Star Frontiers Wiki
Register
Advertisement

StarQuestions are a set of Q&As (Questions and Answers) articles form Dragon Magazine.

Issue 85


By Penny Petticord, Carl Smith, and Roger E. Moore

--MAY 1984--

General Topics
Q: Who created the STAR FRONTIERS game?
A: The original rules were developed by Dave Cook and Lawrence Schick, between 1979 and 1981. The game was revised by Mike Gray, Allen Hammack, Harold Johnson, David C. Sutherland III, and Steve Winter, and edited by Steve Winter and Troy Denning.

Q: I understand that the STAR FRONTIERS game was rewritten before it was first published. Will the original rules developed for the game ever be published?
A: Currently, there are no plans to publish the original version of the STAR FRONTIERS game. Much of the material that was left out was felt to be too complex; playability was emphasized in the final version over complete realism.

Q: How is the STAR FRONTIERS: Alpha Dawn game different from the STAR FRONTIERS game rules that were first published?
A: There is no difference between them. For various marketing reasons, the game's name was changed to distinguish between the two separate sections of the STAR FRONTIERS game rules printed thus far: the Alpha Dawn character generation and combat portion, and the Knight Hawks space combat rules.

Q: How can the STAR FRONTIERS game be combined with other role-playing games like the DUNGEONS & DRAGONS® game?
A: At present, there are no set conversion systems to change characters from one game system to the STAR FRONTIERS game, or vice versa. Such conversions will be printed as game variants in the future, if some reader submits such systems to Dragon Publishing.

Alien Races
Q: Can some of the new races described in the STAR FRONTIERS game modules, such as the Ul-Mor, Kurabanda, and Eorna from the Volturnus series, be used as player characters?
A: The full statistics and abilities of NPC races described in the various modules haven't been developed and playtested enough to see if they would fit within the game system as PCs. You can use them as PCs if you want, or even create new character races, but you'll run the same risk that players in fantasy games run when they use giants and dragons as PCs: it might be fun, but the PCs might be too powerful for the game to properly absorb. Careful game refereeing could offset this, of course.

Q: Can a Dralasite divide into two or three characters?
A: No; Dralasites are single creatures and can only divide themselves when giving birth, not at their whim. When they give birth, they produce baby Dralasites, not new player characters.

Q: How flat can a Dralasite make itself? Can it go under doors?
A: Dralasites can “squash” themselves as low as 10 cm high overall, but this will take them about an hour to accomplish. Few doorways have cracks under them that are this high; most would be only a couple of centimeters at most.

Q: Can a Dralasite move if it turns into a big, round ball with no arms or legs?
A: It could roll itself along, but no faster than at its walking speed unless going downhill (a dangerous situation!) It would also not be able to fight, since it couldn't hold or fire weapons.

Q: Can a Vrusk carry another character on its back?
A: It can, but it would be the same as if a human were carrying someone around. Vrusk are not adapted to serving as pack animals, and acting as such could give them serious back injuries and other medical problems.

Q: Can Humans, Vrusk, Yazirians, or Dralasites interbreed and have children?
A: No; the four races are genetically incompatible with one another, and not even advanced biological sciences could crossbreed them.

Q: Could someone use a genetically-altered “superman” character in the game, with heightened strength and other powers?
A: Setting aside the question of whether or not this is possible (and it is doubtful even in reality), such a super-character would throw the game balance out of alignment. Who would want a normal human if one could have a super-human? How would the other players in the game feel about this? The problems that such a character might create would more than offset the enjoyment the player using such a character might feel in running it. Of course, the game referee might use such altered characters as non-player characters (since NPCs are not necessarily bound by character restrictions), and such NPCs might be allied with or fight against the player characters.

Psionics
Q: Why weren't psionics included in the STAR FRONTIERS game rules?
A: This was a design decision. It was felt that psionics would not fit with the mechanics of the STAR FRONTIERS game system, so they were dropped from the rules. However, a psionics system for the STAR FRONTIERS game appeared in ARES Magazine, Special Edition #2 (“Frontiers of the Mind,” by Jon Mattson), and may be worth a look.

