Part 3: BASIC RULES

The Basic Game uses very simple rules for moving and fighting. New players should read these rules carefully and play the sample adventures before trying to learn the more advanced rules in the Expanded Game rule book.

THE MAP AND PLAYING PIECES

The two adventures included with the STAR FRONTIERS basic game take place on the large city map. The map shows the downtown area of Port Loren. Areas to the east, west and south of the map are residential. The spaceport is to the north. Each square on the map is 5 meters across.

 Most large buildings (the Government Building, Pan-Galactic Corporation headquarters, the Medical Complex, etc.) extend several stories below the ground as well as two or three stories above the ground. Pedestrian walkways connect some buildings, and cross above the roads. The monorail is built above the buildings and walkways.

 The cardboard playing pieces must be separated before they can be used. These counters include characters of all the races. Each player should choose a piece that resembles his character. There also are counters for vehicles, animals and strange aliens. Most of these are needed only in the Expanded Game.

GAME TURNS

STAR FRONTIERS games are played in turns. Each turn is six seconds long, so there are 10 turns to one minute. Note that game time is not the same as real time; it might take several minutes to play a six second game turn if a lot is going on.

 During his turn, a character can do any one of the following things: 1. move 2. fire a weapon 3. move and fire a weapon 4. reload a weapon 5. stand and do nothing.

GAME TURN SEQUENCE

Each turn, players must do things in the order listed below.

 1. Roll dice to see which side has initiative.
2. All characters on the side with initiative can move.
3. All characters on the side with initiative can attack.
4. All characters on the side without initiative can move.
5. All characters on the side without initiative can attack.

 A player is not required to move or attack with his character. If the character moves or attacks, however, it must move or attack at the correct time during the turn.

INITIATIVE

At the beginning of each turn, one player from each side must roll 1d10. The result of this roll is added to the Initiative modifier of the character with the highest Reaction Speed from that side. Whichever side gets the highest total has initiative for that turn, which means they get to move and attack first.

 If the totals are equal, then neither side has initiative. When this happens, the side with the highest single reaction speed moves and attacks first, followed by the other side. However, damage caused by successful attacks does not take effect until after both sides have fired that turn (see Combat for more information).

 Players must roll for initiative every turn of every fight.

MOVEMENT

Characters can move at two different speeds: walking and running. The MOVEMENT TABLE shows how many meters characters from each race can move in one turn while walking or running. Moving diagonally is permitted.
 
 

MOVEMENT TABLE
Meters Moved per Turn
RaceWalkingRunning
Human 1030
Dralasite520
Vrusk 1535
Yazirian1030

The numbers shown are the maximum distances a character can move at that speed. A Human, for example, could walk 1 or 10 meters in a turn, or could run 15, 20, 25, or 30 meters in a turn.

 Encumbrance ( optional rule ). A character may carry his or her ½STR in mass (kg) without penalty. Going over results in half normal movement rates for up to full STR in mass (i.e. a STR:50 character can carry 25kg with no penalty, maximum 50kg, so an encumbered human could only walk at a maximum of 5 m/turn or run at 15 m/turn).
 Roads. Crossing a road will slow a character down, because he must dodge traffic. When a character wants to cross a road, he must stop next to it, no matter how many meters of movement he has left. On the next turn, the character is placed directly across the road, and can move no farther that turn. The character can move normally on the next turn. There is no penalty for running alongside a road.

 Pedestrian Walkways. To get onto a pedestrian walkway, a character must enter from one of the ends. A character does not have to stop before crossing a road if he is on a pedestrian walkway. Characters can walk underneath pedestrian walkways without any penalty as long as they are not crossing the road underneath said walkway.

 Buildings. A character can enter or leave a building only through a door or from a pedestrian walkway. Characters entering or leaving through a door must stop moving when they reach the door. On the next turn, they can move through the door at their full movement rate. Characters can move about freely inside buildings.

 Parking Areas. Characters can move normally through parking areas beneath buildings or on rooftops (see Vehicles). Characters must enter and leave parking areas through entrance ramps or elevators in the mall.

 Stacking Counters. Only one playing piece can be in a map square at a time, unless:

 1. The characters are getting on, off, or occupying the monorail or a vehicle.

 2. One of the characters is on a pedestrian walkway and the other is on the ground beneath the walkway. 
 3. The map scale is greater than one square = 1 meter

 A character can move through a square that contains another character.

The Monorail

 The monorail is the fastest way to travel long distances in the city. To get on the monorail, a character must move into a monorail terminal square and stop. The next turn, the character gets into one of the monorail cars and the car leaves. Monorail cars travel 50 meters per turn. Cars can leave a terminal in either direction (there are two tracks), but cannot change direction between terminals. A car must stop at each terminal for one turn before moving on.

 If more than one character is boarding at the same terminal at the same time, they must get into the same car. If the characters want to get into different cars, one of them must wait until the next turn. when another car arrives. Each car can hold up to six passengers.

