SF 1e - Basic Rules (1980)
SF 1e - Basic Rules (1980)
that would have taken years to travel between stars could be sent with Then, the Sathar appeared. No one knows where they came from or
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subspace communicators in months or even weeks. The Humans why. They attacked and destroyed lonely systems on the edges of lr
started broadcasting news of themselves to the neighboring stars, explored space, moving slowly inward. Survivors described Sathars
and soon found they weren't alone. as wormlike creatures 3 to 4 meters long. That was all that was
known about them, because they would rather kill themselvesthan be
The Humans made contact with an inventive race of insect-like crea- captured. As the danger increased, the Humans, Dralasites, Vrusk fl
tures called Vrusk, who had developed limited space travel decades and Yazirians formed the United Planetary Federation (UPF)to defend
earlier. One of the \/rusks' mining colonies had already contacted their worlds. The mysterious Sathar were forced back, but before long
another race, the shape-changing Dralasites. The two races had been they returned in a more sinister form.
exchanging information for several years. The Vrusk and Dralasites
were pleased to learn of another race. They sent a wealth of scientific The Sathar had learned that they could not beat the UPF in battle.
information to the Humans. Using this new knowledge, the indus- Instead, they began hiring Yazirian, Human, Dralasite and Vrusk
trious Humans quickly developed interstellar spaceships. agents to sabotage interstellar trade and interfere with local govern-
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ments. The UPF created the Star Law Rangers, an interstellar police i
The three races met in a large area of space known as the Frontier. force, to track the Sathar's agents from planet to planet and fight them
There they also discovered the Yazirians, a race of tall, maned huma- on their own terms. But despite the efforts of the Rangers, the sly
noids. Soon, settled worlds in the Frontier became melting pots for the Sathar agents have become the most dangerous threat ever to face
four races, with dazzling mixtures of architecture and alien cultures. the United Planetary Federation and the frontier corporations.
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Table of Contents
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prepared to escape. I didn't think he could kill me with one shot from
the small weapon, but I didn't want to find out. Dalmor was working
for the Sathar, that mysterious, evil race of intelligent worms who
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knew he was calculating whether he could draw his blaster and fire I
before Dalmor could shoot.
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The thought was still in my mind when one of C'hting's arms flashed
in a lightning-swift draw. I dived to the floor as Dalmor swung his
pistol, but the needles whizzed harmlessly past C'hting and me.
C'hting's laser beam only grazed Dalmor as he dashed out the door. _eaping from the skimmer, we ran to the exit ramp. Both C'hting and I I
We charged after him, but my curse was echoed by C'hting as we crouched behind the polycrete wall and aimed our weapons at a very
watched Dalmor leap aboard the monorail. surprised Dalmor as he stepped from the car barely 10 meters away.
I _I - -- “You are under arrest, Dalmor. Do not move," clicked C'hting. With a
desperate cry, Dalmor drew the needler from his coat. C'hting and I I
::::'vs :::§ @ /’ ‘\
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fired before he could aim. Both shots hit Dalmor and he sprawled
across the platform, unconscious but still alive.
::: C | II-
-::' :::: ® ®
*6» \ ~ /,
I -- ___ _a-—
After filing our reports with our contact at the Pan-Galactic Corpora-
tion, C'hting, Bakchu and I drove to the Spacer's Rest to celebrate over
F____.---"/
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a few mugs of thick Yazirian ale. We were discussing what we would
do with the 100 credits each of us had earned for the mission when all
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"HoId it, Beren," I growled. "You promised us we could take a week off
after this mission and, by the stars, I'm going to take a week off!"
We jumped into my waiting skimmer and maneuvered into traffic, C'hting and Bakchu rumbled in agreement, and Tiu looked disappointed.
gliding smoothly above the road. "lt is fortunate Bakchu the Yazirian is
guarding the spaceport," C'hting rasped.
"lf that big monkey can't handle Dalmor, no one can," I replied.
"That's only if Dalmor's going to the spaceport, though," I added.
"There are two other monorail terminals on the way. Maybe we can
get to one of them before his car does." The skimmer was running at |
top speed, but I clenched the controls in frustration at every corner as I
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the magnetic control fields slowed us to a safe speed. We arrived at I
the terminal just as Dalmor's car was pulling in. E
mew--.
“All right,” he said, “if you're not interested in 200 credits I'm not
going to force you to..."
Two hundred credits! The three of us looked at each other, and _z._ 7_. _ _
Welcome to STAR FRONTIERSTM game, TSR's role-playing game of HOW T0 use THE once
science fiction adventure. If you have never played a role-playing
game before, a great experience is waiting for you. STAR FRONTIERS Two dice are included in STAR FRONTIERS games. They are num-
adventures are as limitless as space itself. bered from O to 9. They are called ten-sided dice (abbreviated d10).
WHAT THE GAME IS ABOUT If the rules tell you to roll one ten-sided die (abbreviated 1 d1 O), roll one
die to get a number from 1 to 10. A zero is read as a 10.
Each player in a STAR FRONTIERS game plays a character, either a
human or an alien living far in the future. In some ways characters are If the rules tell you to roll two ten-sided dice (abbreviated 2d10), roll
like the pieces used in other games, but players in a role-playing game both dice and add the results to get a number from 2 to 20. A zero is
do not simply roll dice and move pieces around on a board. Characters read as a 10. For example, if the rolls were O and 4, the result would be
can do anything a real person could do if he was living in a STAR (10 + 4 =) 14. More dice can be rolled to give results of 3-30 (3d10),
FRONTIERS world: shoot a laser, drive a skimmer, chase dangerous 4-40 (4d10), etc.
interstellar criminals, explore alien worlds, or anything else the player
wants the character to do. Players are not limited to only a few actions If the rules tell you to roll percentile dice (abbreviated d100), roll both
by the rules. A player has complete control over his character, and dice. Instead of adding the results, read the dark-colored die as the
makes all the decisions for him. first (tens) digit and the light-colored die as the second (ones) digit. A
zero is read as a zero. The following table shows several examples of
In fact, you can think of your character as being you, placed in a rolls.
science fiction world. Your character may not be like you at all — it I
may even be an alien, unlike anything you've ever seen before -- but
you make all the decisions, and act through your character. This is part
of the fun of role playing; even“ if you are not a hero in real life, you can dark die light die result
become one in a STAR FRONTIERS game. 5 3 53
6 O 60
Unlike many other games, there is no clear winner or loser in a STAR
FRONTIERS game. In most games, the players will have a goal, such OO O03 80>
as capturing a group of terrorists who have kidnapped a politician or
recovering a rare medicine that was lost when a spaceship crashed on
an alien planet. If the players cooperate and reach their goal, everyone The crayon included with this game can be used to color in the
wins. A skillful player who uses the same character in several adven- numbers on the dice and make them easier to read. Simply rub the
tures will see that character rewarded, becoming richer, more power- crayon over the sides of the die and wipe away the excess wax with a
ful and able to handle more difficult missions. tissue or paper towel. F
CREATING CHARACTERS
Each player in a STAR FRONTIERS game needs a game character. All Initiative is not really an ability, but a character's Initiative modifier is
characters have eight abilities, arranged in four pairs. These are important. It is equal to the character's Reaction Speed divided by
Strength/Stamina, Dexterity/Reaction Speed, lntuition/Logic and 10, and is used to determine which character acts first in a fight.
Personality/Leadership. These eight abilities tell players how strong,
fast, smart and masterful their characters are. Intuition measures a character's alertness and ability to draw conclu-
sions from what seem to be unrelated facts. Characters with high
Each of these abilities will have a score from 1 to 100. An ability score Intuition scores are more likely to solve problems by having hunches
of 1 means the character is very poor in that ability, while a score of or making guesses than by carefully considering all the evidence.
100 means the character has very high ability in that area. Players >0
find their ability scores by rolling dice. This is explained under How To Logic is a character's ability to solve problems in an orderly, step-by-
Create Characters. step way. lt is the opposite of Intuition. Characters with high Logic
scores make good scientists and computer experts.