Character Skills
Q: The cost for gaining skill levels is unclear; how many experience points does it take to get from one level to another?
A: The listed point cost is as stated for every transition. It does not simply require 3 (or 4 or 5) more points each time a new level is gained; instead, it is a progression. For example, to go from level 1 to level 2 in the Military PSA costs 6 points. When the same character goes from level 2 to level 3, it will cost 9 points. To get to level 4 from level 3 costs 12 points, and so forth. The entire progression from levels 1 to 4 will then cost 27 XP.

Q: Could a new PSA, Jack-of-All-Trades, be created? If so, how would it work?
A: You could create such a PSA, though the game system already allows a character to learn many different skills. If you use such a PSA, it would be best to use the doubled Technological PSA Skill Costs for all skills the character wants to learn. Remember, this PSA has not been playtested and may need to be altered for game balance and playability once the campaign has gotten underway.

Equipment
Q: The Expanded Rulebook gives two different costs for the Standard Equipment Pack. Which is correct?
A: The 150 Cr cost given on the equipment list is correct; the 250 Cr cost given under Expanded Game Characters is incorrect.

Q: The rules say a gas mask fits over the wearer's face. How does this apply to Vrusk, who breathe through small nostrils in their undersides, or to Dralasites, who breathe through their skin?
A: The rules were written from a human point of view. A Vrusk gas mask is a harness arrangement that straps to the underside of the body. The filter is a thin sheet of plastic material that covers the nostril area. The Dralasite gas mask is better called a gas suit; it completely covers the Dralasite. Again, a thin sheet of plastic material filters the harmful gases. Because this limits the amount of oxygen reaching the Dralasite, they may only wear these suits for a short period of time before they become too hot. The Dralasite gas “mask” may be worn with other defensive suits.

Q: On the Equipment List Tornadium D-19 masses 1 kilogram. Does this mean you get 1 kilogram of the explosive for 50 credits?
A: No; Tornadium D-19 should cost 50 Cr for 50 grams. This should be corrected in the game rules. The 1 kilogram mass assumes that some of that mass is taken up by packing material, and also helps restrict the amount of explosive a character can carry around at one time.

Q: On the equipment lists, what are the masses of unmarked items like grenades? Why aren't they marked?
A: Unmarked items have masses of under .5 kg; they aren't listed individually because of the bother in having characters keep exacting track of every gram of equipment carried. A reasonable amount of such equipment may be carried about (20 grenades, for example) depending upon how difficult such items are to pack away and how many are taken. If lots of items are being taken, an overall mass may be assigned to them by the referee.

Vehicles
Q: How does one manage vehicle-mounted weapons in the game?
A: The note in the rules stating that vehicle mounted weapons are not covered refers only to fixed and heavy weapons, such as turrets, tank guns, ball-mounted machine guns and lasers, and missile launchers. If the referee allows it, characters may mount a machine gun or similar weapon on a simple ring or post mount on vehicles such as aircars and explorers. This would cost 150 Cr total. Glijets and hovercycles cannot be so mounted.
Mounting a weapon does not change any of the modifiers given in the Vehicle Combat section. The advantage of the mounting is that it allows use of heavier weapons while on a moving vehicle. One major drawback, of course, is that vehicle-mounted weapons are prohibited in built-up, civilized areas; characters driving such vehicles risk immediate arrest.

Modules
Q: What new modules will be coming out in the future?
A: Generally, TSR, Inc., avoids announcing lists of new products to be released, unless such items are almost ready for shipping. The best thing to do is to keep in close touch with your local hobby shop. They may receive a list of “coming attractions” that you can examine.

Issue 88


by Penny Petticord

--AUGUST 1984--

Q: How high can a character's ability scores be raised?
A: No ability score can be raised above 100, including racial abilities such as Lie Detection and Elasticity.

Q: In ARES Magazine #15 there was an article about putting von Neumann machines (those capable of self-replication) into the STAR FRONTIERS game. There are a few questions I have about the article's description of the machine:
1. What hull size is the machine's starship?
2. How long does it take the plant to produce 1,000 hunters?
3. How many structure points does the plant have?
4. How many stamina points does a hunter have?
5. Why are the IM and attack scores for the hunter so low? The statistics given in the article seem to be in conflict with those given in the Expanded Game Rules, p. 26, under “Robots.” The hunter's IM is listed as -3 and its attack score is 40%, but the hunter has a third level computer in it.
A: The machine's starship is hull size 18, with six hatches and six engines, ADF 2, MR 2. It takes one day for the machine to produce 10 hunters, so 1,000 hunters would take 100 days. The whole plant has 1,000 structure points, and the main computer has 200. A hunter has 600 stamina points, making it slightly larger than a heavy duty robot.

