C. J.'s Star Raiders

These are Corjay's house rules.

Random Notes:

Outside of the Sathar, the Zuraqqor are the biggest threat to the Frontier. A constant war runs with the Zuraqqor. Sometimes it's a cold war, while other times its flat out engagement. Other times, the Zuraqqor back lesser races in attempting to take control of resources and pathetic attempts at acquiring public sentiment. The Sathar are surely backing the Zuraqqor in their constantly wearing down the UPF. Zuraqqor leader General Yar T'kekl leads the Zuraqqor in a blood feud against the Frontier and is a celebrated hero.

A group of star gate defenders known as the Star Raiders are vowed to confront the general to thwart Yar's revenge.

This is a vision of STAR FRONTIERS that challenges tactical and strategic capabilities of an alien league. Prepare to be attacked!

System
The 25th Anniversary Edition Rulebook is the source material and all options in it apply minus the Column Shift mechanic. KHV is considered apocryphal.

Skills
The skill sets with individual skill options apply. The optional skill sets are available.

Fighters
Starfighters use the KH-adapted vehicle rules of sizes F1-F12, and H3-H25(from the SFman article "Starflight" in issue 5).

Movement
Aerospace movement is done in 3 dimensions, with standard space battles being conducted at SV4 or lower(from an article in SFMan 5). Chases may ensue at higher speeds.

Mentalists
Brain scans reveal unusual activities in normally unused parts of the Mentalist’s brain that form what seem to be temporary conducting elements that harden or create small lesions that promptly disappear when not in use.