Explanation Of Abilities
Personality measures how well a character gets along with other
intelligent beings. Characters with high Personality scores are friend-
Strength is a measure of how strong the character is. A character ly, pleasant and persuasive, while those with low scores may be
with a low Strength score is scrawny and weak. A character with a grouchy and hard to get along with.
high Strength score is very strong. A character with a Strength score
of 100 may be one of the strongest characters on that planet. Leadership measures a character's ability to give orders that other
people will understand and obey. It also measures how willing other
Stamina measures a character's physical fitness and general health. people will be to work for the character, take his advice or follow him
A character with low Stamina will get tired easily and will be prone to into a dangerous situation.
injury and disease. A character with high Stamina could work hard all
day without getting tired, and might never be sick a day in his life. THE RACES
Stamina also measures how badly a character can be wounded
before he passes out or dies. Players can choose to make their characters members of one of four
races: Human, Dralasite, Vrusk or Yazirian.
Dexterity measures a character's coordination. Character's with low
Dexterity scores are clumsy, while characters with high Dexterity Humans are similar to Earthmen, but these Humans developed on
scores are very agile. Dexterity is very important in combat. another planet closer to the center of the galaxy. Humans are consi-
dered the average characters in STAR FRONTIERS games, so their
Reaction Speed measures the quickness of a character's reflexes. If a abilities are not modified when the character is created.
character with a low Reaction Speed is attacked suddenly, he probably
will fumble with his weapon and react slowly. A character with a high Dralasites are rubbery, elastic aliens sometimes called "blobs." They
Reaction Speed could draw and fire a weapon quickly, jump out of the can change their shape at will, creating as many artificial arms and
way of falling boulders, etc. legs (pseudopods) as they need at the moment. They are stronger than
Humans, but are also slower. They enjoy philosophical debates and 6. Repeat step 5 for Dexterity/Reaction Speed, Intuition/Logic and
have a very strange sense of humor; they love telling old jokes and Personal ity/Leadership.
puns they hear from Humans. I
7. Divide your Reaction Speed score by 10. If the result is a fraction,
Vrusk look like large insects, and are sometimes called “bugs." They round it up to the nearest whole number. The final result is the
are quicker than Humans, but are not as strong. Vrusk are excellent character's Initiative modifier. Write it in the space marked "lM"
businessmen and merchants. They love art, beauty and music. on the character sheet.
Yazirians are tall, light-boned humanoids with furry manes around EXAMPLE: Dave Schick's character has a Reaction Speed of 45.
their necks. Humans nicknamed them "monkeys" because they look To find his Initiative modifier, he divides 45 by 10. He gets a result
a little like chimpanzees. Thin membranes that stretch between their of 4‘/z. Because this is a fraction, he rounds it up to the nearest
arms, torso and legs allowed Yazirians to glide between the trees on whole number, which is 5. He writes "5" in the space marked “lM"
their native planet. They are generally smarter and quicker than the on his character sheet. i
other races, but are not as strong. Their eyes are very sensitive to light,
so they usually wear dark goggles during the day. Yazirians were very 8. Give your character a name. If your character is an alien, try to give
warlike in the past, and are still considered pushy and aggressive by it an alien-sounding name.
other races.
Sample Character Sheet '
HOW TO CREATE CHARACTERS The character sheet for Dave Schick's Yazirian female character,
Eusyl, is shown on this page.
To create a STAR FRONTIERS character, follow the eight steps given.
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score of 45.
-ENERGY,RECORD—— EXPERIENCE:
3. Repeat step 2 to get your character's Dexterity/Reaction Speed,
Intuition/Logic and PersonaIity/Leadership base scores.
. CREDITS:
4. Decide which race you want your character to be. Your choice will
affect your ability scores as described in step 5. Any number of . PAY/DAY:
players can choose the same race for their characters. Groups
with characters from several races usually are more successful RECORD SKILLS AND EQUIPMENT ON REVERSE SIDE
and more fun to play.
5. Add or subtract from your STR/STA base score the number shown
in the STR/STA column of the ABILITY MODIFIERS for your race.
Write the result on both sides of the slash in the space marked
"STR/STA ___ /___" on the character sheet. This number is
your ability score for both Strength and Stamina.
The Basic Game uses very simple rules for moving and fighting. New MOVEMENT 9
players should read these rules carefully and play the sample adven-
tures before trying to learn the more advanced rules in the Expanded Characters can move at two different speeds: walking and running.
Game rule book. The MOVEMENT TABLE shows how many map spaces characters
from each race can move in one turn while walking or running.
THE MAP AND PLAYING PIECES Moving diagonally is allowed.
MOVEMENT TABLE
The two adventures included with the STAR FRONTIERS basic game
take place on the large city map. The map shows the downtown area Spaces Moved per Turn
of Port Loren. Areas to the east, west and south of the map are
residential. The spaceport is to the north. Each square on the map is Race Walking Running_
5'meters across. Human 2 6
Dralasite
Most large buildings (the Government Building, Pan-Galactic Corpo- Vrusk
ration headquarters, the Medical Complex, etc.) extend several stories Yazirian IQOO-'* O>\l-P-
below the ground as well as two or three stories above the ground.
Pedestrian walkways connect some buildings, and cross above the The numbers shown are the maximum distances a character can
roads. The monorail is built above the buildings and walkways. move at that speed. A Human, for example, could walk 1 or 2 spaces in
a turn, or could run 3, 4, 5, or 6 spaces in a turn.
The cardboard playing pieces must be separated before they can be
used. These counters include characters of all the races. Each player Roads. Crossing a road will slow a character down, because he must
should choose a piece that resembles his character. There also are dodge traffic. When a character wants to cross a road, he must stop
counters for vehicles, animals and strange aliens. Most of these are next to it, no matter how many spaces of movement he has left. On the
needed only in the Expanded Game. next turn, the character is placed directly across the road, and can
move no farther that turn. The character can move normally on the
GAME TURNS next turn. There is no penalty for running alongside a road.
Pedestrian Walkways. To get onto a pedestrian walkway, a character
STAR FRONTIERS games are played in turns. Each turn is six seconds must enter from one of the ends. A character does not have to stop
long, so there are 10 turns to one minute. Note that game time is not before crossing a road if he is on a pedestrian walkway. Characters
the same as real time; it might take several minutes to play a six- can walk underneath pedestrian walkways without any penalty.
second game turn if a lot is going on. .
Buildings. A character can enter or leave a building only through a
During his turn, a character can do any one of the .following things: door or from a pedestrian walkway. Characters entering or leaving
. move through a door must stop moving when they reach the door. On the
. fire a weapon next turn, they can move through the door at their full movement rate.
. move and fire a weapon Characters can move about freely inside buildings.
reload a weapon
mpw~—. stand and do nothing Parking Areas. Characters can move normally through parking areas
beneath buildings (see Skimmers). Characters must enter and leave
parking areas through entrance ramps or elevators in the mall.
GAME TURN SEQUENCE
Stacking Counters. Only one playing piece can be in a square at a
Each turn, players must do things in the order listed below. time, unless:
. Roll dice to see which side has initiative. 1. The characters are getting on or off the monorail or a skimmer.
. All characters on the side with initiative can move.
. All characters on the side with initiative can attack. 2. One of the characters is on a pedestrian walkway and the other is
. All characters on the side without initiative can move. on the ground beneath the walkway.
@mw~— All characters on the side without initiative can attack.
A character can move through a square that contains another
A player is not required to move or attack with his character. If the character.
character moves or attacks, however, it must move or attack at the
correct time during the turn. I The Monorail
INITIATIVE The monorail is the fastest way to travel long distances in the city. To
get on the monorail, a character must move into a monorail terminal
square and stop. The next turn, the character gets into one of the
At the beginning of each turn, one player from each side must roll monorail cars and the car leaves. Monorail cars travel 10 squares per
1d10. The result of this roll is added to the Initiative modifier of the turn. Cars can leave a terminal in either direction (there are two
character with the highest Reaction Speed from that side. Whichever tracks), but cannot change direction between terminals. A car must
side gets the highest total has initiative for that turn, which means stop at each terminal for one turn before moving on.
they get to move and attack first.