As for the hunter's statistics, it must be remembered that the hunter was not designed for combat. The creators of the machine system assumed that the operations would meet no resistance except for local flora and fauna, so they equipped hunters with only a self-defense program. A hunter cannot use weapons like robots designed for fighting; it can only use its arms. Such a robot's normal chance to hit would be 60%, but a -20% modifier is given due to the arms' size and clumsiness. The initiative modifier is also lowered due to size and slow movement.

Q: The White Light System Brief for Clarion (Gollywog) in the “Warriors of White Light” module states that the atmosphere is 16% carbon dioxide. If so, the air is unbreathable without protection. Earth, for instance, has 0.033% carbon dioxide by volume; the dangerous level is 0.5%, at which point humans will fall unconscious and soon die.
A: Alter the “Atmosphere” section to read, “60% nitrogen, 24% oxygen, 16% other gases.” The carbon dioxide level should be considered to be at about Earth's level.

Q: On pgs. 55-56 of the Campaign Book, it states that the ship counters for Outer Reach are white on orange, but none of the counters were printed that way.
A: This was a mistake made in the production of the counters. Just mark the black on orange counters for Outer Reach with a pen to distinguish them from other counters.

Q: On p. 56 of the Campaign Book, under “Frontier Deployment Map — Star Systems,” it states that the planets inside the yellow “sunbursts” on the Frontier Deployment Map are labelled by name. They aren't.
A: This was a minor glitch in the game, not critical to play. Players can label the planets if they desire.

Issue 92


By Penny Petticord and Ed Greenwood

--DECEMBER 1984--

Q: In the STAR FRONTIERS Campaign Book, the prices listed for shipping cargo (p. 451 are unclear. Are they the costs to buy the cargo outright and to sell it, or are they the prices to ship it?
A: The chart assumes that the hauler (probably an independent one) will buy the cargo outright, haul it to another planet, and resell it. Haulers who work under a company charter do not have to use this chart, as they are paid for their services only. The “Price per Unit at Source” column tells you how much it will cost to purchase a load of a given cargo. The character then loads the cargo on his ship, carries it to another planet where there is a good market for the item, and resells it at the price given in the “Price per Unit at Destination” column. (Cargo cannot be resold at the source.) The hauler must then pay his operating expenses (crew salaries, supplies, fuel, maintenance, etc.) out of the money taken in from the sale.

Prices given assume that the cargo has been hauled a moderate distance at a moderate risk. If the run is shorter and less dangerous than an average one, the referee should adjust the resale value accordingly to keep the campaign economics in balance. After all, if an independent hauler is making too large a profit margin on a given run, another hauler or company will certainly undercut the character’s prices and take his business away.

Q: The players in my campaign want to start a planetary or interstellar business. How would they go about doing this?
A: Passenger transport, freight transport, and mining businesses are detailed in the Campaign Book, as is obtaining a charter from a large corporation. Players who wish to start some other type of business should design a detailed plan for its initial set-up and operation, then present it to the referee for approval. The referee is responsible for making sure the enterprise does not disrupt campaign balance, and may impose whatever legal restrictions, taxes, tariffs, and other external controls he deems necessary. The player may have to revise the plan if problems appear with the set-up he envisions.

Q: Will a timeline history for the STAR FRONTIERS game ever be made, as was done for the GAMMA WORLD® game in DRAGON® Magazine, issue #88?
A: An article on that topic has, in fact, been done and should appear in these pages within the next few issues.

Q: What are the statistics for the Zebulon and K’tsa-Kar systems and their inhabited planets? The Expanded Game Rules did not describe them.
A: The statistics for these systems were accidentally dropped from the rules. An article will appear soon in the ARES Section in which these systems, as well as other inhabited systems of the Frontier, are described.

Q: What were the original homeworlds of the Dralasites, Vrusk, Yazirians, and Humans of the STAR FRONTIERS game?
A: Placement and description of the homeworlds of the four races were slated for inclusion in a future product. As of this time, only rough development has been done, and the information is not ready for release.

