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[[File:Dralasite Military PSA.jpg|thumb|220x220px|Dralasite military specialist.]]
'''Military PSA''' (primary skill area) are the skills and training needed for military and security personnel. These skills include the use of weaponry and setting and removing demolitions charges. This is an easy PSA to to advance in, as it is the least complicated. It is also easy to acquire, as megacorps offer this training to their security personnel, and is required for most military personnel in the UPF, or militia groups.
 
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'''Military PSA''' (primary skill area) are the skills and training needed for military and security personnel. These skills include the use of weaponry and setting and removing demolitions charges.
   
 
This is an easy PSA to to advance in, as it is the least complicated. It is also easy to acquire, as megacorps offer this training to their security personnel, and is required for most military personnel in the [[UPF]], or militia groups.
{{HeadingA|Skills}}
 
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== Skills ==
 
Since each class of weapon handles differently, skill areas areas are divided into the following:
 
Since each class of weapon handles differently, skill areas areas are divided into the following:
   
*'''Beam Weapons''' (½ DEX + 10 per level) applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners.
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*'''[[Beam Weapons]]''' (½ DEX + 10 per level) <br />This skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners. It is also used for Proton Weapons, Maser Weapons, and Bolt Weapons.<ref>These last three weapon types are introduced in [[Zebulon's Guide to Frontier Space]].</ref>
 
*'''Gyrojet Weapons''' (½ DEX + 10 per level) applies to gyrojet pistols, gyrojet rifles, grenade rifles, grenade mortars and rocket launchers.
 
 
*'''Melee Weapons''' (½ DEX or STR + 10 per level) applies to axes, brass knuckles, chains, clubs, swords, electric swords, sonic swords, knives, sonic knives, vibroknives, nightsticks, polearms, shock gloves, spears, stunsticks and whips.
 
 
*'''Projectile Weapons''' (½ DEX + 10 per level) applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.
 
 
*'''Thrown Weapons''' (½ DEX + 10 per level) applies to all grenades and thrown axes, knives and spears.
 
 
*'''Demolitions''' applies to explosives like Tornadium D-19 (aka kaboomite). Only someone with demolitions skill and a clean criminal record can legally buy or use explosives or detonators. This skill has two sub-skills:
 
   
 
*'''[[Gyrojet Weapons]]''' (½ DEX + 10 per level) <br />This skill applies to gyrojet pistols, gyrojet rifles, grenade rifles, grenade mortars, rocket launchers, and Personal Missile Weapons, like Missiliers and Poppers.<ref>Introduced in [[Zebulon's Guide to Frontier Space]].</ref>
:*''Set charge'' (30% + 10% level) to explode.
 
   
 
*'''[[Melee Weapons]]''' (½ DEX or STR + 10 per level) <br />This skill applies to axes, brass knuckles, chains, clubs, swords, knives, sonic swords & knives, vibroknives, nightsticks, polearms, spears, whips, and shock gloves, stunsticks, and electric swords.
:*''Defuse charge'' (50% + 10% per diffuser's level - 10% per setter's level) of a live explosive.
 
   
 
*'''[[Slug Projector Weapons|Projectile Weapons]]''' (½ DEX + 10 per level) <br />This skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.
*'''Martial Arts''' (½ DEX or STR + 10 per level) makes one a better fighter in melee. A martial artist have the following sub-skills (they are counted as part of the ''Martial Arts'' skill):
 
   
 
*'''[[Thrown Weapons]]''' (½ DEX + 10 per level) <br />This skill applies to all grenades and thrown axes, knives, and spears.
:*''Tumbling'' reduces damage from falling (-1 point of damage per skill level).
 
   
 
*[[File:Star Frontiers Tornadium D-19.jpg|thumb|220x220px|Tornadium D-19.]]'''[[Explosives|Demolitions]]''' <br />This skill applies to explosives like [[Tornadium D-19]] (aka Kaboomite), and TD-20. Only someone with demolitions skill and a clean criminal record can legally buy or use explosives or detonators. This skill has two sub-skills:
:*''Defensive throwing'' lets the fighter inflict damage when breaking out of a hold, and to knock the opponent down (damage equal to his punching score).
 
 
**''Set charge'' (30% + 10% level) to explode.
 
**''Defuse charge'' (50% + 10% per defuser's level - 10% per setter's level) of a live explosive.
   
 
*'''[[Martial Arts]]''' (½ DEX or STR + 10 per level) <br />This skill makes one a better fighter in melee. A martial artist has the following sub-skills (they are counted as part of the ''Martial Arts'' skill):
:*''Nerve combat'' increases the character's chance to knock out his opponent (+1% per skill level). The opponent must be one of the four major races.
 
