STAR FRONTIERS - EQUIPMENT
DEFENSIVE OPTIONS TABLE
| SUITS | ||||
|---|---|---|---|---|
| Type | Cost | Mass | Energy | Defense |
| Albedo Suit | 500 | 1 | 100 points | laser |
| Civilian Skeinsuit | 500 | 1 | 50 points | ballistic/melee |
| SCREENS | ||||
| Type | Cost | Mass | Energy | Defense |
| Albedo Screen | 2000 | 2 | 1 SEU/5 hits | laser |
| Inertia Screen | 2000 | 3 | 2 SEU/hit | ballistic/melee |
SUITS
ALBEDO SUIT
An albedo suit is made from a special fabric that will reflect half of the energy from laser weapons. For each point of damage reflected, the suit takes 1 point of damage. When it has accumulated 100 or more points of damage, the suit becomes useless.
SKEINSUIT
A civilian skeinsuit is made from a special fabric that can absorb half of the energy from ballistic weapons. Civilian skeinsuits appear to be regular clothing. For each point of damage absorbed, the suit takes 1 point of damage. When it has accumulated 50 or more points of damage, the suit becomes useless.
SCREENS
ALBEDO SCREEN
An albedo screen projects a faint aura that completely surrounds the wearer, absorbing laser damage. A screen needs to be connected to a power source. For each 5 points of damage absorbed (or fraction thereof), the suit drains 1 SEU from the power source. The person wearing the screen will take no damage from lasers as long as there is power to absorb incoming shots. A person may fire laser weapons out of an albedo screen without issue.
INERTIA SCREEN
An inertia screen defends against all projectile and unpowered melee weapons. A screen needs to be connected to a power source. When hit by a projectile or unpowered melee weapon, an inertia screen uses 2 SEU and absorbs half of the damage from the attack (round up if the total is not a whole number). The wearer takes the other half (round down if not a whole number).
RANGED OFFENSIVE OPTIONS TABLE
| Range (meters) | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Weapon | Ammo | Cost | Damage | ROF | Mass (kg) | PB | S | M | L | E |
| Jet Pistol | 10 round clip | 200 | 2D10 | 3 | 1 | N/A | 5 | 10-50 | 55-100 | 105-150 |
| Laser Pistol | 20 SEU clip | 600 | 1D10* | 2 | 1 | 5 | 10-20 | 25-50 | 55-100 | 105-150 |
| Laser Rifle | 20 SEU clip | 800 | 1D10* | 2 | 3 | 5-10 | 15-40 | 45-100 | 105-200 | 205-400 |
| Needler | 10 shot clip | 200 | 2D10 | 3 | 1 | 5 | 10-15 | 20-30 | 35-60 | 65-100 |
| Stunner | 20 SEU clip | 500 | Special | 1 | 1 | 0-3 | 4-10 | 11-20 | 21-30 | 31-50 |
| Doze Grenade | 10 | Sleep | 1 | - | 0-5 | 6-10 | 11-15 | 16-25 | 26-50 | |
| Smoke Grenade | 10 | -10 to hit | 1 | - | 0-5 | 6-10 | 11-15 | 16-25 | 26-50 | |
| Tangler Grenade | 25 | entangle | 1 | - | 0-5 | 6-10 | 11-15 | 16-25 | 26-50 |
DESCRIPTIONS
JET PISTOL
A jet pistol is a large recoilless handgun that fires a small self-propelled projectile. The projectile ejects and then ignites, meaning the jet pistol cannot be fired at a target at point blank range. Jet pistols use internal clips for ammunition storage, and each clip holds 10 rounds. Skeinsuits and inertia screens absorb half of the damage from a jet pistol’s rocket.
LASER PISTOL
A laser pistol is a large recoilless handgun that projects an intense burst of energy. Laser pistols may use a replaceable energy cell (20 charges), or be connected to a belt pack (50 charges) or backpack (100 charges).
Each laser pistol may be adjusted to control how much energy is consumed per shot, from 1 to 10 units. Each unit deals 1D10 damage, and consumes 1 charge. Albedo suits and screens halve the damage from laser pistols.
