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…
Tag: New SF Rules
08.0 Racial Specialties:
Racial Specialty Skills are skill that a PC may receive when entering a specific specialty, based in the PC’s race. How the PC gets the skill is dependent on the skill; some are like Racial Abilities and are automatically acquired, while others have to be bought like normal professional skill. This would be listed under…
2.0 Descriptions & Skills
The following is a description of each of the specialties. Once the PC qualifies (passes the Prerequisites) for the Specialty, he may choose from skill listed below. ENFORCER Assassin These are the elite group of Enforcers that have mastered the intricate application of stealth, cunning and dexterity in order to take an individual being’s life….
1.0 Prerequisite List
Enforcer SPECIALTY PREREQUISITES ASSASSIN 4 XP, Weap.: Melee Weap. Lvl 3, Weap.: Martial Arts Lvl 4, Stealth Lvl 5, Any 2 Ranged Weapon Skill @ Lvl 5. CORPORATE SECURITY 4 XP, Law Lvl 5, Sec. Sys.: Act./Op, Sec. Sys.:Deact. Lvl 4, Sec. Sys.: Detect Lvl 3, Comm. Dev.: Op., Any 2 Ranged weapon Skill @…
Advanced Star Frontiers 4e
INTRODUCTION Initially, Star Frontiers started out as a single boxed edition which evolved into the Alpha Dawn rules. A few years later, an advancement called Zebulon’s Guide to Frontier Space was introduced which included the skill and combat systems that are used in the rules to follow. Equipment and weapons are taken from both rulebooks….
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…
9.0 Mentalist Specialties
Specialties Prerequisites Combat Psi 7 XP, Beam Lvl 4, Body Weaponry Lvl 3, Com. Devices-Op. Lvl 2, Density Lvl 4, Disruption Lvl 2, Channeling I Lvl 3, Channeling II Lvl 3, Medical Diagnosis Lvl 2, Paralyze Lvl 2 Weap.: Beam Lvl 3 Contact Psi 5 XP, Analysis I Lvl 3, Communication Lvl 2, Empathy Lvl…
3.0 Exit Requirements & Options
List blow are the exit options for each specialty. Once the PC meets the Exit Requirements, he can choose from any of the listed Specialties to move to. The PC must also meet the Entry requirements for the new Specialty to choose from the Specialty’s skill list. Exit Requirements & Options ENFORCER SPECIALTY EXIT REQUIREMENTS…