Q: What are the game statistics for a flamethrower?
A: A hand flamer appeared in the original rules, but was dropped in editing. It was similar in size and weight to a small needler, and it operated on a replaceable fuel cartridge. Statistics are as follows: Damage - 6d10; Ammo - 1 shot cartridge; Rate - 1; Defense - inertia; Range - no medium, long, or extreme, with statistics as per a sonic disruptor for point blank and short.

Q: In “The Battle at Ebony Eyes” in issue #88, the SAV Apocalypse and Disease are in the same hex (4116). Is this correct?
A: Yes. The duplicates that would appear of each ship might initially confuse the UPF player into believing that only one ship (or more than two) are in that hex.

Q: Can player characters be pirates, robots, or cybots?
A: Player characters can become pirates, although no special provisions are made for starting out as one. Pirate characters run extreme risks and may become the target of all law enforcement agencies in the Frontier (particularly Star Law).

Robots and cybots cannot be player characters; they have personalities but have no free will. Freedom of choice puts excitement into the game. No one would want to run a character that could only do what someone else told him to do.

Q: What would be the cost, mass, and combat statistics for crossbows, nunchucks, and Chinese throwing stars?
A: For mass and combat statistics, treat a crossbow as a musket, nunchucks as a nightstick, and a throwing star as a knife. These are very rare and archaic weapons, so their cost will vary with availability; prices will be similar to the comparison weapons listed above, but could rise to extreme levels.

Q: Are there mutants in the STAR FRONTIERS universe?
A: Perhaps, although none have been reported or detailed for game use as of yet. The referee is free to create mutants for use as NPCs, but he is on his own for specific designs and game balancing. The game system is not designed to handle mutant PCs who have exceptional powers, so use caution in this area.

Q: In the Knight Hawks rules, the decks of a starship are arranged perpendicular to the ship’s main axis so that the ship’s nose is “up.” This provides for a sense of gravity for the crew when the vessel is accelerating through sect internal gravity when the ship is on a planet’s surface? (Note: see illustration of the Osprey’s orientation on the “Warriors of White Light” module, which indicates that the interior of the ship is lying on its side.)
A: The illustration in question is not quite accurate. Ships capable of landing on planets (such as shuttles, system ships of hull size 5 or less, assault scouts, and other scout-class starships) always land nose up so that the interior of the ship is oriented normally. Larger ships cannot land on planets, so they would have no orientation problems. The orientation of a ship does not matter when it is docked at a space station, since docked ships would be subject to the same artificial gravity as the docking bay of the space station.

Q: Can stargates exist in the STAR FRONTIERS game?
A: It isn’t clear what you mean by “stargates.” Certainly, a referee may add extra features like “stargates” (however you conceive of them) to his campaign if desired. If by “stargate” you mean a teleportation device capable of transporting spacecraft instantly from one star system to another, you should be aware that this may undo a large portion of game’s inherent balance, and may cause serious problems unless you alter other parts of the game rules at the same time.

The game mechanic for quick intersystem travel is “jumping through the void,” which accomplishes the same thing as a “stargate” would.

Q: How many different native races exist in the Frontier?
A: Seventeen. However, you may make up as many as you want. Some unofficial races may be presented in the ARES Section from time to time, such as the Zethra (see below). You may expand theme as you see fit.

Q: Can ships be made with hull sizes larger than 20?
A: Yes, but they would have to be custom-designed and built from scratch by experts, an expensive process since the hulls would be non-standard. Maintenance would also be far more expensive than usual, since such hulls might not use any standard parts. You can extrapolate statistics from the information in the Campaign Book to get base figures for building costs and the like. Note that the SAV Juggernaut (from last month’s ARES Section) was built around a hull vastly larger than size 20. Building it was a tremendous financial drain on the Sathar, and they never tried it again.

The Zethra.

Q: If they lack the ability to see or appreciate colors, how are Zethra able to match all color hues exactly by altering the pigmentation of their skin cells?
A: Zethra distinguish different colors only as differences in wavelengths of light reflected by all surfaces, in the same way that they sense other radiations (such as heat, light, and electrical energy). They are thus able to alter their coloration to match that of surroundings perfectly - without seeing colors as we do. This is somewhat akin to seeing all colors as varying shades of gray (as Dralasites do); with practice, one can readily tell one hue from another without being able to view or appreciate colors as others do.

