Book 2 - Rise of the Mega-Corps

105 PF - 95 PF

--- Introduction ---

Truane's Star, discovered and colonized in 200 PF, has flourished in the past century. Pale and New Pale are both lightly populated worlds, the former being an industrial world and the latter an agricultural one. Streele, Incorporated (which later drops the last 'e' prior to becoming a mega-corp) has offices on both worlds, with Pale being their home office. Jonathan Streele III, whose grandfather founded the company under morally strong business ethics shortly after Pale was colonized, resides as current CEO. That business model seems to have worked rather well, seeing as Streele, Inc. also owns the spaceship construction center orbitting Pale which is capable of producing ion driven starships but for the most part is entrusted to build the system ships in use within Truane's Star. An armed space station also orbits Pale, recently constructed and commissioned, capable of berthing craft up to HS:14 in size (Station Size: 3). New Pale has a docking station capable of supporting craft up to HS:10 (Station Size: 2).

By 100 PF (the year these adventures would take place), mining has become the #1 business, exploiting the other 13 uninhabitable worlds (including the gas giant Cygnus Omicron taking the outermost orbit, an invaluable source of fuel-based elements), various moons, and the asteroid belt for precious minerals. The two worlds trade peacefully, agro goods from New Pale for industrial products via Pale, but minerals are needed to support Pale's industrial production more than anything as they have yet to tap their own resources per local government regulation.

To this end, a Mining Guild has been established, with offices onboard orbital stations on both worlds. This Mining Guild is overseen by Pan Galactic Conglomerates, a large business that is poised to become the first "Mega-Corporation" (which actually happens by pf37). The Guild charges a flat rate of 5000Cr per officer grade or 25,000Cr per vessel, whichever is greater, for annual dues. In addition they recieve 5% of the sale of ore to Pale's industrial complexes. It is deemed fair, but there are those that believe otherwise...

As such, the Guild has influence over local militia craft from both worlds (who perform inspections on inbound cargo and may alert the Guild of non-guild members attempting to deliver ore). The Guild keeps a generous fleet of armed civilian craft on hand in order to "influence" membership. Still, there have been numerous blockade runners that have successfully transported ores to Pale's station or surface, albeit at the cost of bounties offered by the Mining Guild for preventing future occurances. As such, several piracy factions exist and have been ransacking shipments in order to deliver them in their own transport vessels under the guise of legitimate Guild memberships. Suffice it to say, Streele, Inc. has publicly decried the Mining Guild as a menace to peace and prosperity within Truane's Star.

This tension between Streele's production facilities and the Mining Guild opens the doors to many scenarios of oppostion, both on the ground and in deep space (this also defines future tensions between these two future mega-corp rivals). Jonathan Streele III has only recently assumed the helm of Streele, Inc. and continues to run the business under the successful model that his forefathers have instilled, but the pressure applied by the Mining Guild could be enough to tip Streele's hand with creative yet shrewd attempts at dodging the Guild's efforts.

While the discovery of ion drives and void travel is an older one, atomic drive technology is still a long ways off and despite the possiblity of outer system vessel encounters (as well as non-human core four races present), Truane's Star is isolated enough to allow for many "homegrown" scenarios that are predominantly human in nature. That is not to say a Dralasite, Vrusk, or Yazirian character can't be incorporated...but those three can expect moderate to severe racial tensions amongst the human settlers in Truane's Star, who have grown accustomed to the quiet life in the far reaches of the Frontier.

More so when you consider that the discovery of Dixon's Star predates Truane's by a mere twenty years, and after all this time Laco is still an outpost world. With Truane's Star nestled deep in the pocket of the Xagyg Dust Nebula (Zebulon has yet to be discovered), this affords the citizens of Pale and New Pale a large degree of isolation which was initially welcomed, but has now proven to be their undoing.