LASER RIFLE
A two-handed version of a laser pistol, the laser rifle has more room for capacitors and collimators, and can thus both shoot further and deal more damage. Like the laser pistol, the laser rifle may use a replaceable energy cell, belt pack, or backpack for energy. Unlike the laser pistol, the rifle may be adjusted from 1 to 20, with a corresponding increase in damage and drain on powerpacks. Albedo suits and screens halve the damage from laser rifles.
NEEDLER
A needler is a compact, nearly silent handgun that magnetically discharges a cluster of needles each time it is fired. Each clip holds 10 shots worth of needles, and two types of clips are readily available. Barbed needles deal 2D10 damage per shot, while Anesthetic needles deal 1D10 damage but can put a victim to sleep for 1D100 turns (target passes a current Stamina check to ignore). Skeinsuits and inertia screens block all damage from needlers.
STUNNER
A sonic stunner is a type of pistol. It is commonly called a stunner. It will stun a victim for d100 turns. The victim can avoid the effect of the hit by rolling his current Stamina or lower. One shot uses two SEU. It uses a 20 SEU clip, but can be attached to a beltpack or a powerpack. A target with an anti-shock implant can not be stunned.
GRENADES
Grenades can be thrown or fired from a grenade rifle or mortar. Characters can avoid or resist the effect of a grenade by passing an ability check that applies to the grenade. Grenades can be set to explode in two ways: on impact or with a timer that is adjustable for 1 to 10 turns. All grenades have a blast radius of 3 meters. Any character or creature within 3m of a grenade when it goes off can be affected.
GRENADE, DOZE
A doze grenade releases a cloud of fast-acting knockout gas. All creatures within the blast radius will fall asleep for d100 turns unless they pass a current Stamina check. A shot of stimdose will revive a sleeping individual immediately. The doze gas is effective only on the turn that the grenade goes off.
GRENADE, SMOKE
A smoke grenade produces a thick cloud of smoke that both blocks vision and acts like tear gas. Smoke grenades are available in colors so they can be used as signals. Anyone in the blast radius on the turn the grenade explodes must make a current Stamina check. If the character fails the check he has a -10 modifier on all ability checks for 1d10 turns, due to coughing and blurred vision. The smoke will continue to spread 3 meters/ turn for five turns, when it will cover an area 30 meters in diameter. The smoke cloud gives soft cover to anyone behind it or inside it. The smoke screen will last for 10 minutes.
GRENADE, TANGLER
An exploding tangler grenade throws out hundreds of strong, sticky polymer threads. These threads stick to everything within the blast radius. An entangled individual can not move until the threads decay (in 30 minutes) or until solvaway is spread over the threads. Any creature with more than 100 stamina points can break out of tangler threads in one turn.
MELEE OFFENSIVE OPTIONS TABLE
| Weapon | Damage | Modifier | Mass (kg) | Cost |
|---|---|---|---|---|
| Axe | 2D10 | +5 | 1 | 15 |
| Bottle/Mug | 1D5 | +0 | 1 | - |
| Brass Knuckles | 1D10 | +0 | - | 20 |
| Chain/Whip | 1D10 | -5 | 1 | 20 |
| Knife | 1D10 | +5 | - | 10 |
| Nightstick | 2D10 | +5 | 1 | 20 |
| Polearm | 4D10 | -10 | 4 | 40 |
| Sword | 3d10 | +10 | 2 | 30 |
AXE
An axe is actually a tool, but it can be used as either a thrown or melee weapon. If used as a thrown weapon, all the usual ranged weapon modifiers apply. Inertia screens and skeinsuits will halve the damage from an axe.
BRASS KNUCKLES
Besides actual brass knuckles, this category includes any improvised weapon that increases the damage caused by someone’s fist. Examples are rocks, coin rolls, sword or dagger handles, etc. Inertia screens and skeinsuits halve the damage from brass knuckles.