The “seeing” of a Zethra is performed only through its tentacle-like “see-feelers” or “seefers,” and thus it can only match hues within 5 meters of (or touching) its seefers. A Zethra who has learned the names of various colors could describe patterns, contrasting or complimentary colors, and so forth perfectly to others, but would fail to appreciate the aesthetics of colors, or “see” them as others can.

Q: Why is the damage done by Zethra discharges only modified by -2 per meter between a Zethra and target when conducted through metal, whereas water (which “transmits Zethra jolts poorly”) only causes a modifier of -3 per 10 meters separating Zethra and target?
A: A Zethra’s discharges are believed to serve only secondarily as weapons (one Zethra, after all, cannot harm another Zethra by such means), and are not offensive “bolts” or lightning strikes. They are strongly affected by the nature of the conducting medium through which they pass. In the case of metals, which conduct electrical currents by means of electron lows, a Zethra discharge is lessened in both directional accuracy and force more than in water. It is thought by a number of scientists that Zethra discharges contain many sub-atomic particles that react readily with free electrons and that this makes metal of any type a poorer conductor of Zethra discharges than of artificially-generated electrical currents.

It must be emphasized that these creatures are still poorly understood and that studies continue only slowly due to the difficult nature of Zethra. Recent filings by the scientist Arlume of Cassidine (not yet verified by Pan-Galactic Information Central’s own agents), indicate that a Zethra’s discharges do have a limited range even in still waters - the cumulative modifier of -3 per 10 meters rising to -1 per additional meter after a distance of fifty-two meters is exceeded.

Q: A creature that directly converts matter to energy seems impossible. If one existed, it would probably be most efficient in such conversions, and thus eat very seldom - perhaps, to most observers, seemingly never. A “direct converter” would prefer non-organic matter to organic; while there may be (slightly) more energy in organic substances, such substances are also more resistant to conversion and produce many more by-products, a number of which would likely be poisonous. How exactly do Zethra consume matter?
A: Zethra matter-to-energy conversion is done by some natural process which remains a mystery to Frontier scientists of all races, even after exhaustive physical and field examinations. Classified computer files exist on this creature, and the information therein is considered sensitive for good reasons. Scientific study continues, and some further, as-yet-unverified results have been 84 DECEMBER 1984 filed by various scientists in the "Active & Ongoing" computer banks of Pan-Galactic Information Central (PGIC).

Overscan of such files by PGIC personnel reveals several key entries:

1) Duthin of Prenglar has not yet positively identified any instance of a Zethra converting inorganic matter to energy, and has found few suggestions of such occurrences in existing Pan-Galactic files, but reminds inquisitors that the tendency of Zethra to convert organic matter has been established by observation.

2) The frequency of Zethra matter-energy conversion was deemed “seldom” (as compared to human frequencies of eating) in separate reports by scientists Marakson of Dramune, Orlag of Duane’s Star, and Niuu of Cassidine. Detailed observations of such conversion are contained in all three reports; none seem likely to alter the present file’s measurements of 220-440 SEU storage in Zethra bodies, and approximate common daily requirements of 20 SEU.

Orlag’s report, however, raises the question of conversion by-products. Some, he asserts, are used as “raw material” for Zethra body repair or growth and expansion; others may be eliminated, in subatomic form, in Zethra electrical discharges. Other methods of by-product elimination are possible - expulsion in fluid form through the skin, for example, is thought to occur automatically when Zethra are immersed in moving water. Possible by-products poisonous to Zethra are rumored to exist, PGIC personnel admit, because the last two tapes of Orlag’s researches dealing with by-products were designated "classified" in the initial scan, and Pan-Galactic Security refuses to discuss the issue. Inquiries have led professionally curious individuals to ask (or even attempt to test) the Zethra on this issue, but no verifiable information has yet been uncovered.

Niuu of Cassidine warns that these creatures should not be judged or analyzed purely by Frontier standards and science. All unclassified material entries on the Zethra, both verified and tabled awaiting verification, bear the closing note “VRC” (meaning, “various researches continue”).

