoming missile 6 --/40-500/501-2km/2km-6km/6km-10km

Missile I 50 4 1 Warhead -- Varies --/20-250/250-1km/1km-3km/3km-5km Missile II 150 12 2 Warheads -- Varies --/40-500/501-2km/2km-6km/6km-10km Missile III 250 18 3 Warheads -- Varies --/60-750/751-3km/3km-9km/9km-15km

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Chart 22: Missile Warheads Cost (Cr) Wgt (kg) Damage/Effect Blast Radius Defense Notes Sensor Warhead (IR, etc.)77 100xMsl# 2xMsl# +30% to hit None Varies Z p Antimissile78 70xMsl# 2xMsl# 3d10/destroys incoming missile 3xMsl# -- Z p Electrical Discharge Warhead 70xMsl# 3xMsl# Elect. Short 3xMsl# Insulation Z p Field Crusher Warhead79 70xMsl# 2xMsl# 6d10+6xMsl# (only vs. fields) Target -- Z p Standard Explosive Warhead 60xMsl# 1xMsl# 6d10+5xMsl# 5xMsl# Inertia Z p High Explosive Warhead 80xMsl# 1xMsl# 7d10+8xMsl# 7xMsl# Inertia Foam: Acid 60xMsl# 2xMsl# 1d10+6/turn x Msl# 6xMsl# Basegel Z p Foam: Chemical Defoliant 60xMsl# 2xMsl# Defoliates 6xMsl# RS check Z p Foam: Dye 60xMsl# 2xMsl# Marking 6xMsl# RS check Z p Foam: Extinguish 60xMsl# 2xMsl# Smother Flame 6xMsl# -- Z p Foam: Irritant 60xMsl# 2xMsl# 1-8/turn x Msl# 6xMsl# Special Z p Foam: Slick 60xMsl# 2xMsl# Slick surface 6xMsl# Slow movement Z p Foam: Solid 60xMsl# 2xMsl# Entrapment 6xMsl# RS check Z p Foam: Rad-Blast 60xMsl# 2xMsl# Blocks radiation 6xMsl# -- Z p Gas: Doze 60xMsl# 2xMsl# Sleep 8xMsl# STA check Z p Gas: Dusk 60xMsl# 2xMsl# Dim light 8xMsl# IR, scanners Z p Gas: Nightfall 60xMsl# 2xMsl# Darkness 8xMsl# IR, scanners Z p Gas: Poison 60xMsl# 2xMsl# S5/T10 8xMsl# STA check Z p Gas: Smoke 60xMsl# 2xMsl# -10% to hit 8xMsl# IR Z p Incendiary Warhead 70xMsl# 2xMsl# 4d10+(1d10x3turns) x Msl# 10xMsl# Asbestos Z p Sonic Stunner Warhead 70xMsl# 2xMsl# Stun 5xMsl# Sonic, STA check Z p Tangler Warhead 60xMsl# 2xMsl# Entanglement 5xMsl# RS check Z p

77 Sensor warheads can only be used on Type II and Type III missiles. 78 Anti-missile warheads can only be used on Type II and Type III missiles. It must be pared with a sensor warhead. 79 Field crusher warheads only cause damage defensive screens including inertia, albedo, gauss, light shift, sonic, etc.