If more than one character is boarding at the same terminal at the
If the totals are equal, then neither side has initiative. When this same time, they must get into the same car. If the characters want to
happens, the side with the highest single reaction speed moves and get into different cars, one of them must wait until the next turn, when
attacks first, followed by the other side. However, damage caused by another car arrives. Each car can hold up to six passengers.
successful attacks does not take effect until after both sides have fired
that turn (see Combat for more information). Riding the monorail costs 1 credit per day. After paying the fare, a
character can ride the monorail as manytimes as he wants that day. A
Players must roll for initiative every turn of every fight. character must have his ID card to board the monorail.
Skimmers
Skimmers are similar to automobiles, but have protected hoverfans
instead of wheels. They float on a cushion of air 30 centimeters (about
1 foot) above the ground. A skimmer can hold up to five passengers.
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Skimmers have a maximum speed of 10 squares per turn, and must
stay on the roads (except when parked). A character can get into a
skimmer on the same turn he moves into the skimmer's square, but
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the skimmer cannot move that turn. On the next turn, the skimmer
can move up to 3 road squares. It can move its full 10 squares on the
following turn. 2.
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Whenever a character fires a weapon at another character or any
other target, follow this step-by-step procedure. I
@- - - - @/ 1. Count the number of squares in the most direct path from the
attacker to the target. Count the square the target is in, but not the
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2. Check the WEAPONS TABLE for the weapon the attacker is using. I
1 - I U I I I | 1|
The distance in squares from the attacker to the target determines
whether the target is at Point Blank, Short, Medium, Long or
Rental Skimmers. Skimmers can be rented for 10 Credits per day. To Extreme range. A target that is beyond Extreme range cannot be
get a rental skimmer, a character must move next to the road and hit. I
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signal for one with his communicator. The skimmer, being driven by a
computer, will arrive two turns later. The character can get into the 3. Subtract the Range Modifier for this range from the firing charac-
skimmer on the turn it arrives, but can't move till the next turn. The ter's Dexterity score. The Range Modifiers are shown in paren-
character who is driving the skimmer must have his ID card. theses beneath the ranges.
Underground Parking. Most buildings in Port Loren have under- 4. If the firing character was running or riding in a skimmer, subtract
ground parking garages for skimmers. Characters must use the en- 10 from the result from step 3.
trance ramps to get into or out of these areas. Skimmers can drive
through these areas at a speed of 5 squares per turn or less. Charac-
ters can walk or run through these areas at normal speeds. 5. If the target has cover (see Cover), subtract 10 from the result from
step 4. This final number is the character's “chance to hit."
COMBAT
6. Roll percentile dice. If the number rolled is less than or equal to the
Characters are in combat whenever at least one of them is attacking character's chance to hit from step 5, the character hits the target.
another in any way. Guns and grenades are the most common wea- If the number rolled is higher than the character's chance to hit,
pons. Two of a character's abilities are important in combat: Dexterity the character misses the target. (If the character missed with a
and Stamina. A character's Dexterity score determines his chance to grenade, it will go off in another square; see Grenade Bounces.)
hit a target. A character's Stamina score is the number of points of
damage the character can take before passing out. 7. If the target was hit, the character who fired checks the WEAPONS
TABLE to see how much damage his weapon causes. The charac- 1.
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Sighting ter rolls the indicated number of dice and the target subtracts the
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by a building. A building does not block a character's line of sight if the Subtracting 20 because of the range gives Eusyl a 20% chance to hit.
character is in a position where he can lean around the corner to Dave Schick rolls percentile dice and the result is 13. This is less than
shoot. Monorails, walkways, trees and other small obstacles do not Eusyl's chance to hit, so she hit the target. Dave rolls 2d10 for
block the line of sight. The Sighting Diagram shows several examples damage, and the result is 12. The target character must subtract 12
of clear and blocked lines of sight. points from its Stamina.
WEAPONS TABLE EXAMPLE: Eusyl is throwing a doze grenade from long range. The
grenade misses its intended square. Dave Schick rolls 1d10 and gets
Weapon Damage Range (5-meter squares) a 5. The grenade bounces 3 squares directly to the right of the target
Point square, and then goes off. If anyone was in that square, they would be
Blank Short Medium Long Extreme knocked out by the gas.
- l0l* l—10I* l—20l* l—40l* l—80l* The effect of a doze grenade is described under Damage.
Gyrojet
Pistol 2d10 + 1 2-10 11-20 21-30 Automatic Hits
Laser
Pistol 1d10 1 2-4 5-10 1 1-20 21 -40 A roll of 01 to 05 always is a hit, regardless of modifiers, if the target is
Laser visible and in range. For example, if a character with a Dexterity score
Rifle 1d10 1-2 3-8 9-20 1 21-40 41-80 of 35 shoots at a target at Extreme range, his chance to hit is -45%.
Needler However, if the character rolls 01 to 05 on percentile dice, he hits the
Pistol 2d10 1 2-3 4-6 7-1 2 1 3-20 target anyway. _
Doze ~
Grenade speciaI** - 1 2-3 4-5 6-10 Cover
* Numbers in parentheses are range modifiers, subtracted from the Cover is any solid object that can protect someone from gunfire. A
firing character's Dexterity. character who is partially hidden by a wall, a rock, a skimmer, etc., has
** See Damage: Doze Grenades. cover. A character has cover if he is in any of the following situations:
Combat Procedure Summary
1. The character is in a space containing a monorail pylon, a statue,
trees, low walls, large rocks or a parking area entrance ramp.
1. Find Dexterity.
2. The character is inside a building. This applies whether the charac-
2. Determine the range to target. ter is fighting opponents who are also inside the building or is
standing next to a door or window and shooting at targets outside.
3. Subtract range modifier from Dexterity.
3. The character is standing near the corner of a building, in a
4. Subtract 10 if running or riding in skimmer. position that lets him lean around the corner to shoot at a target.
5. Roll d100, if less than or equal to CHANCE TO HlTthen you hit. 4. The character is standing on a pedestrian walkway.
(If threw grenade and missed check Grenade Bounces.)
5. The character is riding in a skimmer.
6. Roll damage.
Vehicles
Grenade Bounces
A character who is riding in a skimmer can fire a weapon, but has a
When a character throws a doze grenade, his chance to hit the target -10 modifier for moving (the same as if the character were running). A
is determined normally. If the percentile dice roll is less than or equal character who is driving a skimmer cannot shoot a gun.
to the character's chance to hit, the grenade goes off where the character
wanted it to. If the dice roll is higher than the character's chance to hit, All characters who are riding or driving skimmers have cover.
the grenade bounces into a different square before going off.
A character-riding in a monorail car cannot shoot at anyone outside
The direction the grenade bounces is determined by rolling 1d10 and the car, or be shot at by anyone outside the car.
checking the diagram below. The grenade bounces in the direction
shown by the number that was rolled on the die. The diagrams show Damage
grenades coming from several different directions. If the grenade did
not come exactly from one of these directions, use whichever diagram When a shot hits its target, the firing character must roll dice to see
is closest to the situation. how badly the target is injured. The WEAPONS TABLE lists how many
Grenade Bounce Diagrams dice of damage each weapon causes.
Damage caused by weapons is subtracted from the target character's
Stamina. When a character's Stamina is reduced to 0 or less, the
character is unconscious. An unconscious character cannot move or
fire for the rest of the game. The character will die unless given a
@ EB BB and takes 8 points of damage. Her Stamina is reduced to 27. After four
more turns, Eusyl's Stamina has been reduced to 9 by two more
wounds. On the next turn, Eusyl is shot with a needler and takes 12
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Direction of Throw
/‘ points of damage. This reduces her Stamina to -3, so Eusyl passes out
from her wounds.