 Riding the monorail costs 1 credit per day. After paying the fare, a character can ride the monorail as many times as he wants that day. A character must have his ID card to board the monorail.



Vehicles

Part One: Hovercraft

Hover Cars (a.k.a. "Skimmers")

 Skimmers are similar to automobiles, but have protected hoverfans instead of wheels. They float on a cushion of air 30 centimeters (about 1 foot) above the ground, but when not in use the vehicle rests on the ground. A skimmer can hold up to five passengers plus the operator. 100kg of cargo may be loaded into a 1 cubic meter space in the trunk. 

 Skimmers have a maximum speed of 60 meters per turn, and must stay on the roads (except when parked). A character can get into a skimmer on the same turn he moves into the skimmer's square, but the skimmer cannot move that turn. On the next turn, the skimmer can move up to 15 meters. It can accelerate up to 50 meters on the following turn (thus reaching its top speed).

 Skimmers must slow down when they turn or move through an intersection. (Magnetic field generators built into the roads automatically reduce the speed of approaching vehicles.) A skimmer can move only 25 meters if it turns or moves through an intersection during its movement. If a skimmer is in the middle of an intersection or turning a corner at the start of its move, it can move only 25 meters.

 EXAMPLE: A skimmer traveling at a speed of 50 meters/turn is 35 meters away from a corner (position A). The skimmer must reduce its speed to 35m/turn and stop just short of the corner (position B). On the next turn it can move twenty five meters and turn the corner (position C). On the following turn it can move at full speed. 
 


Hovercycles (a.k.a. "Glider Bikes")
 Hovercycles are similar to motorcycles, but have a trio of hoverfans (one in front/two rear) instead of wheels. Like a skimmer, they float on a cushion of air 30 centimeters (about 1 foot) above the ground. A hovercycle can be ridden by the operator plus one passenger, and may carry up to 20kg in a 0.5 cubic meter space. Aside from passenger/cargo capacity, a hovercycle performs like a skimmer.

Hover Transports (a.k.a. "Swoop Trucks")
 Hover Transports are similar to larger cargo vehicles, but like a skimmer they have hoverfans (although much larger in size to move larger loads). They also ride on the same cushion of air (30cm above the ground). A standard hover transport can accomodate three persons (including the operator, who must have PSA:Tech) but may carry up to 10,000kg in an enclosed 30 cubic meter space. The hover transport performs as a skimmer.
 Variant transports may incorporate open cargo areas or even passenger accomodations. A passenger transport would hold up to 60 persons (plus the operator) but cargo would be limited to 1000kg in a 5 cubic meter space. Military & police versions accomodate up to 13 persons in addition to the operator, and a convertible 20 cubic meter hold could contain an additional 16 persons (via folding seats) and 5,000kg of goods. Finally, a recreational version houses up to eight persons in comfort with sleeping, cooking, and sanitation equipment and may stow 1600kg in 8 cubic meters worth of space.

Part Two: Ground Vehicles

Ground Cars
 Similar to modern day automobiles, ground cars are four wheeled vehicles that utilize electrical power rather than a fuel burning engine. They are not as fast as hovercraft but are more maneuverable, and can be taken off road if needed (a condition that is limited to ground clearance).
 A ground car may move at a maximum speed of 50 meters/turn, and may corner at up to 35m/turn. They may move up to 20 meters from a stop, and accelerate to top speed on the following turn. Like skimmers, a ground car may contain an operator plus up to five passengers, along with 100kg in a 1 cubic meter space. 

Ground Cycles
 Ground Cycles are similar to modern motorcycles, but like their ground car brethren they incorporate similar electrical propulsion. A ground cycle can be ridden by the operator plus one passenger, and may carry up to 20kg in a 0.5 cubic meter space. A ground cycle performs at the same specifications as a ground car.

Ground Transports (a.k.a. "Land Barges")
 
Ground Transports are similar to modern cargo haulers, but like a ground car they utilize electric powerplants coupled to six to ten wheels. The standard ground transport can accomodate three persons (including the operator, who must have PSA:Tech) but may carry up to 10,000kg in an enclosed 30 cubic meter space. The ground transport performs as a ground car..
 V
ariant ground transports are similar to the appropriate variant hover transports.

All Terrain Vehicles (a.k.a. "Explorers")
 An ATV is a heavy four wheeled vehicle designed for more rugged environments, each massive wheel has its own electric motor, and the wide tires offer fantastic stability. 
 Moving from a standstill, the ATV may only move ten meters and accelerate by an additional ten meters each following turn, until the top speed of 40m/turn is attained. The vehicle may corner at any sped up to said top speed.
 The ATV may accomodate up to six persons including the operator (who must be PSA:Tech) along with 2,000kg in a six cubic meter area. The vehicle is airtight and has sleeping, cooking, and sanitary accomodations for extended use.

