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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:

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:

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:

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:

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:

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.