* is target square Doze Grenades. Doze Grenades release a small cloud of fast-acting
The distance the grenade bounces depends on how far it was thrown. knockout gas. Any being in the same square as a doze grenade when
The table below shows how far grenades will bounce if they are it goes off will be knocked unconscious for one hour. A Stimdose will
thrown from different ranges: wake up the character, but will not restore 10 Stamina points. The gas
affects only the square it is in, and lasts only until the end of the turn it
If the Target Was At Then The Grenade Will Bounce is thrown.
Short Range 1 square
Medium Range 2 squares
Ammunition
Long Range 3 squares »
Extreme Range 4 squares
All guns in the Basic Game use either an ammunition clip or a
A grenade will stop if it hits a wall or other obstacle. powerpack. These fit into the handle of the weapon. Only laser pistols
and rifles use the same powerpacks; all other weapons have their Characters who can not pay the hospital costs will be healed, but they
own clips or powerpacks, and they can not be interchanged. must pay the hospital as soon as they earn enough money to do so.
The number of shots in each powerpack or clip is shown on the
following table: OTHER ACTIONS
AMMUNITION TABLE
Weapon c No. of Shots STAR FRONTIERS games allow something other games usually do
not; a player can have his character try to do things that are not
Gyrojet pistol 10 described in the rules.
Laser pistol 20
Laser rifle 10 Character abilities determine a character's chance of performing an
Needler pistol 10 action not explained in the rules. The player must roll a number equal
to or less than the appropriate ability score on d100to succeed. All the
Players must keep track of how many shots their characters have players should decide if an action is possible and which ability should
fired. When their weapon is out of ammunition, characters cannot fire
be used to determine success. For example, players might decide a
until they reload. character can tackle another character by rolling a number equal to or
Reloading. A character can reload a weapon with a fresh clip in one less than his Strength score on d100.
turn if the character does not run (and the character has a fresh clip). A
weapon cannot be fired on the turn it is reloaded. If an action is very easy the player may add 5, 10, or 15 points to his
score when trying to perform the action. If the action is difficult the
player may subtract 5, 10, or 15 points from his score to determine if
RECOVERING STAMINA the character succeeds. All the players must agree that the character
should get a bonus or penalty. Players also should decide the result of
A wounded character can recover 10 points of Stamina by giving the action; if the character fails, does he fall and take damage? What
himself a Stimdose injection with the spray hypo from his first aid pak happens to a character who is tackled?
(see First Aid Pak). The effect of a Stimdose is temporary; after three
hours, the 10 points are lost and the character must rest without Reactions
moving for 24 hours. A Stimdose will not help a character whose
Stamina has been reduced below 0. It will not raise a character's At some time, a player character may want to talk to a shopkeeper,
current Stamina above his original Stamina. pedestrian or other character that is not being controlled by another
player (such characters are called non-player characters or NPCs).
Hospitals The player must determine the NPC's response. If the player rolls his
character's Personality score or less on d1 00 the NPC will be friendly
At the end of an adventure, characters that are still conscious can take and cooperative. If the player rolls greater than the character's score,
themselves and any unconscious friends to the Medical Complex to be the NPC will be uninterested or unfriendly. In either case, the players
healed. Healing costs 1 Credit per Stamina point recovered. must decide what the NPC will do.
EQUIPMENT
W
The following equipment is available to characters in the STAR . Q
FRONTIERS basic game. At the start of a game, all characters have a */ .é4"-J M
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: STIMDOSE: A Stimdose injection gives a character 10 extra Stami-
na points for three hours. After three hours, the character loses the 10
Stamina points and must rest without moving for 24 hours. A Stim-
2-- dose injection will not raise a character's current number of Stamina
points above his original Stamina score. A Stimdose will not revive a
I
character whose Stamina has been reduced to 0 or less. It will revive a
met“ character who was knocked unconscious by a doze grenade, but will
not restore 10 Stamina points to the character.
-..- , bf’
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 injec-
Chronograph/Communicator. This device looks like a large wrist- tion must be given in 10 turns and will keep the character alive until
watch, but it can do many things. It is a watch with a lighted face that he is taken to a hospital.
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. \
sY,<»
Coveralls. This is a highly durable, waterproof suit. It will keep the QQQ Q‘, Q , / -
character warm in cool weather and cool in hot weather. It has large Q :
pockets on the hips, legs and chest, as well as several smaller pockets
on the sleeves. \/
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Doze Grenade. This is the only weapon in the standard equipment
pack. See Damage: Doze Grenades for more information.
First Aid Pak. This kit contains a spray bandage, an antiseptic spray
%//
ID Card. All characters carry an ID card. An ID card can be used only
and a spray hypodermic. The spray hypo does not use a needle, and is by its owner, because the computers which read ID cards also scan
painless. It contains one dose of each of these two sun/ival drugs: the character's thumbprint. .
ID cards are commonly used as credit cards. When a character buys frontier worlds, and are often called "blasters." They have longer
something, his ID card must be inserted into a computer. He places his range than other pistols, but do less damage.
thumb (or paw, digit or pseudopod) on a screen so the computer can
verify his identity, and then the money is deducted automatically from A
the character's bank account. This same process is used to pay for __4n@!:mnJlHiQiiifilI‘h!E:|5
monorail rides and rented skimmers. Money can be deposited into an
account without the card, but the card is needed to get money out. ""
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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.
Laser Rifles are like laser pistols, but they have longer ranges. They
Survival Rations. This small package contains enough concentrated use the same clip as laser pistols, but get only 10 shots per clip. The
food and water purification tablets for one person for five days. difference is laser rifles are harder to hide than a pistol.
Weapons
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Needler Pistols fire a cluster of small needles. They are less effective
at long range because the needles spread like shotgun pellets. Each
7 ' '.'
clip holds enough needles and power for 10 shots.
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Laser Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 600 Cr
Laser Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 800 Cr
Laser Powerpack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Cr
Needler Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Cr
Needler Clip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Cr
Gyrojet Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200 Cr
Gyrojet Clip . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Cr
Doze Grenade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Cr
\ 1 First Aid Pak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Cr
Laser Pistols fire a pencil-thin beam of intense energy in a burst that Survival Rations . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Cr/day
lasts only a fraction of a second. Each powerpack contains enough
energy for 20 shots. Laser pistols are the most common sidearm on * Weapon prices do not include clips or powerpacks.
ADVENTURES
This section describes several adventures or games which will intro- One player must be chosen to run the adventure. This person does not
duce the players to using the basic rules. The adventures are designed control a PGC agent like the other players do. Instead, he controls the
so they can be played more than once, and they will be different every opponents the other players meet and reads the adventure to them.
time you play them. Suggestions and instructions for making up new
adventures can be found at the end of this section. Adventure 1: PAN-GALACTIC SECURITY BREACH
Purpose
Each adventure is presented in six parts: Purpose, Teams, How To
Win, How To Play, Set-Up and Rewards. A section at the end of each You have been contacted by Pan-Galactic Headquarters to investigate
adventure shows how to make the adventure different and fun to play a breach in security at several top PGC research centers. Someone
again. has broken into these centers and destroyed valuable equipment. The
raiders never set off any alarms and never were stopped by anti-
The Players intruder security systems. Your mission is to find out whythe raids are
taking place and to end them.
Players in STAR FRONTIERS games play characters who perform Teams
special jobs for companies and planetary governments. They may
work to prevent trouble, solve a mystery, explore a new planet or One person must be chosen to be the reader. Everyone else plays
perform any other sort of dangerous task. In this series of adventures agents working for Pan-Galactic. The reader reads the numbered
the player characters work for the Pan-Galactic Corporation, the events to the players as they reach them and plays all opponents.
largest company in the Frontier. Information on opponents is included in the story below.
The Pan-Galactic team should have four characters, created by the 02. You thank them for their help and turn to leave. Behind you there
players using the rules for creating characters. lf there are not four is a pop, a puffing sound and a cry of surprise. Turning, you see the
players, some players must control more than one character. programer and chief, surrounded by a cloud of gas, fall unconscious to
the floor. The four technicians draw laser pistols and point them at
Each character starts the game with a standard equipment pack and a you. "You're not going anywhere!" the Yazirian growls. (Read O4)
fully loaded laser pistol.