 
**''Tumbling'' reduces damage from falling (-1 point of damage per skill level). ''Defensive throwing'' lets the fighter inflict damage when breaking out of a hold, and to knock the opponent down (damage equal to his punching score).
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**''Nerve combat'' increases the character's chance to knock out his opponent (+1% per skill level). The opponent must be one of the four major races.<ref>[[The Rim]] races consider Ifshnit, Humma, and Osakar the "major races" for this purpose. Additional races may be added at a cost of 1 xp per race added; races added this way must have a functinal nervous system and relatively consistent anatomy (so [[Mechanon]]s and [[Robots]] cannot be considered a race for purposes of this skill.</ref>
   
{{HeadingA|Pay Grades}}
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== Pay Grades ==
 
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'''Note: '''Daily pay is based on one's highest skill level. Each additional skill would only yield 10 credits per skill level. For example, a level 3 Roboticist/level 2 Sharpshooter/level 1 Medic would be payed 110 Cr/day (80+20+10=110). Wages maybe adjusted for hazard/combat pay bonuses, scarcity of talent, royalties, healthcare, or any other negotiated pay settlement.
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'''Note: '''Daily pay is based on one's highest skill level. Each additional skill would only yield 10 credits per skill level. For example, a level 3 [[Robotics|Roboticist]]/level 2 Sharpshooter/level 1 [[Medic]] would be paid 110 Cr/day (80+20+10=110). Wages may be adjusted for hazard/combat pay bonuses, scarcity of talent, royalties, healthcare, or any other negotiated pay settlement.
   
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==Notes & References==
''(Cited form '''Star Frontiers: Alpha Dawn Expanded Game Rules''')''
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*Cited from [[Star Frontiers: Alpha Dawn]] Expanded Game Rules
[[Category:Skill Area]]
 
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<references />
[[Category:Primary Skill Area]]
 
 
[[Category:Skill Areas]]
 
[[Category:Primary Skill Areas]]
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[[Category:Skills]]

Latest revision as of 23:19, 19 June 2020

Dralasite Military PSA

Dralasite military specialist.

Military PSA (primary skill area) are the skills and training needed for military and security personnel. These skills include the use of weaponry and setting and removing demolitions charges.

This is an easy PSA to to advance in, as it is the least complicated. It is also easy to acquire, as megacorps offer this training to their security personnel, and is required for most military personnel in the UPF, or militia groups.

Skills[]

Since each class of weapon handles differently, skill areas areas are divided into the following:

  • Beam Weapons (½ DEX + 10 per level)
    This skill applies to electrostunners, heavy lasers, laser pistols, laser rifles, sonic devastators, sonic disruptors and sonic stunners. It is also used for Proton Weapons, Maser Weapons, and Bolt Weapons.[1]
  • Gyrojet Weapons (½ DEX + 10 per level)
    This skill applies to gyrojet pistols, gyrojet rifles, grenade rifles, grenade mortars, rocket launchers, and Personal Missile Weapons, like Missiliers and Poppers.[2]
  • Melee Weapons (½ DEX or STR + 10 per level)
    This skill applies to axes, brass knuckles, chains, clubs, swords, knives, sonic swords & knives, vibroknives, nightsticks, polearms, spears, whips, and shock gloves, stunsticks, and electric swords.
  • Projectile Weapons (½ DEX + 10 per level)
    This skill applies to automatic pistols and rifles, bows, muskets, needler pistols and rifles, machine guns and recoilless rifles.
  • Thrown Weapons (½ DEX + 10 per level)
    This skill applies to all grenades and thrown axes, knives, and spears.
  • Star Frontiers Tornadium D-19

    Tornadium D-19.

    Demolitions
    This skill applies to explosives like Tornadium D-19 (aka Kaboomite), and TD-20. Only someone with demolitions skill and a clean criminal record can legally buy or use explosives or detonators. This skill has two sub-skills:
    • Set charge (30% + 10% level) to explode.
    • Defuse charge (50% + 10% per defuser's level - 10% per setter's level) of a live explosive.
  • Martial Arts (½ DEX or STR + 10 per level)
    This skill makes one a better fighter in melee. A martial artist has the following sub-skills (they are counted as part of the Martial Arts skill):
    • Tumbling reduces damage from falling (-1 point of damage per skill level). Defensive throwing lets the fighter inflict damage when breaking out of a hold, and to knock the opponent down (damage equal to his punching score).
    • Nerve combat increases the character's chance to knock out his opponent (+1% per skill level). The opponent must be one of the four major races.[3]

Pay Grades[]

Daily Pay by Skill Level 1 2 3 4 5 6
Demolitions Expert 50 60 70 80 90 100
Martial Artist (unarmed) 40 50 60 70 80 90
Sharpshooter (projectile) 20 30 40 50 60 70
Space Marine (beam) 40 50 60 70 80 90
Star Soldier (gyrojet) 30 40 50 60 70 80
Weaponeer (melee) 40 50 60 70 80 90
Experience Point Costs
Primary 3 6 9 12 15 18
Secondary 6 12 18 24 30 36

Note: Daily pay is based on one's highest skill level. Each additional skill would only yield 10 credits per skill level. For example, a level 3 Roboticist/level 2 Sharpshooter/level 1 Medic would be paid 110 Cr/day (80+20+10=110). Wages may be adjusted for hazard/combat pay bonuses, scarcity of talent, royalties, healthcare, or any other negotiated pay settlement.

Notes & References[]

  1. These last three weapon types are introduced in Zebulon's Guide to Frontier Space.
  2. Introduced in Zebulon's Guide to Frontier Space.
  3. The Rim races consider Ifshnit, Humma, and Osakar the "major races" for this purpose. Additional races may be added at a cost of 1 xp per race added; races added this way must have a functinal nervous system and relatively consistent anatomy (so Mechanons and Robots cannot be considered a race for purposes of this skill.