Frontier Map (as of 100 PF)

Araks, HentzYLI0.7025yellow
Athor, YastYLA1.0215orange
Cassidine, Rupert's HoleHMIA0.9020orange-yellow
Triad            *MI1.1130 
Dixon's Star, Lacon/aO(E)1.4160green-yellow
Dramune, Inner ReachDLAI0.8120orange-yellow
Outer Reach     DO(IR)1.0535 
Fromeltar, GrothDLA1.2045yellow
               Terledrom        DMI1.0360 
Gruna Garu, HargutYLR1.1120yellow
K'aken-Kar, Ken'zah-KitVLA0.9025red-orange
K'tsa-Kar, Kawdl-KitVLE0.7030yellow-orange
Madderly's Star, KdikitHLIA1.0530yellow-green
Gran Quivera
Theseus, MinotaurHMI1.2015yellow-orange
Timeon, LossendHO(RI)0.7070green-yellow
Truane's Star, Pale*(H)MIR0.9355orange-yellow
                    New PaleHLA1.4020 
White Light,                H                   MR                  1.0             0              50       red-orange

Pale's colonizers are predominantly human but due to profitable business operations, many Dralasites, Vrusks, and Yazirians are migrating towards this corner of the Frontier.

Note that as of pf:100 the systems of Scree-Fron and Zebulon had yet to be discovered. Populations aren't as large as AD or Zebulon's Guide listings either, as the Frontier continues to expand...


100 PF Era Space Ships

This document contains KH specs for 100 PF era ships, both system ships and star ships. Note that atomic drives are still in the research stages and as such will not become available for quite some time.

Ships listed in the project that are applicable to this era include the following:

Aquilian Starling
C-37 Courier*
Fair Trader/Fast Trader*
Light Freighter
Merchant Courier
P/T-250 Stratus class transport*
PGC Gunned Scout
Scout Ship
ST-260 light freighter

ARC-71 Intruder heavy fighter
Assault Courier
PF-4 Mage Star*
PF-5 Shadow Star

* design is copyright via another property and merely adapated for SF with minimal changes

More to come as they are uploaded...

Plot Hooks

Despite the pocket-kingdom nature of Truane's Star, not all is happily ever after in this system. At 100 years of age, Truane has not completely matured as an interstellar society (even though a vast majority of its citizens have migrated here from other worlds, with just under half of the current generation being home grown).

Streele, Incorporated is a young fledgling company that has just entered its third generation of business ownership. Jonathan Streele III is acting CEO with his father "Johnny Junior" still residing on the board as a consultant. Grandfather John Streele (Sr.) is alive and well, enjoying his retirement years in luxury having formed this thriving business and enabling its growth.

Below you will find some of the more common plot hooks to create adventures around.

1> Streele, Incorporated

Streele, Incorporated (Streele, Inc. or SI for short) has been in business for just over 90 years, starting off as a small operation on Pale and expanding rapidly into other worlds. Currently they have offices on both Pale & New Pale as well as Gollywog, Gran Quivera, Hentz, Ken'zah-Kit, Laco, Lossend, Minotaur, Terledrom, Triad, and Yast (not to mention most orbital stations around the Frontier). Only Pan Galactic Conglomerates has them beaat, with an office on every world larger than an outpost. In that regard, only SI has interests on the two outpost worlds (Laco and Lossend), but rest assured PGC has eyes on both worlds.

Within Truane's Star, Streele Incorporated is it. There is no other business with a stronger foothold. Pan Galactic has established a Mining Guild to regulate the major trade within the system, but their fledgling offices on Pale & New Pale are, well...quite "pale" by comparison. Despite this, PGC has established themselves as a corporate antagonist to Streele in their home territory.

Three generations worth of Streeles have led the company this far, although John III finds himself in the precarious position of contemplating shrewd practices to stay ahead of the threat that PGC has positioned in their back yard.

Jonathan Streele III

Jonathan Streele III has recently assumed the mantle of corporate executive officer over Streele, Incorporated. His grandfather founded the business under morally strong business ethics just over 90 years ago following the initial colonizing of Pale. That business model seems to have worked rather well, seeing as Streele, Inc. eventually expanded with offices in New Pale and also owns the spaceship construction center orbitting Pale which is capable of producing ion driven starships (but for the most part is entrusted to build the system ships in use within Truane's Star).