03. The programer nods, pleased with the suggestion, and inputs the
How To Play question. In a moment the holotank lights, displaying a map of the
Frontier with red lights showing the planets where raids have taken
place. The lights form a circle around the planet you are on.
This is a programed adventure. The story is written in a series of
numbered paragraphs. The reader reads the first paragraph to the “This is suspicious." exclaims the chief. "lf all the attacks center
players, and then they are presented with several choices. All the around our planet and the alarms are never set off, it must be an
players must agree on one choice. This choice will direct the reader to inside job."
another numbered paragraph, which he then turns to and reads to the
players. At some points the players will get into combat, and this must Suddenly there is a soft pop and the chief and programer are sur-
be played out before moving to the next event. The passages boxed in rounded by a cloud of gas. They gasp in surprise and fall unconscious.
gray should not be read aloud; they are special instructions for the Looking up you find yourself surrounded by the technicians, who have
reader only. drawn their laser pistols. “Clever deductions," clicks the Vrusk. "Too
bad you found out." (Read 04)
The reader controls the movement of the raiders and rolls the dice for
them when they attack. The reader decides who an NPC will attack, 04. “Geiger! Konchinhol Keep them covered!," barks the Yazirian to
but should try to have each NPC shoot at a different player character if the Human and Dralasite. "Gramic, get to work!"
possible; if it is not possible, the NPC should shoot at the nearest
enemy. The Vrusk moves to the crystal matrix cabinet and attaches a small
metallic cube, then turns to the controls. You study the cold features of
The raiders always move first, until a fight starts. Once the player the Human and the dark hollow eyes of the Dralasite, weighing your
characters get into combat with the raiders, the players and the reader chances to draw a weapon before they can shoot.
must roll for initiative.
Suddenly you hear the sound of someone coming down the hall.
The player characters and the raiders have fully loaded guns, but they Smiling slyly, the Yazirian slides a black jelly-like object from a canis-
do not have any extra ammunition. All players must keep track of the ter at his side and turns to face the door.
shots they fire; when they use all their ammunition they can only run
away.
How To Win
The players win if they learn why the raids are taking place and stop
the raiders from striking again. T
_
Set Up
6 :
Each player should pick a counter that looks like his character. The
reader should pick a Vrusk, a Dralasite, a Yazirian and three Human
counters. All counters are placed inside the Security building. The \\
reader then picks a skimmer counter and places it at the curb on the *
road north of the Security building.
Now you are ready to play. The door swings open and a startled guard stares in surprise. Too late,
he reaches for his gun. The black blob strikes him in the chest.
Horrified, you watch the thing sprout tendrils that tangle around the
The Adventure terrified guard, pinning his arms to his side and constricting around
his throat. He falls to the floor and the Yazirian chuckles.
START. You have met at the Security Service building to discuss your
new assignment and talk to some PGC experts about why the security What do you want to do?
at the research centers failed. You are in the main computer room -——Stand still and wait to see what happens (Read O5).
where data collection and analysis is handled. The chief of security —Try to talk to the technicians (Read O6).
and the head programer, both humans, are helping you. Also in the —Try to draw a weapon and attack (Read O7).
room are four technicians, one of each different race.
05. You hear a humming sound from the small cube and it glows
The programer shows you a small computer cabinet containing thou- brightly. The Vrusk clicks in satisfaction, disconnects the cube and
sands of crystal wafers. ‘The security information and command slides it into a vest pocket. Waving an antenna at the Yazirian it starts
controls for all of Pan-Galactic's research centers are stored here," he smashing consoles and crystal matrices.
says. ‘We ran a thorough check of all the systems and couldn't find
anything wrong. There is no way the raiders could have broken in." "Konchinho," the big monkey calls, "get their weapons." The Drala-
The programer and chief seem puzzled. site reaches out with long pseudopods, lifts your pistols from their
holsters and tosses them across the room. Then the raiders back out
What are you going to do? of the room.
—-Wait for the raiders to strike again (Read O1).
—-investigate the site of the last attack (Read 02). "Bite on this," shouts the human, and you dive to the floor barely
—Ask the computer if there is a pattern in the raiders’ attacks avoiding the laser bursts he fires over your head. You scramble for
(Read O3). your guns and race after the raiders. (Read O8)
01 . Having decided to wait until the next attack, you thank the experts
for their help and leave. As you walk down the hall you hear a cry of
surprise behind you. You rush back to the computer room. The prog-
ramer and chief lie unconscious on the floor. The technicians, with
their laser pistols pointing at you, tell you notto move. (Read O4)
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1 3. The Star Rangers say the raider probably is headed to the space-
port to meet his friends. They will watch everyone getting off the
monorail. They should catch him if he doesn't get off at one of the
earlier terminals.
O9. You call Star Law on your communicator and report the crime.
They thank you for the information and tell you the raiders probably
will head toward the spaceport. They will alert spaceport security to
watch for them.
10. You return to the computer room and administer stimdose to the
two unconscious men and manage to cut the guard free from the
black strands.
Alter examining the damage, the chief announces, “l'm afraid all of
the security data on every PGC research center has been stolen! l
hope the Star Rangers catch them at the spaceport." (Read 21)
1 6. You see the raider run out of the monorail terminal ahead of yo U
and leap into a waiting skimmer. The other raiders are in the skimmer
waiting for him.
am“, {herd . 17 . You are too late! You see the raider with the cube dash out of the
monorail terminal and leap into the waiting skimmer with his friends.
They spin onto the Spaceport Expressway. You try to chase them, but
their skimmer soon disappears into traffic.
—lf the players called Star Law (Read 20).
—lf the players have not called Star Law (Read 21).
Cold chills run up and down your spine as you eye each other silently.
This case is more diabolical and far-reaching than you first thought;
the raiders are working for the Sathar!
Reward
Teams. Play the adventure as two teams — security force and raiders
-- with an equal number of characters on each side. Create your own
characters for both teams. This way neither side will know what the
other team is like.
Instead of giving everyone the same weapon, each character can
select his weapons. Each team starts with 6 points per character to
buy weapons. The number of points each weapon costs is listed
below. Players can choose one weapon type for their team or pick
several different weapons by sharing points. Thus everyone on a team
20. When you return to Pan-Galactic Headquarters,‘ there is a call could have gyrojets, or some could carry needlers while some have
from Star Law for you. They congratulate you for your quick thinking lasers. Extra doze grenades can be chosen, also.
and are happy to report that they managed to capture the rest of the
raiders as they tried to board a starship. Unfortunately, when they
tried to question the criminals each pressed a button on their collar. Weapon Points
The button injected them with a drug that turned them into idiots. Needler 4
Now they won't be answering any questions. Gyrojet 6
Laser Pistol 8
The Star Rangers say they also found something in the raiders’ Laser Rifle 12
skimmer when they searched it. lt seems to be some type of recorded Doze Grenade 2
message. They play it back for you. (Read END)
Set-Up. The Pan-Galactic team starts in the Security Building. The
21. When you return to Pan-Galactic Headquarters your superiors raiders should write down which door they will enter from or if they
put in a call to Star Law. Unfortunately, they report that they failed to start inside the building. Then the PGC team must guess where the
catch the raiders, but did find the skimmer the raiders used. When raiders start. If they guess right they can draw their weapons and both
they searched the skimmer they found something that looks like a teams roll for initiative. If they guess wrong, the raiders get to leave
recorded message. They play it back for you. (Read END) the building and take one extra move before the PGC team can move.
22. Pan-Galactic is very pleased that you caught the raiders and that How To Play. Until the first shot is fired, the raiders always get to
the raids have finally been stopped. They are especially happy that you move first every turn. Once a shot has been fired, the players must roll
recovered the metallic cube, because it contained data on all PGC for initiative.
security systems. If it had fallen into the wrong hands, who knows
what could have happened. The raider team should decide which character is carrying the cube
and write his name on a piece of paper. The only way to find the cube
When you try to question the raiders, each smiles slyly and touches a is to knock a character unconscious and search the body for it. To
button on his collar, then stares dumbly at you. When you examine search, a character must move into the same space as the uncon-
them you discover they have been injected with a drug that turned scious body and end his move. At the start of the next turn the raiders
them into idiots. They won't be answering any questions now. must tell whether the cube is found. lf it is, the character can pick up
the cube and move and attack normally during the turn.