CHAIN/WHIP
Besides chains and whips, this category includes any flexible weapon, such as flails, nunchuks, weighted ropes, etc. Inertia screens and skeinsuits absorb half the damage caused by these types of weapons.
KNIFE
This category covers any knife that is big enough to fight with. If thrown, the usual ranged combat modifiers apply. Inertia screens and skeinsuits will absorb half of the damage caused by a knife.
NIGHTSTICK
A nightstick is a weighted plastic club. This category also includes improvised weapons that are more effective than simple clubs, like chairs, baseball bats and quarterstaffs. Inertia screens and skeinsuits halve the damage from a nightstick.
POLEARM
A polearm consists of a long pole with a heavy blade at one end. Typical polearms are halberds, partisans, naginatas and glaives. Inertia screens and skeinsuits halve the damage from a polearm.
SWORD
Any long-bladed, hand-held weapon is a sword. Examples are broadswords, machetes or rapiers. Inertia screens and skeinsuits reduce the damage from a sword by half.
EQUIPMENT
| AMMUNITION | |||
|---|---|---|---|
| Type | Cost | Mass (kg) | Energy/Rounds |
| Powerclip | 100 | 0 | 20 SEU |
| Power Belt pack | 250 | 4 | 50 SEU |
| Power Back pack | 500 | 10 | 100 SEU |
| Jet clip | 10 | 0 | 10 rounds |
| Needle clip | 10 | 0 | 10 rounds |
| TOOLKITS | |||
| Type | Cost | Mass (kg) | |
| Tech kit | 500 | 12 | |
| Robcom kit | 500 | 12 | |
| Medkit | 500 | 10 | |
| Antibody Plus | 5 | 0 | |
| Antitox | 5 | 0 | |
| Biocort | 10 | 0 | |
| Omnimycin | 5 | 0 | |
| Staydose | 5 | 0 | |
| Stimdose | 5 | 0 | |
| Envirokit | 500 | 5 | |
| Standard Equipment Pack | 150 | 1 | |
| MISCELLANEOUS EQUIPMENT | |||
| Item | Cost | Mass (kg) | |
| Allweather blanket | 20 | 0 | |
| Chronocom | 100 | 0 | |
| Compass | 10 | 0 | |
| Everflame | 5 | 0 | |
| Flashlight | 5 | 0 | |
| Freeze field | 1200 | 4 | |
| Gas mask | 30 | 0 | |
| Holoflare | 5 | 1 | |
| Infrared googles | 300 | 0 | |
| Life jacket | 10 | 1 | |
| Machete | 30 | 3 | |
| Magnigoggles | 200 | 0 | |
| Parawing | 200 | 3 | |
| Polyvox | 1500 | 1 | |
| Radiophone | 500 | 4 | |
| Rope | 2 | 1 | |
| Solvaway | 10 | 0 | |
| Sungoggles | 2 | 0 | |
| Survival rations | 2 | 0 | |
| Toxyrad gauge | 20 | 0 | |
| Vitasalt pills | 1 | 0 | |
| Water pack | 4 | 4 |
AMMUNITION
POWERCLIP
The standard 20 SEU powerclip is a sturdy plastic box about the size of a cigarette pack. A powerclip will fit any weapon that can use a powerclip. Players must keep track of how many SEU are in the clip. Powerclips can not be recharged.
POWER BELT PACK
A power beltpack is a 20 cm x 8 cm x 5 cm plastic box that attaches to a character’s belt. It comes with three different powercords that can be plugged into three distinct outlets in the side of the unit. One port is for weapons, one is for screens, and one is for auxiliary equipment such as scanners or radios. Only one weapon and one screen can be plugged into a beltpack at the same time. Beltpacks can be recharged at a cost of 5 credits per 1 SEU recharged. Recharging can be done at any weapons shop. hardware store or fuel station.
POWER BACK PACK
A power backpack is worn on a harness that slips over the shoulders. Special adapters are available for Dralasites at no additional cost. A backpack has two weapon ports, one screen port and three auxiliary ports. Only two weapons can be connected to the same backpack. Backpacks can be recharged for 6 credits per 1 SEU recharged. It takes two turns to plug in or unplug a power cord from a power backpack.
