New Equipment

New Equipment

Type COST (Cr)MASS (kg)
Armor Piercing AmmunitionSee Description BelowSee Description Below
Helmet Attachments
Laser Ke-500 PDD3250.5
Maser Zapper PDD3000.5
Needler IV PDD1000.5
5.56 Semi-Auto Derringer PDD1000.5
Repair Equipment
Armorgel Kit Type I4001.5
Armorgel Kit Type II8002.0
Armorgel Kit Type III15002.2
Electro-Polar Coating (EPC)
EPC Type I: Standard7500.5
EPC Type II: Camouflage8750.6
EPC Type III: Military Standard9800.8
EPC Type IV: Military Camouflage10251.0
EPC Repair Kit5504.0
Extra Spray Can1500.3
Slipsuit *6001.0
Artificial Gill Suit **8005.0
Accelerator Drug *10
Anesthetic Drug *5
Universal Antibody *100
MISC Medical Tech
Cloning ***
Experimental Matrix Analysis ***
Intense Healing ***
Oxy- Drug Injector *500
Oxy- Drug Refill *30
Regeneration ***
Type A
Infiltration I500—–
T-system I350—-
Type B
Infiltration II600—–
T-system II450—–
Type C
T-system III550—–
Cloud flyer *40,0004000
Jet Scooter *3005.0
Jet Fins **
Explorer Sub **20,000
Environmental Suit *1002.0
Enviroproofing ***
Portable Space Welder *30020
Thermosign Generator *1,000100

* — See description in article “For a Fistful of credits”

** — See description in Dragon Article “Going for a swim?”


Weapon Equipment

Armor Piercing Ammunition

When ammunition is upgraded to Armor Piercing (AP) ammo, it is redesigned to specifically to penetrate armor. Advanced Star Frontiers has 4 classes of armor:

  • Suits
  • Screens
  • Personal Armor
  • Powered Armor Suits

AP ammunition effects each class differently. If a PC is wearing different layers from each class and is hit by an AP hit, each layer should be considered in turn, according to the order of layering. A complete example will be given.

For each class, the AP procedure will be given. AP ammunition can be bought, but is illegal for any non-military/non-Star Law/non-corporate security PC to own. AP costs 10 times the normal cost of the ammo, and is only available for chemically-propelled ballistic weapons and EMA/LAP weaponry.

AP Hit Procedure:


The only suits that effect ballistic hits are:

Skein Suits
Grid Suits

Rule of Thumb : When a suit is hit by AP ammo, the suit absorbs 1/5 of the damage, the remaining 7/8 goes through.


Screens are not effected by AP ammunition. Treat as a normal hit.

Personal Armor:

Personal Armor & AP ammunition resolution depends on the Armor Type (A,B,C,D). The following table explains the basics:

Personal Armor & AP Ammo Resolution

Armor TypeAP ResolutionDMG that passes through
AAutomatic Penetration100%
BAutomatic Penetration100%
C1/4 Impact Pts EffectiveDamage – 1/4 IP
D1/2 Impact Pts EffectiveDamage – 1/2 IP

Powered Armor Suits:

Penetration into powered Armor suits depends on the Structural Points attributed to the suit at the hit’s location. In the following table, a range of Structural points is given followed by the Penetration Number (Pen. No.); the number to roll under on a d100 to determine penetration.

The total amount of damage that goes through and effects the PC or the next layer is determined by the following equation:

Initial Damage Caused x (Pen No. – Roll)/ Pen No.

Structural Points (SP)Penetration No.
SP >= 5080
50< SP <=10070
100 < SP <=20055
200 < SP <=40050
400 < SP <=60040
600 < SP <=75030
750 < SP <=90020
AP & Powered Armor Suits

NOTE: Current Structural points should be considered if the Armor has been hit multiple times.

Armor Piercing Ammo Example

PC-#1 wears an Inertia screen, Korex Armor, with Skein Suit and a Mesh layer underneath.

He is struck in the left arm with a AP hit causing 64 points of normal damage, before armor and screens are considered.

Inertia screen, unaffected by the hit’s AP properties, takes half, making it 32 points to hit the first layer of armor.

The Korex arm plate is next, a type C armor. The table says that 1/4 the Armor’s High Impact Points (HIP = 28) are effective; 28/4 = 7. 7 points of the 32 is absorbed by the Armor (subtract from current Struc points), leaving 21 points to go to the next layer.

The Skein suit will take 1/5 of the 29 (21/5 = 4.2 or 4) leaving 17 points to go to the next layer – Mesh, which is a Type A armor – automatic penetration. The PC receives 17 points of damage.

PC-#2 is wearing a Commander-class Powered Armor Suits, with a Grid Suit underneath. He is hit twice with AP hits, once in the leg and once in the chest, both 56 points.

For the first hit (to the leg), the first layer is the Commander suit, with its full 170 points in that location. For 170 Structural Points, the Pen No. is 55. The attacker rolls a 62, which says the penetration fails, and the damage is subtracted from the suits Structural Points at that location.