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Chart 23: Vehicular Cost (Cr) Wgt (kg) Damage Ammo ROF Defense Range HP Ammo Rounds Ammo Missile Weapons PB/S/M/L/E Cost (Cr) (Rnd) Wgt Rocket Launcher80 5,000 15 15d10 / 1 rocket ½ Inertia --/70/200/500/1km 1 15 1 rocket 4 Blast radius: 2m Medium Vehicle Rocket 6,000 17 20d10 / 1 rocket ½ Inertia --/200/500/1km/2km 1 25 1 rocket 6 Launcher Blast radius: 3m Large Vehicle Rocket 8,000 20 10d10 x 3 1 rocket ½ Inertia --/200/500/1km/2km 2 100 1 rocket 10 Launcher Blast radius: 5m Popper 5,000 15 5d10+2 per 6 micro- 2 Inertia --/100/300/500/11km 1 25 (150) 1 (6) 1 missile hit missiles Rocket Cluster, Small 8,000 20 15d10/rocket 12 rockets 1-12 Inertia --/70/200/500/1km 1 15 (180) 1 (12) 4 Rocket Cluster, Medium 10,000 30 3d10x10 6 rockets 1-6 Inertia --/200/500/1km/2km 2 25 (150) 1 (6) 6 Rocket Cluster, Large 12,000 30 4d10x10 3 rockets 1-3 Inertia --/200/500/1km/2km 2 40 (120) 1 (3) 6 Multi-Launch Tube 1,000 3+2xMsl# Varies 1 missile/tube 1-all Varies Varies Varies Varies 1 missile Varies Clusters (MLTC) +250xMsl# MLTC Type I-4 5,000 20 Varies 4 Missile I 1-4 Varies --/250/1km/3km/5km 1 Varies 1 missile 2+1w* MLTC Type I-6 7,500 30 Varies 6 Missile I 1-6 Varies --/250/1km/3km/5km 2 Varies 1 missile 2+1w* MLTC Type I-10 12,500 50 Varies 10 Missile I 1-10 Varies --/250/1km/3km/5km 2 Varies 1 missile 2+1w* MLTC Type II-3 4,500 21 Varies Missile II 1-3 Varies --/500/2km/6km/10km 2 Varies 1 missile 4+2w* MLTC Type II-6 9,000 42 Varies Missile II 1-6 Varies --/500/2km/6km/10km 3 Varies 1 missile 4+2w* MLTC Type II-8 12,000 56 Varies Missile II 1-8 Varies --/500/2km/6km/10km 4 Varies 1 missile 4+2w* MLTC Type III-3 5,250 27 Varies Missile III 1-3 Varies --/750/3km/9km/15km 3 Varies 1 missile 5+3w* MLTC Type III-6 14,500 54 Varies Missile III 1-6 Varies --/750/3km/9km/15km 4 Varies 1 missile 5+3w* *The weight of each missile also needs to include the size of the warhead. Type 1 missiles carry one warhead, type 2 missiles have two warheads and type 3 missiles have three warheads. Note: Missiles have a minimum distance they need to travel before the warhead(s) are armed, otherwise it will not explode. See weapon description for more information.

80 Rocket launchers can also be used by a character with a Weapons: P.G.S: skill.

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Cost (Cr) Wgt Damage Blast Radius ROF Defense Effect Notes Chart 24: Mines (kg) EMP Field Grenades81 750 1 Elect. Short 10 1 Insulation -- SF ___ Grasshopper Mine 80 5 As per grenade As per grenade 1 Varies Leaps 3 meters up Z p66 Leap Frog Mine82 80 5 As per grenade As per grenade 1 Varies Leaps 5 meters Z p66 Small Mine Kit 20 1 As per grenade As per grenade 1 Varies Anti-personnel SFM __ Large Mine Kit Type I 40 2 As per missile I As per missile I 1 Varies Anti-vehicle House Rules warhead warhead Large Mine Kit Type II 50 3 As per missile II As per missile II 1 Varies Anti-vehicle House Rules warhead warhead Large Mine Kit Type III 60 4 As per missile III As per missile III 1 Varies Anti-vehicle House Rules warhead warhead

Chart 25: Mine Kit Equipment Sensor Cluster Cost (Cr) Wgt (kg) Turns to Set Motion 40 1 2 35 1 5 Proximity 45 1 2 Time Delay 25 1 1 Voice 150 1 1 Photon 20 1 1

81 More of a mine than a grenade, the EMP field grenade comes in a set of three generators that must be placed 5 to 15 meters apart. It can be set of by voice command or remotely. All electronic items within the blast radius would be rendered inert, disabled and in need of repair. 82 The Leap Frog mine, as the name implies, leaps towards its target.

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Chart 26-A: Artillery Cost Wgt Damage Ammo ROF Defense Range Blast HP Ammo Rounds Ammo Projectile Weapons (Cr) (kg) PB/S/M/L/E Radius Cost (Cr) (Rnd) Wgt Small Cannon (indirect fire) 4,000 40 12d10 20 shells ½ Inertia --/500/1km/2km/3km 3m 2 50 1 5 (direct fire) ------/70/200/500/1km -- “ ------Med. Cannon (indirect fire) 6,000 80 2d10x10 15 shells ½ Inertia --/500/1km/2km/3km 5m 4 75 1 7 (direct fire) ------/70/200/500/1km -- “ ------Large 30mm Cannon 10,000 160 4d10x10 10 shells ½ Inertia --/1km/2km/3km/5km 8m 5 100 1 10 (indirect fire) (direct fire) ------/70/200/500/1km -- “ ------Howitzer (indirect fire) 25,000 350 50+(7d10x10) 10 shells ¼ Inertia --/--/200-3km/7km/15km 10m 8 200 1 15 (direct fire) ------/200/1250/3km/5km -- “ ------

Chart 26-B: Artillery Cost Wgt Damage Ammo SEU ROF Defense Range Blast HP Ammo Rounds Ammo Wgt Energy Weapons (Cr) (kg) PB/S/M/L/E Radius Cost (Cr) (Rnd) Railgun 40,000 300 5d10 x 10 1000 SEU 20 1 Inertia --/--/10 km/150km/350km 10m 12 Drum: 5,000 -- 20 Indirect fire 50 rounds 50 (2,500) 1 (50) 10 Direct fire Mode ------/200/1.2km/3km/5km ------

Besides using standard high-explosive shells, cannons and howitzers may fire shells with other ordinance similar to type I-III missiles.