While you are reviewing the case with your superiors there is a call
from Star Law. They searched the raiders’ skimmer and found some- lt is possible to change the game even more. Players can change the
thing that looks like some kind of recorded message. They play it for goal to capturing all the raiders, defeating all the PGC agents or
you. (Read END) anything else. lf the players want, they can add special restrictions
such as not allowing skimmers or doze grenades to be used. lt is up to
you, but be careful that any changes affect each team the same way.
END. The trivid screen grows hazy and then a hideous worm-like
creature appears, its segments glistening with slime. You hear its How To Win. The raiders win if they get the metallic cube off the
hissing whisper congratulating the raiders for infiltrating Security. board on the Spaceport Expressway (not the monorail). The PGC team
Then it describes the raiders’ next mission. They are to fly to a top wins if they capture the cube and carry it to Pan-Galactic Headquarters.
secret military asteroid where research is underway on a special
weapon that can reduce entire populations to mass hysteria. They are Rewards. No money is awarded at the end of these games, but every-
to meet other agents who have already infiltrated the base and steal one who is wounded is taken to the medical complex and healed at no
the device. charge.
Adventure 2: ALIEN CREATURE ON THE LOOSE
Purpose All new characters are armed with laser pistols. The pistols are fully
loaded, but characters do not have extra ammunition and must keep
You are four agents of Pan-Galactic Corporation relaxing at the trivid track of how many shots they fire. Once their gun is empty they must
Gaming Hall after a dangerous mission. Suddenly there is a blaring look for another weapon or run away.
alarm from your wrist communicators followed by an emergency
public broadcast. How To Play
"Alien creature has broken out of confinement at the ZoologicalPark! The player characters always move first, until they attack the creature.
Last seen headednorth! Creature is reported to have attackedhand/er The hydra will not attack until after the characters attack it for the first
earlier this morning and should be considered dangerous! Stay in- time. After this first attack, the game proceeds normally with players
side! Police have been notified but a major accident on the Spaceport rolling for initiative at the start of each turn.
Expressway is occupying most of the patrols!"
Borrowing Weapons. Once the player characters discover that their
You look at each other and nod agreement. The creature can not be lasers are useless, the reader should ask: ‘What are you going to do?
allowed to run loose until the police can arrive. You must try to stop it. Your weapons don't seem to be hurting the hydra." When the players
ask where they can get different weapons, tell them: "You can go to
Teams the Wilderness Outfitters, Weapons Shop or the Security Building."
ln this adventure one player must be chosen to be the reader of the When a character enters one of these three buildings and asks for a
adventure and to play the part of the alien creature. Information on the weapon, the reader should determine if the shop owner will let them
creature is listed in a special section for the reader. borrow one. Roll d100; if the number rolled is less than or equal to the
character's Personality score, the shop owner will loan the character
The rest of the players are working for Pan-Galactic. The players can a gun. lf it is greater than the character's Personality score the shop
roll up new characters or use their characters from the last adventure. owner will refuse and the character will have to try somewhere else.
The hydra is a strange creature that looks like a 10-meter tall silver
tree with clusters of limbs around its mouth. The creature has a soft
body and moves by slithering about on its trunk. It sees with many
eyespots located just below the limbs on its head.
Earlier in the day, when the hydra started to bud, the creature's 7/
low-frequency sounds, but these only made the creature madder and Immunity. Laser beams simply bounce off the creature's silvery hide
it broke out. The creature now hunts for its handler, believing that if it without harming it. However, the heat of the beam excites the crea-
can destroy him it will be freed of its torment. ture's cells and causes it to bud again, gaining 10 Stamina points and
another attack. lf, for example, a hydra with a Stamina of 90 and three
The reader should run the creature so that it wanders through the attacks was hit by a laser beam it would gain 10 points of Stamina and
town, giving the player characters a merry chase, leading eventually one attack for a total of 100 Stamina points and four attacks.
to the medical complex. Once at the medical complex it will slither in
one of the doors and search for its handler. Each turn the creature is in Because the creature is so big, it is immune to the effects of a single
the medical complex, the reader should roll 1d10; if a 1, 2 or 3 is rolled doze grenade. At least three grenades must land in the hydra's square
the creature has found and eaten its handler. If this happens Star Law on the same turn to knock it out. The grenades will not effect the hydra
will arrive and capture the creature. if they are thrown on different turns.
Creature's Abilities. In order for the hydra to be an equal challenge to lf any single shot from a needler or gyrojet causes 15 or more points of
the players, its Stamina and Number of Attacks will vary with the damage to the hydra it will lose one of its heads and one of its attacks.
number of player characters. This will happen only if the damage is caused by a single shot.
The hydra starts with 30 Stamina points per player character. Thus, if lf the creature loses all its heads or if its Stamina is reduced to O the
there are three characters, it will have a Stamina of 90. hydra is unconscious and can be captured.
The hydra also has as many heads as there are player characters. It Movement. The hydra can move up to 4 spaces per turn. lt does not
gets one attack per head. lt can attack a different target with each need to stop before it crosses a road. Instead, the reader rolls 1 d10; on
head. For example, if there are three characters, the hydra will have a roll of 1, 2 or 3 a skimmer on the road has swerved to avoid the
three heads and will get to attack three times every turn. creature and crashed. One of the player characters near the crash
must stop and spend one turn calling the medical complex on his or
The creature attacks by firing nematocysts (muscle-fired darts) from her communicator. That character may not fire that turn. The players
its mouth at its prey. Each hit causes 1d10 points of damage. The decide which character must make the call.
hydra's IM and Dexterity, and the range of its darts, are listed below.
Set-Up It is possible to play this adventure again. You can make several
The player characters each choose a piece and place it in the Game changes so there will be surprises each time you play.
Hall. The reader picks a piece with a picture of a giant creature on it
and places it five spaces north of the Zoological Park exit. Team. You can vary the equipment the characters start the game with
by using the method explained at the end of Adventure 1.
Reward
Creature. The creature player can design a whole new creature. To
At the end of the adventure the city will pay each character a reward find its DEX/RS, roll d100, find the result on the ABILITY SCORE
for their brave actions. The following rewards will be given depending TABLE and add 5. The creature gets 30 Stamina points and one attack
on the outcome of the adventure. per player character. The person controlling the hydra then gets to
Players defeat Hydra before it devours handler 150 Cr each select its movement speed, attacks, defenses, up to three special
Hydra devours handler 50 Cr each abilities, and its goal.
SPECIAL ABILITIES: (Roll 1d10 three times; roll again if an ability [] Eat enough to lay eggs. The PGC players must pick 15 pieces to
repeats) represent civilians in the downtown area. He places each piece in
a different building on the map. When the alien creature moves
Ability Effect into the same space as a civilian piece, the player rolls 1d10; on a
roll of 1-5, the creature eats the civilian. The PGC player can move
[I 1 Smashes Through Walls -— Walls don't effect movement; mov- civilian pieces only if they are being attacked by a creature or are
ing through a wall creates rubble where characters must stop next to a PGC character. Civilians may not move off the board. PGC
before crossing. characters may not be eaten. The creature wins if it eats eight
[] 2 Shakes Ground — Characters can move no faster than half their civilians.
running speed.