JET CLIP
Jet clips are loaded with 10 miniature rockets. The clip is inserted into the weapon’s ammo chamber in front of the trigger.
NEEDLE CLIP
A needleclip is a drum-shaped canister 6 cm in diameter and 6 cm thick. It holds 10 clusters of needles. Two varieties of needles are available: barbed and anesthetic.
TOOL KITS
TECH KIT
The technician’s toolkit contains all of the tools needed to make field repairs on vehicles and other equipment. Because plasteel is used to make so many items that formerly were made of steel or iron. the kit weighs only 10 kg and can be carried in a backpack. A techkit contains:
- Socket wrench - adjustable from 6 mm to 6 cm
- Open end wrench - adjustable as socket wrench
- Electrodrive - rotates all shapes and size of screws and bolts
- Insulated wire - 10 meters
- Uninsulated wire - 25 meters, can support 2.000 kg
- Prybar - 1 meter plasteel rod, collapses to 10 cm
- Jack - 5.000 kg capacity, .5 meter lift, collapses to 200 cm cube
- Hammer - large ballpeen high-impact head
- Jon Bonding Tape - 10 cm wide x 5 m long, bonds directly to any metal
- Plastibond - tube of plastic filler, bonds to any plastic surface in one minute; five applications
- 500 nuts, bolts, clamps. screws and nails
- 10 hoses of assorted sizes
- Electrosnips - powered metal-cutting shears (sheet metal only)
- Magnegrips - electromagnetic vicegrips
- Spray lubricant - 10 applications of pressurized synthoil
- Spray waterproofing - will insulate circuits, cloth, etc., from moisture; five applications
ROBCOM KIT
The robcom kit is another highly specialized assortment of tools. It weighs only 15 kg and, like the techkit, is designed to be carried in a backpack. A robcom kit contains:
- Electrodriver, ion bonding tape, insulated wire. spray lubricant.
- electrosnips, spray waterproofing - all the same as those in the techkit.
- Lasoldering iron - pen-sized laser soldering iron
- Solder - 1-meter roll of conductive soft metal
- Magnetic by-pass clips - 10 small connectors used to short-circuit wiring
- Breadboard circuits - 5 standard boards for mounting robot circuitry
- Demagnetizer - electrical tool to demagnetize fouled circuits
- Spray cleaner - spray solvent to remove dirt from the robot’s works; 10 applications
- Miniature flashlight - 20 hours of light; magnetized handle
- calipers - capable of taking measurements as small as .001 mm
- Needlenose pliers- similar to 20th century tool
- Sonic Scalpel - tool for cutting plastic, metal or flesh; makes a smooth, bloodless incision up to 5 mm deep
- Components - box of transistors, diodes and computer chips for robot circuits
- Oscilloscope - miniaturized viewer which displays information on electrical flow and other aspects of circuitry
MEDKIT
A medkit has specialized equipment the medic needs to perform his or her job. It weighs 10 kg and can be carried as a backpack. The medkit contains:
- Local Anesthetic - 10 hypo doses to relieve pain
- Plastiflesh - 5 cans of spray which closes up wounds and heals burns
- Omnimycin - 10 hypo doses to control infections
- Acid neutralizer - 1 bottle of liquid to neutralize acids
- Antiseptic - 5 cans of spray to clean and disinfect a skin area
- Microforceps - adjustable, used to remove shrapnel and bullet fragments from wounds
- Medscanner - an electrical instrument used to diagnose ailments
- Spray hypo - syringe used to give shots without a needle
- Biocort - 20 hypo doses to stimulate very fast healing
- Stimdose - 10 hypo doses to revive unconscious individuals
- Staydose - 10 hypo doses to sustain a dying character for 20 hours
- Sonic scalpel - same as in robcom kit
- Laser scalpel - used to make deep incisions
- Electrosurgeon - a small machine that keeps wounds open and controls bleeding during surgery.