Growing up under a large corporate business afforded a well rounded education for John. He adapted to the technological field quickly, but also studied under private security forces and developed a high degree of self defense, attaining near-master status in martial arts and hand to hand combat. Pity the street thug who tries to mug him!

Mining has become the most profitable business venture in Truane's Star, supporting Pale's industrial factories which enables efficient trade with New Pale's abundant agricultural resources. However, the establishment of a Mining Guild in recent years has become a slight deterrant to Pale's industrial complexes, as miners have begun to charge more for their ores due to membership fees. More expensive resources translates to more expensive industrial goods which translates to more expensive agricultural goods.

The Guild maintains a fleet of patrol craft to enforce member dues, and their influence has been known to affect local militias of both worlds. The Guild has offices aboard both orbital stations and answers to Pan Galactic Conglomerates, who foversees the project. John has recently issued a press statement by publicly defining the Mining Guild as a menace to peace and prosperity within Truane's Star.

John continues to run Streele, Inc. under the successful model that his forefathers have instilled, but the pressure applied by the Mining Guild could be enough to tip Streele's hand with creative yet shrewd attempts at dodging the Guild's efforts.

If you have a problem with the taxation from PGC, if no one else can help, and if you can find them, maybe you can hire on with the SI team. 

2> Pan Galactic Conglomerates

Pan Galactic has established a stranglehold on their rival in their homeworlds va teh establishment of a Mining Guild. With the discovery, refining, and transport of minerals being the chief source of income in the system, regulating the activity seemed to be the best bet to down play the up and coming business. Unfortunately for Streele,'s working. While the civilians subject to such regulation don't mind the small fees and tariffs, it forces a higher resale value unto the factories on Pale that need these valuable minerals for industry and production.

While PGC retains an overall image of being the "good guys", the captains of industry are quick to pronounce them as otherwise.

3> Mining: The Heart of All Operations

Anyone opting for this field ill have no trouble finding work. Solid income is practically a guarantee, what with the demand for resources that gets all trade moving in Truane's Star. Whether you're a ship captain or a lowly excavator, you will make aliving in this field. Of course, you'll be approached by representatives of the Mining Guild...ensuring that your dues are paid up and that your tariff is being met with each sale of your goods. Most miners pay little mind to the Guild, they tend to be quite content since they're at the root of the business model and have guaranteed work so the fees are more than reasonable.

4> Independent Haulers

This field is also not readily on the books, mostly because anyone in this profession simply refuses to pay the dues thus getting entered into such books. The independent haulers dodge the Mining Guild and risk life & limb to ferry their loads to the trading centers in need of their cargo. Smuggling, forgery, blockade running, cons...these are the trades you'll need to master if you wish to make a go of it in this field. If you can manage it, then you stand to make a better profit with your unregulated & untaxed loads. One thing is for sure, you need to be faster and more maneuverable than the Mining Guild and local militia vessels that are hot on your tail. You'll need excessive modifications to your ship and you'd better have it in top working order, because the eager recipients are waiting with cash in hand for what you're carrying.

Naturally this field can also be explored by those few wildcats that own a mining operation wishing to operate outside the jurisdiction of the Mining Guild. The same rules apply, you really need to know the ins-&-outs of avoiding the GUild representatives.

5> Enforcers

Mercenaries, men-at-arms, soldiers of fortune, private security...there are dozens of names for this profession but they all do the same thing: protect their employer's interests.  Streele and PGC pump a lot of credits into this field to ensure their individual concepts of "business as usual." There is no need for loyalty here, your only allegiance here will be your paycheck. If you have any inkling of value or moral toward one side or the other, you'd best be sure to be working for that particular side.

6> Pirates & Privateers

Part A --- Privateers While completely legal, both Streele and the local governments on both worlds in Truane's Star have soiled their hands by effectively commissioning what could only be described otherwise as piracy. The officers entrusted with such contract have been given explicit instructions to leave any local TS vessel or business alone, any other incoming traffic is fair game. After all, the Mining Guild only taxes the locals, visiting merchants (particularly those under PGC contracts) are immune to the Guild.