Part Three: Aerial Vehicles
 
GliJet
 A Gli-Jet is a rocket-trubine pack with folding/collapsible glider wings. The turbines ar used to achieve sufficient altitude, at which point the wings are deployed for gliding. The two electrical turbines use powerpacks (see Weapons) instead of parabatteries, one on each engine. The turbines may be used for gaining both altitude and speed while the wings are deployed.
 The powerpacks provide sufficient thrust for up to two minutes of use (20 turns). Each "burst" will achieve 50 meters of altitude or 50m/turn of velocity, with a minimum 50 meter height and 50m/trun velocity. Gliding will result in a lossof 10m/turn, but allows for a minimum speed of 10meters per turn with the turbines off. Altitude will drop by 5 meters per turn until the operator lands (or crashes if unconcious), unless a burst from the turbines which can propel the operator 50 meters higher. No cargo is permitted beyond what the character can normally carry. Anyone may operate a GliJet, although use within a populated area is typically frowned upon.

ElectroCopter
 ElectroCopters are electric powered helicopters similar to modern helos, with the obvious powertrain differences. The copter may accomodate up to 4 persons including the operator (who must be a PSA:Tech) and may carry 500kg of goods in a 5 cubic meter area. 
 The ElectroCopter may move up to 100 meters per turn and climb 50 meters per turn, both applicable in the same action. Taking off requires three turns: one turn to board, the next turn starting the rotors, and the third turn it may lift off to 10 meters. On the fourth turn it may accelrate by 50 meters per turn in any direction (including up) and may change altitude indefinitely while maintaining any speed up to its top speed. The copter may also change direction, up to 180 degrees, in a single turn.

Air Car
 Air Cars are vertical take off/landing craft (VTOL) which resemble a cross between a car and airplane. The sliding rooftop canopy can be left open or closed, although the higher speeds mandate closing the canopy. Like the Copters, an air car may accomodate up to four persons including the PSA:Tech operator, and 1000kg in a 2 cubic meter space.
 It requires the same three turns for take off as the ElectroCopter, however once off the ground (10 meters) it may accelerate by 50 meters per turn and change altitude indefinitely by 25 meters per turn. Top speed is 300 meters per turn and direction changes are limited to 90 degrees per turn. Any speed over 100m/turn requires closing the canopy.

 

 Rental Vehicles. Vehicles can be rented for varying rates depending on the selected vehicle. To get a rental, a character must move next to the road and signal for one with his communicator. The vehicle, being driven by a computer, will arrive two turns later. The character can get into the vehicle on the turn it arrives, but can't move till the next turn. The character who is driving the vehicle must have his ID card. Only ground and hover cars/cycles may be rented in this manner. The same vehicles and any other may be obtained in a vehicle rental/sales facility, and the renter's ID must be presented (which will also verify eligibility to operate anything other than a car or cycle)

 Underground Parking. Most buildings in populated cities have underground parking garages for ground vehicles. Characters must use the entrance ramps to get into or out of these areas. Vehicles can drive through these areas at a speed of 25 meters per turn or less. Characters can walk or run through these areas at normal speeds.
 Rooftop Parking. Selected buildings may offer rooftop parking for aerial vehicles. This would include local government, police, and medical complexes; larger businesses (like Pan Galactic), and public living facilities (hotels and apartment towers). Police, medical, local government offices, and business parking is restricted, but characters working for such organizations may obtain clearnace to land.
 Any vehicle sales/rental building will also have rooftop parking for servicing aerial vehicles.

 

VehicleStart SpeedTop SpeedTurn SpeedPrice/Rental Fee
Hover Car15 m/turn60 m/turn25 m/turn4000 or 10/day
Hover Cycle15 m/turn60 m/turn25 m/turn1000 or 5/day
Hover Transport15 m/turn60 m/turn25 m/turn10000 or 20/day
Ground Car20 m/turn50 m/turn35 m/turn2500 or 10/day
Ground Cycle20 m/turn50 m/turn35 m/turn1000 or 5/day
Ground Transport20 m/turn50 m/turn35 m/turn7500 or 15/day
ATV10 m/turn*40 m/turn40 m/turn10000 or 25/day
*An ATV may only accelerate at 10 meters/turn, all other vehicles may reach their top speed on the second turn of movement.

VehicleTake Off Ht/#TurnsAccel/Altitude ChangeTop SpeedManeuverPrice/Rental Fee
Gli Jet50m / 150mpt /50m*50m/turn360º1500 or 20/day
ElectroCopter10m / 350mpt / 50m100 m/turn180º20000 or 40/day
Air Car10m / 350mpt / 25m300 m/turn**90º25000 or 50/day
* With turbines off, a GliJet will decellerate at 10m/turn (until a minimum speed of 10m/turnis reached) and will lose 5 m/turn in altitude. Top speed is 50 m/turn regardless of how many turns the turbines are activated. It may only make 360º worth of maneuvers in one turn, i.e. it can not execute four 90º turns.
** If the canopy is left open, the Air Car may only reach a 100 m/turn top speed due to poor aerodynamics.