- Autosurgeon - a special device that allows a medic to operate on himself
- Antibody plus - 10 hypo doses that increase the body’s ability to recover from diseases
- Antitox - 10 hypo doses to neutralize poisons
ENVIROKIT
An envirokit contains only three items, but they are very sophisticated pieces of equipment. The entire kit weighs 5 kg, and can be fastened to a belt or placed in a backpack:
- Bioscanner - This device consists of a network of straps and electrodes connected to a readout gauge. When attached to a plant or animal. living or dead, it can determine what type organism is being examined and whether it is edible or poisonous.
- Vaporscanner - A vapor scanner is a small device that contains sensitive gas analyzers. It will report on a digital screen what gaseous elements are present, their quantities and whether breathing them is dangerous.
- Geoscanner - The geoscanner can break down up to a first-sized sample of rock or soil and analyze it. It will report what minerals the sample contains and whether there are likely to be valuable ore, gas or oil deposits nearby.
STANDARD EQUIPMENT PACK
The standard equipment pack contains many useful items. but does not include any weapons other than a single doze grenade. Items included in the standard equipment pack are explained below:
- Chronograph/ Communicator. This device looks like a large wristwatch, but it can do many things. It is a watch with a lighted face that can be used as a stopwatch; it is a mini-calculator; it is a radio/ video communicator that can be used to talk with other characters up to 5 kilometers away. It can be used to summon the police or a rental skimmer, as well.
- Coveralls. This is a highly durable, waterproof suit. It will keep the character warm in cool weather and cool in hot weather. It has large pockets on the hips, legs and chest, as well as several smaller pockets on the sleeves.
- Doze Grenade.
- First Aid Pak. This kit contains a spray bandage, an antiseptic spray and a spray hypodermic. The spray hypo does not use a needle. and is painless. It contains one dose of each of these two survival drugs:
- STIMDOSE: A Stimdose injection gives a character 10 extra Stamina points for three hours. After three hours. the character loses the 10 Stamina points and must rest without moving for 24 hours. A Stimdose injection will not raise a character’s current number of Stamina points above his original Stamina score. A Stimdose will not revive a character whose Stamina has been reduced to 0 or less. It will revive a character who was knocked unconscious by a doze grenade, but will not restore 10 Stamina points to the character.
- STAYDOSE: Staydose puts a character to sleep for 24 hours, slows down his heartbeat and breathing, and helps stop bleeding. If a character’s Stamina has been reduced to 0 or less. a Staydose injection must be given in 10 turns and will keep the character alive until he is taken to a hospital.
- ID Card: All characters carry an ID card. An ID card can be used only by its owner, because the computers which read ID cards also scan the character’s biometrics. ID cards are commonly used as credit cards. When a character buys something, his ID card must be inserted into a computer. He places his thumb (or paw. digit or pseudopod) on a screen so the computer can verify his identity, and then the money is deducted automatically from the character’s bank account. Money can be deposited into an account without the card, but the card is needed to get money out.
- Pocket Tool. This device is similar to a pocket knife, but it includes many tools besides a penknife blade; a universal screwdriver, a small adjustable wrench, vice pliers. a hole puncher. an electromagnet and a small flashlight that will shine a light up to 25 meters.
- Survival Rations. This small package contains enough concentrated food and water purification tablets for one person for five days.
MISCELLANEOUS EQUIPMENT
ALLWEATHER BLANKET
This 3m x 3m blanket has a layer of soft pseudowool on one side, and a layer of smooth waterproof plastic on the other. The blanket will keep a character warm in temperatures down to 0 ° C (freezing temperature). The blanket can be used to carry water. If the blanket is used to line a pit in the desert, it will collect 1 liter of dew overnight.
CHRONOCOM
Chronocom is short for chronograph/ communicator. A chronocom is a combination wristwatch, calculator and communicator. It has a range of 5 kilometers.
COMPASS
A compass is used to find direction. A compass can be deceived so it points away from magnetic north by the presence of nearby magnetic rocks, electrical generators or other powerful magnets or large metal deposits.
EVERFLAME
An everflame is a permanent. waterproof, windproof lighter guaranteed to last 20 years.
