Nor’s Guide To Better Careers Star Frontiers is in dire need of a way to advance one’s character beyond the general profession listed in the Zebulon’s Guide. This new specialty system allows for a more diverse character. Profession Specialties are more specific advancements in an otherwise very general career. Each Profession has a few specialties,…
Tag: New SF Rules
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…
Character Generation
The first step in creating a Star Frontiers character is to select a race. There are basically three sectors of space where the races reside: The Frontier, the Rim, and the J’Vaarian Dominion of Sovereignties. The Frontier and the Rim are both one sector of space unified under one government (the Council of Worlds). The…
Grenades & Missiles
Grenades Grenade Type Max Damage / Effects ROF Effective Defense Blast Radius Cost (Cr) Flash Temporary Blindness 1 Special 3 10 Foam, Acid 16 / Turn 1 Basegel 3 45 Foam, Chemical defoliant Defoliates 1 — 3 40 Foam, Dye Marking 1 — 3 10 Foam, Extinguish Smother Flame 1 — 3 10 Foam, Irritant…
Melee Weapons
Primitive Melee Weapons Weapon Type Max Damage Column Shift Effective Defense Mass (Kg) Cost (Cr) Axe 16 +1 Inertia 1 15 Bottle / Mug 4 -1 “ 1 – Bow 9 — “ 1 50 Brass Knuckles 6 0 “ – 10 Chain /Whip 7 -1 “ 2 20 Chair 5 -2 “ 2 –…
New Weapons & Ammo
The images are old drawings I did and labelled with a dot matrix printer. Sort of a throwback. I touched them up with Photoshop a little. E.P. Laser Series H.E.P.S.A.W’s (High Explosive Pulse Energy Systems Assault Weaponry) are a type of chemical laser that burns its targets unlike the standard PGC laser. The weapon fires…
Ammunition
Bullets or Rounds Ammo Mass (kg) Cost (Cr) Rounds 6 ROUND CLIP 10 8 RND DRUM(P) – 2 8 12 RND CLIP(AP) – 5 12 20 RND CLIP(R/AP) – 5 20 40 RND CLIP(SMG) – 8 40 MAXIBULLET CLIP – 30 30 20 RND CLIP(SG) 2.0 10 20 200 RD BLT(MG) 4.0 50 200 1…
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…