Issue 97


by Penny Petticord

--MAY 1985--

Q: Is it necessary to have some level of “weapon skills” to use a weapon?
A: No. Characters without weapons skills simply use the basic chance to hit (½ the DEX score, rounded up) to resolve combat with a ranged weapon; and, ½ STR or ½ DEX is used for combat with melee weapons.

Q: Wouldn’t an automatic rifle fire more shots than an automatic pistol would in a burst, since rifles are bigger?
A: No. The basic designs of the two weapons are very similar, giving them nearly identical mechanical characteristics (such as ammo capacity and rate of fire). The main difference is that the rifle has a longer barrel, which gives it the advantage of greater range.

Q: Couldn’t a bullet belt be used instead of a clip on an automatic rifle? For example, a bullet belt for a rifle could have 100 rounds, a mass of 3 kg, and a cost of 30 credits. The weapon could then fire 20 shots in a burst, or 6 shots per round.
A: The standard automatic rifles sold throughout the frontier are not designed to accommodate belt ammo. A weapon such as you suggest could be custom-made, but it would be cumbersome enough to require a tripod mount for proper firing, just like a small machine gun.

Q: The rule book states that a Dralasite may fire two weapons. But later it says that firing two weapons will give the character a -10 modifier to hit. Is this true with Dralasites? If a Dralasite can fire two weapons, should he be able to fire a weapon that needs mounting?
A: Dralasites are able to fire two weapons at once with the -10 modifier, as any other character can. They can also handle two-handed or by Penny Petticord mounted weapons normally. (In fact, a Dralasite with 3 “arms” might conceivably have an easier time handling a mounted, belt-fed weapon than a two-armed character.)

Q: Dralasites are able to make their body parts one centimeter in diameter. Should they be able to “ooze” under a wall that has a hole under it, or through holes in a fence?
A: The minimum diameter for a Dralasite’s body is that of a limb: 10 cm. A Dralasite can conceivably flatten its entire body to a cylinder of that thickness, but it could become no thinner lest its internal organs should be crushed. Although it can extrude 1-cm-diameter “fingers,” it cannot compress its whole body to that extent.

Q: How could I make an encounter involving pulsars, black holes, a supernova, or a magnetic nebula?
A: So far, those major spacefaring dangers haven’t been defined in the game system or its accessories. When you want to build an adventure around a concept outside the scope of the current rules system, you must design it from the ground up, using the rules and known facts as a framework on which to build. Start by doing some research at your local library on the known scientific attributes of such space anomalies. This will give you the realistic basis for your scenario. Then, using your understanding of the STAR FRONTIERS game mechanics, convert the attributes to usable game terms. (It is not necessary for the final design to be 100% realistic to be playable.) Be sure to keep any new design elements in balance with the rest of the game system and your existing campaign.

Q: How many rockets can a rocket battery hold? How many seekers can a seeker rack hold? How many torpedoes can a torpedo launcher carry?
A: A standard rocket battery holds 24 rockets. Seeker racks and torpedo launchers are merely devices for firing, not storage containers. There is no set limit to the number of seeker missiles or torpedoes you can carry, except the capacity of your ship.

Q: Can anything else besides a mine layer carry, seekers for mines?
A: Seekers can be carried and deployed by minelayers, heavy cruisers, and battleships, but only minelayers can carry mines.

Q: How often are new star systems charted?
A: Most of the Frontier remains uncharted. Beyond the information on known space given in the set and modules, the referee is responsible for developing additional portions of the universe for campaign use. Future modules and supplements may feature an occasional new charted system, but making up your own planets, systems, and creatures is part of the fun, because your players will never know exactly what to expect.

Q: Will the Sathar ever fight deep-space battles?
A: Sathar ships fight the good guys in space occasionally (see the Advanced Game Scenarios in the Knight Hawks Tactical Operations Manual for examples). Face-to-face conflict with the worms is far more rare, though not completely unheard of. Sathar prefer to win their victories through subterfuge, sabotage, and infiltration, rather than direct combat, whenever it’s possible.

Q: Is it possible to modify a starship with a hull size of 5 or greater to land in water? If not, why not?

A: Starships cannot land on planets at all; they dock at space stations to take on personnel and supplies. Only small ships and shuttles can land on planetary surfaces. Any airtight spacecraft that can land on the ground can drop into an ocean, but the spacecraft will immediately sink unless it has been made especially buoyant like a submarine.