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Star Frontiers Expanded Weapons Charts

Chart 27: Alternative Artillery Cost (Cr) Rounds Wgt (kg) Damage Blast Radius Defense Ordinance Small Cannon High Explosive 50 1 5 12d10 2m Inertia Electrical Discharge 55 1 5 Elect. Short 3m Insulation Field Crusher 40 1 5 6d10 vs. fields 3m -- Foam: Chemical Defoliant 30 1 5 Defoliates 5m -- Gas: Doze 30 1 5 Sleep 10m STA check Gas: Dusk 30 1 5 Dim Light 10m IR, scanners Gas: Nightfall 30 1 5 Darkness 10m IR, scanners Gas: Poison 30 1 5 S5/T10 10m STA check Gas: Smoke 30 1 5 -10% to hit 10m IR Incendiary 40 1 5 4d10 + (1d10x3turns) 2m Asbestos Sonic Stunner 35 1 5 Stun 5m Sonic, STA check Tangler 30 1 5 Entanglement 10 turns 5m RS check Medium Cannon High Explosive 75 1 7 2d10x10 4m Inertia Electrical Discharge 90 1 7 Elect. Short 5m Insulation Field Crusher 60 1 7 10d10 vs. fields 5m -- Foam: Chemical Defoliant 40 1 7 Defoliates 10m -- Gas: Doze 40 1 7 Sleep 15m STA check Gas: Dusk 40 1 7 Dim Light 15m IR, scanners Gas: Nightfall 40 1 7 Darkness 15m IR, scanners Gas: Poison 40 1 7 S5/T10 15m STA check Gas: Smoke 40 1 7 -10% to hit 15m IR Incendiary 50 1 7 6d10 + (1d10x4turns) 4m Asbestos Sonic Stunner 50 1 7 Stun 5m Sonic, STA check Tangler 50 1 7 Entanglement 10 turns 5m RS check

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Star Frontiers Expanded Weapons Charts

Chart 28: Alternative Artillery Cost (Cr) Rounds Wgt (kg) Damage Blast Radius Defense Ordinance Large Cannon High Explosive 100 1 10 4d10x10 8m Inertia Electrical Discharge 80 1 10 Elect. Short 8m Insulation Field Crusher 70 1 10 12d10 vs. fields 8m -- Foam: Chemical Defoliant 50 1 10 Defoliates 12m -- Gas: Doze 50 1 10 Sleep 20m STA check Gas: Dusk 50 1 10 Dim Light 20m IR, scanners Gas: Nightfall 50 1 10 Darkness 20m IR, scanners Gas: Poison 50 1 10 S5/T10 20m STA check Gas: Smoke 50 1 10 -10% to hit 20m IR Incendiary 70 1 10 8d10 + (1d10x5turns) 8m Asbestos Sonic Stunner 50 1 10 Stun 8m Sonic, STA check Tangler 50 1 10 Entanglement 10 turns 8m RS check Howitzer High Explosive 200 1 15 50 + (7d10x10) 10m Inertia Electrical Discharge 100 1 15 Elect. Short 10m Insulation Field Crusher 100 1 15 15d10 vs. fields 10m -- Foam: Chemical Defoliant 70 1 15 Defoliates 20m -- Gas: Doze 75 1 15 Sleep 40m STA check Gas: Dusk 75 1 15 Dim Light 40m IR, scanners Gas: Nightfall 75 1 15 Darkness 40m IR, scanners Gas: Poison 75 1 15 S5/T10 40m STA check Gas: Smoke 75 1 15 -10% to hit 40m IR Incendiary 100 1 15 12d10 + (1d10x5turns) 10m Asbestos Sonic Stunner 100 1 15 Stun 10m Sonic, STA check Tangler 75 1 15 Entanglement 10 turns 10m RS check

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Star Frontiers Expanded Weapons Charts

Chart 29: Special Cost Wgt Damage Ammo ROF Defense Range HP Ammo Rounds Ammo Vehicular Weapons (Cr) (kg) PB/S/M/L/E Cost (Cr) (Rnd) Wgt Smokescreen Generator 1,000 10 Blocks vision 10 bursts 1 Wind 50-diameter cloud 2 75 10 10 (Sprayer)83 -10 to hit Paint Sprayer 1,000 10 May block vision 20 bursts 1 N/A 10m x 3 m area 2 100 10 10 Oil Sprayer 1,000 10 Loss of vehicle 30 bursts Burst Hover/ 20m x 2m slick 2 100 10 10 control RS check Mine Dropper 750 10 4d10 (3m blast) 10 mines 1 Inertia N.A. 2 50 10 5 Sprayer weapons and mine droppers do not require a weapon skill. Add 5 percent per level of the driver’s skill to half of his Dexterity (DEX) score for an attack roll if these weapons are aimed at a pursuer. The paint sprayer and oil sprayer are special-purpose weapons. Their ammunition is not interchangeable.