FLASHLIGHT
The flashlight is about the size of a pencil. It contains enough power to operate for 200 hours. Its beam will shine up to 100 meters.
FREEZE FIELD
Each freeze field device contains 20 SEU. The field uses 1 SEU every 10 hours. Another power source can be attached if the power runs low, but if it ever runs out the body can not be revived. A character loses one point from one of his ability scores for each full 10 hours he spends in a freeze field. The player can subtract these points from any ability or abilities he chooses. A freeze field device can be reused, but it must be recharged and re-tuned at a hospital or shop, at a cost of 100 Cr.
GAS MASK
A gas mask fits over the wearer’s face and filters out all hazardous gases as the character breathes. It will not allow a person to breathe underwater or in a vacuum, or anywhere there is not enough oxygen to keep a character alive.
HOLOFLARE
A holoflare is a small, solid, ball-shaped device. When lit, the flare rockets about 200 meters into the air and hovers there for 10 minutes. The flare will illuminate an area 1 km across with a dim light.
INFRARED GOOGLES
Infra-red (IR) goggles allow a character to perceive in the 780nm to 1000nm portion of the electromagnetic spectrum. They can be used in total darkness. IR goggles can detect any object that radiates heat. They are black and white only, with higher frequencies represented more brightly. They can be used to spot heat sources that are hidden in light foliage or cover.
LIFE JACKET
A life jacket is an inflatable vest that will keep a character afloat for any length of time. It comes folded into a package about the size of a person’s fist.
MACHETE
A machete is a short sword used for chopping through soft jungle growth or grass. It can be used as a sword.
MAGNIGOGGLES
Magnigoggles are goggles that magnify visual images the same way binoculars do. They triple the distance at which a character can identify a man-sized object. They do not work like telescopic sights, and a character wearing magnigoggles can not aim a weapon.
PARAWING
A parawing is a disposable glider used as an emergency parachute. A character can jump with a parawing from any altitude. The wing is opened automatically by small solid-fuel jets, and the frame glues itself open. The character then floats to the ground. The wing can not be refolded to be used again.
POLYVOX
A poly-vox is a specialized computer that can be worn around the throat. It translates a message that it hears in one language into another language, and then repeats it. It can learn an unknown language if it can be programmed with key phrases, and then exposed to the language for 1- 100 hours (see Language). A character does not need computer skill to use a poly-vox.
RADIOPHONE
A radiophone is a short-wave communicator with a 1,000 km range.
ROPE
This is a 25-meter coil of braided plastic rope that will support up to 500 kg.
SOLVAWAY
Solvaway is the only solvent that will immediately dissolve tangler grenade threads. It must be applied by someone other than the person who is tangled in the threads. One vial of solvaway contains enough liquid to dissolve the threads from one tangler grenade. It will not dissolve anything but tangler grenade threads.
SUNGOGGLES
Sungoggles are high-quality sunglasses.
SURVIVAL RATIONS
A box of survival rations contains four airtight foil-wrapped packets. Each packet holds a food concentrate that looks like crumbly dust. When water is added, the dust quickly becomes a delicious meal of protein and vitamin-packed mush. One packet will feed one character for one day.
TOXYRAD GAUGE
A Toxy-rad gauge is a special device that is worn on the wrist like a watch. It will alert the wearer to several types of danger. There are three colored lights on the device. If the red light flashes, it indicates that the oxygen content of the surrounding air is dropping to a dangerously low level. If the blue light flashes, it indicates that there is dangerous radioactivity nearby. If the yellow light flashes, it means that the sensor has encountered some substance that is poisonous to Humans, Dralasites, Yazirians or Vrusk. A small dial on the face of the gauge indicates the degree of danger to a character.
VITASALT PILLS
Vitasalt pills are special pills containing vitamins and minerals, including salt. They help reduce a haracter’s need for water in dry areas
WATER PACK
A water pack contains eight one-liter plastic bags of water. Each bag has a reclosable seal. The water bags come packed in a lightweight plastic frame. The frame can be converted into a simple backpack in 5 minutes.