I] 3 Teleport —— Creature can teleport up to eight spaces away once [] Find someone. The PGC player chooses five counters and secretly
every three turns. marks one. He then mixes up the pieces and, without looking,
[I 4 Spins Web — Creature can permanently block the square it is in places each face down in a different building that covers 1 6 spaces
by spending one turn standing still and spinning a web. Also can or more. The creature must search the buildings for the marked
throw a web and catch a character for two turns (treat as a piece. Once in the building, the hydra player must roll 1, 2 or 3 on
grenade for range and hits). 1d10 to find the face down counter and reveal its identity. if the
[1 5 Doze Gas — Same as doze grenade, but always misses target creature finds a dummy counter, it discards it.
square. [] Build a nest. The creature selects a building that covers 1 6 or more
[] 6 Grows Stronger — Gains 10 Stamina points if hit by a weapon it spaces and writes its name on a piece of paper. The creature must
is immune to; if hydra has no immunity, it gains 20 points by wreck three buildings from a different complex and carry the
damaging a monorail station*. - rubble back to build its nest. To destroy a building it must move
I] 7 Grows New Attack — Gains one attack when hit by a weapon it is next to the building and roll a 1, 2 or 3 on 1d10. The creature also
immune to; if creature has no immunity it gains one attack when must cause one accident and carry a destroyed skimmer back to its
hit by a skimmer. nest. The creature can carry only one load at a time. When carrying
l] 8 Takes Extra Damage —Takes 2 extra points of damage when hit material back to its nest the hydra moves at half speed. The
by a weapon other than one the creature is immune to (choose creature wins if it finishes its nest.
which weapon at start); if hydra has no immunity, it takes 10 [] Destroy the town. The creature must destroy 40 or more points of
points of damage from each skimmer accident. buildings to win the game. The sizes of buildings, their point values
[I 9 Loses 1 Attack — Loses one attack if a single shot causes 15 or and the numbers that must be rolled on 1d1 0 to destroy them are
more points of damage. shown below:
U 10 Changes 1 Ability — On its next turn after being hit by a weapon
it is immune to, the creature can change its attack, its defense or BUILDINGS
one special ability (by rolling dice); if it has no immunity, this No. of Spaces Point Value Die Roll
happens when it damages a monorail terminal.* 1-6 5 1-9
7-15 10 1-5
* To damage a monorail terminal, the creature must move into the 16 or more 15 1-3
terminal's space and stop. On the next turn the player controlling the
creature rolls 1d10; on a roll of 1, 2 or 3, the creature has bitten [] Destroy all skimmers. The PGC player places five skimmers at
through the terminal's power cables and shut down the terminal. The different locations on the map. The creature can destroy a
creature can move and fight normally on the next turn. No monorail skimmer simply by moving into the same space with it. Player
cars can travel across that terminal for the rest of the game. If players characters can drive skimmers, but the skimmers can not be
ride the monorail to that terminal, they must get off there. driven off the map.
CREATING YOUR OWN ADVENTURES want to find a radio beacon that was torn off their ship in the crash.
With it, they can radio for help. The reader picks a space where the
player characters start and secretly picks another space at least 10
After playing the two adventures you may want to play something spaces away where the beacon fell.
new and different. You can, by making up your own adventures.
Adventures are easy to make up if you do it step by step. If you played To search for the beacon, the player characters must tell the reader
either of the adventures more than once, you have a general idea of which direction they are scanning at the end of their turn. The reader
how to make up new adventures. A step-by-step method for design- then rolls 1 d1 Owithout letting the players see the result. If the players
ing new adventures is given below. were looking in the right direction, and the number rolled on the die
was greater than the number of spaces between the characters and
the beacon, the reader tells the players their scan has detected the
Purpose beacon in that general direction. If the result of the die roll is equal to
or less than the distance between the characters and the beacon, or if
First, pick a story outline to be the basis for your adventure. This will the players were not scanning in the right direction, the reader tells
make it easier to fill in the other parts of the adventure. The story can them their scan does not detect anything.
be about anything, such as a crash on a desert planet. You can make
up your own stories, or use ideas from your favorite books and movies. Finally, at the end of every turn the characters must check to see if
something happens to them in their wanderings. To simulate this
Teams chance the characters must roll d100 and check the EVENT TABLE
below to see what happens.
Decide how many characters each team will have and what sort of
equipment they own. The adventure can be played with two teams of ?/ // / & /' /Z//
adventurers (possibly from different companies) trying to get the same // /\_¢ /___¢/ //_
thing, or with only one team of player characters and another player, '. Z
like the reader in the first two adventures, controlling all other crea- 1"
tures and characters. In the first case, both teams will be trying to beat / -,-
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each other. In the second, the player characters are trying to reach a
goal, not defeat the reader. i
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Try to make sure that one side is not stronger than the other. Their -_
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Stamina point totals and numbers of attacks should be about the '1
same. Dexterities and damage from attacks will vary, but you should ‘G-_-
Choose weapons and equipment that will be useful in the adventure. Die
You can use the system from Adventure 1, if you want. You should Roll Event Situation
remember to include vehicles, if they are needed. One party may have 01 -20 Lost Characters wander off course in shifting
a skimmer while the other has riding animals. sand dunes; move the party two spaces in
a direction determined using the Grenade
How To Win Bounce Chart.
Set goals for each team, so the players know what they must do to 21 -22 Sandstorm Characters lose 1 turn in blowing sand.
win. The goal should be related to the story. In our example, the
players may need to find an abandoned radio beacon and call for help. 23-24 Cool Cave Rest in shade, add 5 to water supply.
The examples from the two adventures can help you pick a goal.
25-26 Creature Attacked by one Funnel Worm in its pit.
Set-Up
27-28 Mirage Lose one turn.
Choose the pieces and map you will use for the adventure. For a crash 29-30 Creature Attacked by 2 Sandsharks.
on an alien planet, you could use the desert map or the crater map.
If you want, you can even draw your own maps. Be sure to drawthem 31-32 Sunstroke Each character must roll his Stamina or
big enough to put counters on, and include a I/2" grid for movement less or lose 1d10 Stamina points.
and combat. Include everything on the map that you need to play, like
doors, roads, vital control panels, etc. Some maps you might want to 33-34 Creature Attacked by 5 Winged Rippers.
make for adventures are an island, a space station or the inside of a
large building. 35-36 Poison Each character must roll his Intuition or
Water less or lose 1d10 Stamina points.
Once you have picked your playing area, decide where each piece 37-38 Oasis Refill your canteens; increase water supply
starts the adventure. back to 25.
How To Play 39-40 Circle Characters wander in circle; return to
space they started in this turn.
Once you have a story and have picked your teams, goals and set-up
areas, you must create any special rules needed to play the adventure. 41-00 No Event Proceed to next turn.
You also must decide which side will move first until combat starts
and when special events will happen.
For a crash on a desert planet adventure, you may want to create Creature Defense Damage DEX STA
several rules. To simulate moving through a large desert, each move Funnel Worm Has cover 3d10 45 1 20
in this adventure will take half an hour and player characters can Sandshark Immune to needlers 2d10 50 80
move only four spaces per turn. If a creature attacks the characters,
they can not move until they defeat the beast.
Winged Ripper -20 to be hit 5 O cum-l>-§ 60 30
The players have enough water to last 25 turns. Each turn the players Notice that the reader also can have characters run into events and
must subtract 1 from their water supply. If their water supply reaches obstacles as well as opponents. Anything you can imagine can
zero, they are out of water and will pass out. Before this happens they happen during a STAR FRONTIERS adventure.
Rewards 2. An ancient alien artifact has been found by Pan-Galactic Corpora-
tion and brought to a base to be studied. No one has heard from the
At the end of an adventure the player characters can be rewarded for base since the artifact was delivered. The characters must break
their actions during the adventure. The reason for giving rewards is to into the base and find the artifact (which has taken over control of
enable characters to pay for healing, to replace lost or damaged the base and its robots).
equipment and to buy new items the players need. Rewards can vary
depending on how successful the characters were. A minimum re-
ward for each character should be 50 Cr., and a maximum of 200 Cr. 3. A special meeting of delegates from the United Planetary Federa-
tion Council on Frontier Law and Peace is being held on a nearby
If the character's employer is providing weapons, ammunition and planet. Someone or something is murdering the delegates one by
free healing, the reward should be reduced. In some cases, like the one. The players must find the murderer and prevent further
desert planet example, the characters will not receive any payment for assassinations.
finding the beacon; their reward is getting off the planet alive.