Chart 30: Alternative Ammo Rounds Wgt (kg) Damage Blast Radius Defense Smokescreen Charges Cost (Cr) (Rnd) Gas: Doze 75 10 10 Sleep 50-diameter cloud STA check Gas: Dusk 75 10 10 Dim light 50-diameter cloud IR, scanners Gas: Nightfall 75 10 10 Darkness 50-diameter cloud IR, scanners Gas: Poison 75 10 10 S5/T10 50-diameter cloud STA check Gas: Smoke 75 10 10 -10% to hit 50-diameter cloud IR

83 Note on sprayers: these weapons are normally rearward facing. The range listed assumes the vehicle is operating at turn speed. A faster or slower moving vehicle may alter the area of effect of the paint and oil sprayers. Wind or other environmental conditions may also determine the weapons’ effectiveness.

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Star Frontiers Expanded Weapons Charts

Chart 31: Dropped Weapons Cost Wgt (kg) Damage Ammo ROF Defense Range Blast Radius HP (Cr) PB/S/M/L/E Small Bomb84 High Explosive 150 15 12d10 1 1/all Inertia 10/30/60/120/121+ 15m 2 Electrical Discharge 150 15 Elect. Short 1 1/all Insulation 10/30/60/120/121+ 15m 2 Field Crusher 140 15 6d10 vs. fields 1 1/all -- 10/30/60/120/121+ 15m 2 Foam: Chemical Defoliant 130 15 Defoliates 1 1/all -- 10/30/60/120/121+ 20m 2 Gas: Doze 130 15 Sleep 1 1/all STA check 10/30/60/120/121+ 25m 2 Gas: Dusk 130 15 Dim Light 1 1/all IR, scanners 10/30/60/120/121+ 25m 2 Gas: Nightfall 130 15 Darkness 1 1/all IR, scanners 10/30/60/120/121+ 25m 2 Gas: Poison 130 15 S5/T10 1 1/all STA check 10/30/60/120/121+ 25m 2 Gas: Smoke 130 15 -10% to hit 1 1/all IR 10/30/60/120/121+ 25m 2 Incendiary 140 15 4d10 + (1d10x3turns) 1 1/all Asbestos 10/30/60/120/121+ 15m 2 Sonic Stunner 135 15 Stun 1 1/all Sonic, STA check 10/30/60/120/121+ 15m 2 Tangler 130 15 Entanglement 10 turns 1 1/all RS check 10/30/60/120/121+ 15m 2 Medium Bomb 2 High Explosive 400 30 2d10x10 1 1/all Inertia 10/30/60/120/121+ 20m 2 Electrical Discharge 400 30 Elect. Short 1 1/all Insulation 10/30/60/120/121+ 20m 2 Field Crusher 350 30 10d10 vs. fields 1 1/all -- 10/30/60/120/121+ 20m 2 Foam: Chemical Defoliant 250 30 Defoliates 1 1/all -- 10/30/60/120/121+ 30m 2 Gas: Doze 250 30 Sleep 1 1/all STA check 10/30/60/120/121+ 50m 2 Gas: Dusk 250 30 Dim Light 1 1/all IR, scanners 10/30/60/120/121+ 50m 2 Gas: Nightfall 300 30 Darkness 1 1/all IR, scanners 10/30/60/120/121+ 50m 2 Gas: Poison 250 30 S5/T10 1 1/all STA check 10/30/60/120/121+ 50m 2 Gas: Smoke 250 30 -10% to hit 1 1/all IR 10/30/60/120/121+ 50m 2 Incendiary 350 30 6d10 + (1d10x4turns) 1 1/all Asbestos 10/30/60/120/121+ 20m 2 Sonic Stunner 300 30 Stun 1 1/all Sonic, STA check 10/30/60/120/121+ 20m 2 Tangler 250 30 Entanglement 10 turns 1 1/all RS check 10/30/60/120/121+ 20m 2 Airdrop Pod, Small 50 5 empty 20kg of supplies 1 1 N/A 10/30/60/120/121+ N/A 2 Airdrop Pod, Medium 90 10 empty 50kg of supplies 1 1 N/A 10/30/60/120/121+ N/A 2

84 These are “dumb” bombs and not military grade. To successfully use this weapon, one should purchase Weapons: Dropped. This skill is applicable to anything dropped from a moving air vehicle. Page 34 of 34