Issue 98


by Penny Petticord

--JUNE 1985--

Q: Can supernatural things happen on STAR FRONTIERS® game worlds?
A: Only if you (as referee) are willing to make up rules to cover it. The STAR FRONTIERS game universe is based on technology and science rather than on superstition and magic. That is not to say that such cannot exist, but it is most often encountered on backward planets without access to “civilized” ways. Referees wishing to use so-called supernatural effects in their campaigns should first establish a logical basis which does not contradict the game system. (For example, a referee might choose to introduce effects which appear to be magical, but which can be done by technological means.) Once your means of dealing with the subject is set, you’re pretty well stuck with it, so try to foresee any major balance problems the new addition to your system will generate.

Q: What do you do after gaining six levels of experience in a skill?
A: Consider adding additional skills to your repertoire, or spend your experience points to improve ability scores. Never let experience points go to waste; there are always plenty of good ways to use them.

Q: On p. 8 of the Knight Hawks Campaign Book, it states that the damage control rating is equal to three multiplied by the hull size plus twenty, but in the second column at the top it gives an example which is obviously in error: (3 X 8) + 20 = 32 + 20 = 52. Should I multiply the hull size by four or change the example?
A: The sample calculation is incorrect. It should read: (3 X 8) + 20 = 24 + 20 = 44

Q: In the basic rules, it says that characters start with 10 credits and a standard equipment pack. But in the expanded rules, it says to roll 1d10 and add 50 credits for starting capital. Which is correct?
A: The former is correct for the basic game, and the latter is correct for the expanded game.

Q: Can you choose two starting skills from a character’s main PSA, or does one have to be from a different PSA?
A: As long as at least one of the skills chosen is from the main PSA, the other may be chosen from the same one or a different one, at the player’s preference.  

Q: I found “whip” on the equipment list (p. 40 of the Expanded Game Rules at the very bottom), but I could not find it on the Melee Weapons Chart, Weapons Table, or in the Weapon Descriptions (p. 42). Could you give some information about it?
A: The whip is described on the Weapons Table and p. 43 under the heading "Chain/Whip". It does 1d10 points damage and has a modifier of -5. Inertia screens and skeinsuits absorb half the damage.  

Q: Could heavy lasers be mounted on a fighter? What damage and range would such a weapon have?
A: Heavy lasers cannot be mounted on fighters. See the Tactical Operations Manual for sample ships and the weapons that can be carried by each.  

Q: Please comment on the possibility of trading a ship design for a commission.
A: Commissions may be granted as rewards for a variety of things, at the referee’s discretion. Conspicuous valor, efficient handling of a sticky situation, and a new weapon or ship design are all good ways to gain a promotion. The referee should evaluate the individual’s performance in the way that a superior would before recommending such an action, though. For example, a new ship design must be practical and not too expensive to build and maintain, or it would not be profitable to use it. A prototype must be built and tested (test flights, crash tests, and battle simulations) before it is approved for use. (The referee can and should require the player to redesign portions of the ship that do not meet the specifications of the “customer” before granting a commission.) Once it passes all the requirements, the character who designed it would be eligible for a reward of some type, but it might take considerable time, since the wheels of bureaucracy do turn slowly.  

Q: The front cover art on Sundown on Starmist and that on p. 4 show a double moon system, when p. 3 and p. 24 (System Brief) clearly state the Starmist has no moons! Various other parts of the text imply poor lighting at night. Was the planet supposed to have moons?
A: No, the illos are incorrect. Starmist has no moons.  

Q: In module SF3, if the fans of the war tank hit water, do repairs take 2 days (as on p. 25) or 1 day (as on p. 13)?
A: Repairs take one day.  

Q: The rules say a ship can be controlled by a pilot, an astrogator, and an engineer. Yet on p. 6, it says that a freighter’s crew numbers about the hull size of the ship. What are the extra crew members used for? And what are the skills needed by those extra crew members?
A: It’s usually convenient on long space flights to have cooks, technicians, weapon specialists, and medical personnel, even though such individuals are not necessary to operate the ship itself. Security personnel are needed for transport of passengers or valuable cargo. (See POLYHEDRON Newszine #22 for Roger Moore’s article on shipboard personnel, for more information.)

Advertisement