4. An abandoned alien city-ship has entered the planetary system on
Suggested Adventures a collision course with a colonized planet.The characters must find
the giant ship's control center and change its course before it hits
Some ideas you can develop into adventures of your own are listed the planet.
below. Science fiction books and movies also are good sources for
adventure ideas.
THIS ENDS THE BASIC GAME. If you have enjoyed playing adven-
1. A strange alien disease is infecting people in the city and making tures with the STAR FRONTIERS Basic Rules, then you will enjoy
them violent and destructive. The players must stop the victims learning the Expanded Rules which add more weapons and
equipment, ways to improve your characters and learn skills, and
before they cause permanent damage and find and capture the new rules for creating more fun and exciting adventures.
carrier of the disease to prevent him from infecting others.
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1,000 millimeters (mm) = 100 centimeters (cm) = 1 meter (m) Metric unit English equivalent English approximation
1,000 meters = 1 kilometer (km) 1 centimeter .39 inch .4 inch
1,000 grams (gm) = 1 kilogram (kg) 1 meter 1.09 yards 1 yard
1,000 kilograms = 1 metric ton 1 kilometer .62 mile .6 mile
1,000 milliliters (ml) = 1 liter (I)
1 gram .035 ounce .04 ounce
The table below gives conversions from English measurements to 1 kilogram 2.2 pounds 2 pounds
metric measurements, and from metric to English. The approximate 1 metric ton 1.1 tons 1 ton
conversions can be used for quick calculations when exactness is not
needed. 1 liter 1.06 quarts 1 quart
GLOSSARY
Ability score --A measure of a character's natural physical or mental darker die is multiplied by 10, and then the two results are added
ability. Characters in STAR FRONTIERS games have eight important together to get a number from 1 to 100.
abilities, organized in pairs: Strength and Stamina, Dexterity and
Reaction Speed, Intuition and Logic, Personality and Leadership. Each Personality (PER) — The character ability that measures charm,
physical appearance, friendliness and persuasiveness.
of these abilities has a score between 1 and 100.
Player Character — A character in a STAR FRONTIERS game that is
Clip — An ammunition container or powerpack for a weapon. A clip being controlled by a player.
fits directly into the weapon. Each type of weapon has its own clip.
Range Modifier ~— A number that is subtracted from a character's
Cover ~— Any obstacle that can protect a character from gunfire. Dexterity score when the character fires a weapon. The range modi-
Credit (Cr) — The basic unit of money in STAR FRONTIERS games. fier increases with the range.
d10 -— The abbreviation for 10-sided die. When preceded by a Reaction Speed (RS) — The character ability that measures a char-
number, it tells players how many 10-sided dice to roll for a specific acter's reflexes and quickness.
result. For example, 2d10 is two 10-sided dice. Reader -— A person who reads a programed adventure to the players
d100 -— The abbreviation for percentile dice as they play, rather than running a player character himself. The
reader is replaced by a referee in the Expanded Game.
Damage —An indication of the effect of a weapon on both people and
structures. Whenever a weapon hits its target, it causes damage. Role-Playing Game -— A game that allows players to act out the
Damage is subtracted from a character's Stamina. exciting adventures of their characters, without being restricted by
rules that limit what they can do.
Dexterity (DEX) — The ability that measures coordination.
Sathar — A race of aggressive, worm-like creatures that have at-
Doze Grenade — A small container that releases a cloud of fast- tacked and destroyed Frontier outposts and colonies. Very little is
acting knockout gas. A character affected by a doze grenade will be known about them because no Sather has ever been captured alive.
unconscious for one hour
Scenario —— A short story or situation, used as the background for a
Dralasites —— One of the four space-faring races in STAR FRONTIERS STAR FRONTIERS adventure or shootout.
games. Dralasites are blobbish creatures that can change their shape.
They are stronger than Humans, but also slower. They love philo- Skimmer — A five-passenger vehicle that floats on a cushion of air.
sophy, debates and weird humor. They can be rented for 10 Cr per day.
Frontier —— The star systems where Dralasites, Humans, Vrusk and Spray Hypo -— A pocket-sized medical instrument that stores drugs
Yazirians met. It contains many new colonies and unexplored worlds. under pressure. The spray hypo can inject these drugs painlessly into
a patient.
Gyrojet Pistol - A weapon that fires small rockets instead of ordinary
bullets. A gyrojet causes 2d10 points of damage when it hits its target. Stamina (STA) — The character ability that measures general health
and physical fitness. It also is a measure of how much damage a
Hologram — A realistic 3-dimensional picture that is created with character can take before being knocked unconscious.
projectors, much like a modern movie.
Star Law Rangers — A branch of the UPF that operates as a sort of
Humans — One of the four space-faring races in STAR FRONTIERS interstellar police force. It concentrates on finding Sathar agents, but
games. They are identical to the humans of Earth, but originated on a also fights space pirates and other interstellar criminals.
different planet.
Staydose — A drug that will put a character to sleep for 24 hours and
Initiative — A term used to note which team gets to move and attack keep him alive after his Stamina is reduced to zero or less.
first. The character on each side with the highest Initiative modifier
rolls 1d10 and adds his ll\/l to the roll. The side with the highest total Stimdose — A drug that can be used either to restore 10 Stamina
has initiative for that turn, and gets to move and attack first. points to a wounded character or to wake up a character who has
been knocked unconscious by wounds or a doze grenade.
Initiative Modifier (IM) -— One-tenth of a character's Reaction Speed
score. It IS used to determine which side has initiative each turn. Strength (STR) - The character ability that measures muscle power.
Intuition (INT) — The ability that measures a character's creativity, To-Hit Roll — A percentile dice roll that determines whether a char-
perception and knack for understanding things immediately. acter hits the target he is shooting at. A character's percentage
chance to hit his target is his Dexterity score modified by the range to
Laser Pistol/Rifle — Weapons that fire pulses of focused light that the target and the target's movement and cover status.
are so intense they can burn holes in metal plates.
Trivid — Three-dimensional (holographic) television.
Leadership (LDR) —- The ability to give orders and command a large
group of people. Turn —- The game turn is the basic measure of time in a STAR
FRONTIERS game. Each turn is six seconds long. Playing a turn can
Logic (LOG) — The ability to think in an orderly way and to solve take more than six seconds, but the turn itself represents six seconds
problems through reasoning. of time for the player characters.
Monorail — A mass transit system that uses six-passenger cars United Planetary Federation -— A loose alliance formed between
riding a magnetic cushion on an elevated one-rail track. A character many planetary governments after the first Sathar attacks. The UPF is
can ride the monorail all day for 1 Cr. not an interstellar government; it is a defense organization devoted to
protecting member planets from Sathar takeover or destruction. The
Needler Pistol — A short-range weapon that fires a cluster of small
needles, causing 2d10 points of damage when they hit. UPF also has its own police force, the Star Law Rangers. The Rangers
track down and capture Sathar undercover agents. However, their
Non-Player Character (NPC) -— This is any character in a STAR authority is not recognized on all planets.
FRONTIERS game that is not being controlled by one of the players.
NPCs usually are controlled by the reader or referee. Vrusk -- One of the four space-faring races in STAR FRONTIERS
games. Vrusk resemble large insects, and sometimes are called
Pan-Galactic Corporation —The oldest and largest interstellar com- "bugs" by the other races. Their society is organized around large
pany. PGC is one of the most powerful organizations in the Frontier. companies. They love beauty and order. Vrusk are quicker than
humans, but not as strong.
Party — A group of characters working together on an adventure.
Yazirians — One of the four space-faring races in STAR FRONTIERS
Pedestrian Walkways — Small bridges built across roads and be- games. Yazirians are tall humanoids with manes, nicknamed "mon-
tween buildings to make traveling on foot in the city easier and safer. keys" by the other races. They are generally smarter and quicker than
the other races, but are not as strong. Other races consider them
Percentile Dice (d100) — Two 10-sided dice, rolled together. The aggressive and pushy.