The second hit strikes an area that has been hit before, and has a only 98 points left. This puts the Pen No. at 70. With a roll of 39, the shot penetrates. The damage that goes to the next layer is:

(70 – 39)/70 x 56 = 24.8 or 25 (round up)

The Commander suit absorbs the difference; 56-25 = 31, leaving 98 – 31 = 67 SP in that location.

The Grid suit takes 1/5, which is 5, leaving 20 to go through and hit the player’s chest.

RoboSentry (Robotic Heavy Artillery/Sensory unit)

A Robosentry is a sensory and attack device that is used sometimes instead of mines. It senses a target, reports it to its monitor (a person with a Robolink Progit), and asks for instructions. If the instructions are to fire, the Sentry unit will open fire with its double cannons which hold 600 rounds of special ammunition.

Ammunition: 600 round belt case—> 450
Range: 200 m
Rate: 10 rnds/turn
Max DMG: 120

RoboScout (Robotic Heavy Artillery/ Mobile Sensory unit)

The RoboScout is based on the same idea as the Robo- sentry, but it is mounted on a small track system which allows it to move within its movement range. The weapons ranges, damages, and the rates are the same.

Movement Range: 500 m



This progit helps the user to infiltrate other computers when using the Computer: Defeat Security or Computers: Bypass Security skill. Each progit comes with a small extension cable to plug into the computer’s main banks.

Infiltration progit Bonus

Type I+1CS

T-Systems (Targeting systems)

(Must be used with Dis-Viz)

These progits come with a small laser-optics sight that attaches to any weapon. It will echo back to the user’s Dis-Viz exactly where the gun is pointing and where the shot is going to hit. It’s most effective when used with all the Comp-Sights.

T Systems Bonus Table

T System TypeColumn shifts according to Ranges PB/S/M/L/E



Armorgel is an isotope based paste which can duplicate the properties of most modern armor materials when it is applied. It is stored in tin/lead alloy tubes and comes with an application kit which include gloves, application knives, and primer spray. Armorgel comes in 3 types. Each kit can do up to 10 Repairs.

Armor Gel Repair Table 1

I4000 CSA, B
II800-1 CSC, D

Armor Gel repair Table 2

Result ShiftsArmor Repair
Cobaltfull damage repaired
Bluefull damage repaired
Green3/4 damage repaired
Yellow1/2 damage repaired

Note: +1/2 CS (rd) per level in Machinery Repair. +1 CS per level in Armorer Skill.


ElectroPolar Armor Coating

(By John Reavis)

The ElectroPolar Armor Coating consists of a monofilament superconducting mesh applied to the armor and an ElectroPolar coating spray over the mesh armor. The super-conducting mesh is then wired into the wearer’s power supply and can be controlled by either manual switch or bodycomp.

ENERGY USE: 1 SEU per 10 Turns or fraction thereof, per layer of Mesh.

Each type has a different effect. When the system is activated, current flows through the spray-covered mesh which it polarizes. In turn, this affects all electromagnetic wavelengths leaving and coming into the wearer. It causes all EM waves to “go around” the wearer making him/her appear either translucent or transparent to sight. There are Four Types:

TYPE I: Standard

This type makes the wearer appear translucent to sight at long ranges or in the dark. It also is an effective defense against Starlight vision equipment. This type is available to civilians.

TYPE II: Camouflage

This type makes the wearer completely transparent and is effective at night and during the day. Also, camouflage can be set at a variable polarizing mode. This varies the translucency causing a blotch effect that is useful in dark jungles or forests. Camouflage is also an effective defense against Starlight Vision detection. Camouflage is available to those with a Hunting (15 Cr), Free-lance Law Enforcement license (30 Cr), or Mercanary license (50 Cr).

TYPE III: Military Standard

This type is similar to the standard version with one exception: it is an effective defense against EM detection/vision equipment. Military also has double the layers of standard mesh. Military Standard is available to corporate security, Star Law, and planetary militia.

TYPE IV: Military Camouflage

This type is similar to Camouflage with two exceptions: (1) it is an effective defense against EM detection; (2) it is an effective defense against UV detection. Military also has the “blotch” effect variable polarizing settings. It has twice the layers of camouflage and double the spray. Military Camouflage is only available to UPF military personnel.

NOTE: When damaged, the mesh cannot be repaired on the spot. The repairs must wait until the wearer has time to do it, and he must have a kit to do it with. A Repair Kit includes extra mesh patches, extra spray, and a Nanolaser Torch. Fortunately, the superconductors in the mesh are configured so that if damaged, the mesh-coating continues to function at a lessened efficiency.

Personal Defense Devices

All PDDs can be attacked to a helment like a Raffleur M-1.

Laser Ke-500 – looks like a small pistol, can be run off mini-powerclips or parabattery.

Mazer Zapper – Looks like a Raffluer M-1

Needler IV – Looks like an M-1, mini-needler clips cost 1 cr for 2 clips

5.56 Semiauto Derringer – Looks liek a small pistol, clips cost 1 cr per 2 clips