At one time, I wsa trying to flesh out a more detailed series of starship based professions for Zeblon’s Guide. These are some of the notes I took. This is an incomplete work Piloting Astrogation: Sublight Astrogation FTL Astrogation: Orientation – Astrogation: Risk Jumping Ship Engineer: Ship Design Ship Engineer: Damage Analysis & Control Ship…
Category: ASF Additional Rules
Advanced Cover
A character has cover if more than half of his body is protected by an obstacle or anything that can hide him from enemy fire or enemy sight. There are two types of cover: hard and soft. Hard reflects fire or can absorb the damage where as soft just makes it difficult to aim or…
Expanded Range Modifiers
The new range modifiers for combat are as follows: RANGE CATEGORY COLUMN SHIFT Point Blank +1 CS Short Range 0 CS Medium Range -1 CS Long Range -2 CS Extreme Range -3 CS Expanded Range Modifiers The other modifiers accounting for movement, advantages or disadvantages, target size, etc. stay the same. See Zebulon s Combat…
Expanded Structural Points
The logic in the old rules’ Structural Point system had some discontinuities. No matter what size of projectile auto-weapon it was, the weapon did 5 points Structural Damage per shot. There are many ambiguities in this rule. The rules that follow will change the system and leave no misunderstanding. The structural points for the new…
Special Rules For Armor
Layering of Armor There are four basic categories of protection: Suits (Ex. Albedo, Skein, Mesh, or Webbing) Screens (Ex. Inertia or Holo) Armor (Shown above) Power Armor (Ex. Scout or Marauder Suit) The basic rule of thumb for Layering Armor is a character can wear 1 layer from each category, with the following as special…
New Skills & Professions
Experience Advanced Star Frontiers has added a few new aspects into the Experience system of Star Frontiers to enhance advancement. Instead of using the generic Experience Points in the old system, use the following rules: Partial Experience is experience recorded for a specific skill and is used only to advance that specific skill. It is…
Armor & Initiative
Armor cam be bulky, and this bulk may effect the PCs reaction in combat, therefore affecting Initiative in Combat. But all armor is not bulky, so only specific types effect Initiative in Combat. The following list are the types that affect Initiative: All Type C Armor All Type D Armor Light Combat Armor (LCA) LCA…
Concussion Damage
Concussion Damage (CON DMG) is caused by a multitude of things; jolts to the skull due to an explosion or fall, bruises caused by ballistic hits against armor. Even if a PC’s armor absorbs the damage from a ballistic hit or an explosion, the PC is going to suffer some superficial wounds from the concussion,…
Weapons Recoil
Recoil in Star Frontiers has been sadly neglected in the past, even though it is a major factor in any kind of combat, effecting ones accuracy. The following add-on rules covers this deficiency. The initial task in calculating the effects of recoil is determining the Recoil Rating. This depends on the weapon being fired. Chemically…
Hit Location Charts & Critical Hit Values
The Hit Location System uses a d20 die roll system to determine where specific damage hit. The critical hit system isused in combination to simulate near-fatal or fatal shots in the right areas. Hit Location for tailless Biped Human, Urtoan, Yazirian*, Ifshnit, average Dralasite d20 Hit Location Critical Hit Value 01-02 Head 15% STA –…