As such any civilian ship owner who has grown tired of the taxation by the Mining Guild can find work with the governments of Pale or New pale, sanctioned of course by Streele, Incorporated. Tackling inbound craft and relieving them of their merchandise is a profitable business, more so when the bounty hails from any PGC craft...bonuses have been offered for such "acquired" merchandise.

Part B --- Pirates The down side to this, of course, is the romantic attraction to full fledged piracy. While the occasional freebooter can be encountered within Truane's Star, ultimately they are snatched up by one of the two pirate factions battling for this ripe territory: the Star Demons and the Lonely Knights. Of those two, the Demons are the dominant presence insystem, under the leadership of Lucifer "the Star Devil" Yurak. Not much is known concerning Lucifer, although reports have him aged somewhere between 70-90 years and augmented with bionic hardware and wetware alike to help stave off the effects of age. Members of his organization are readily recognized by a tatoo or arm patch featuring a red demon holding a pitchfork..some of which are also sporting rockers or banners above and/or below. While there has not been an established pattern to the rockers and banners, it has been theorized as signifying rank or seniority.

The other faction, the Lonely Knights, are a bit more "agreeable". While the Demons willingly attack any and all craft they encounter, the Knights live by the basic code of "leave the locals alone." Basically speaking, the Knights have gone from privateers that were rewarded for their obtained cargoes to getting full market value for the offworlder loads instead. While the planetary governments frown on this, at the same time it keeps the Guild at bay. While the traders willing to deal with pirates tend to low-ball the loads being offered by the Demons, they willingly pay fair market value to the Knights. Little is known about the leadership within the Knights, however one of their members has recently signed on as a privateer, being a former hot shot fighter jockey serving under the Lonely Knights and hired muscle under PGC prior to arriving in Truane's Star...Robert "Razor" Kitridger has just consigned a government sponsored vessel that recently began construction. He has spent some quality time behind closed doors at SI and government offices alike.

If the pirate's life is for you, you'll have little trouble earning a living with any of those three outfits.

Arrr! The Star Demons be Scuttlin'...

What happens when former members of the most notorious hovercycle club learn the art of spacing? They don't become law abiding spacers, that's for sure. While it is not publicly known who founded the group, one man has quickly risen through the ranks to lead them: Lucifer "Star Devil" Yurak. While most prospective recruits can find work aboard their craft, if you want to command one you need to acquire it all on your own...and purchasing simply takes too long.You will also need to know how to retain command as well, because you aren't the only one interested in calling the shots.

Privateer Captain in Need of a Crew

Captain John Knightrazor (formerly Robert "Razor" Kitridger) has just commissioned a brand new light system transport design from Streele, Incorporated's para-military division.

The SS Aquilian Starling is a light freighter purpose built system ship intended to serve as a licensed privateer under Pale's government, intended to wreak some havoc against Pan Galactic Conglomerate and their Mining Guild.

Captain John is a former pirate who served as a fighter jockey under the Lonely Knights faction. He will not discuss this with his potential crew members, at least not right away...there are several reasons he opted for a legal name change with his new career. 

Suffice it to say the new ship is a drastic change in pace. A pair of laser batteries offer a long range 360º punch that he didn't enjoy with the limited shorter range forward weaponry of a fighter. As such a pair of decent gunners will be a vital addition to the crew, and some technical know-how will also be a boon to keep the vessel running properly.

Aquilian Starling

Privateer (pf:100 system ship, owned by Robert Kitridger)

HS:4  HP:24  Powerplant: 3 SC Chemical A  
ADF:4  MR:4  DCR:25  Crew: 3-8
Armament: LB(x2)
Defenses: RH
Comm/Detection: SubSpace Radio, Radar, Intercom, WNB
Misc Equipment: Streamlined, Light Armor, Back-up LS unit, Mk-X5 fuel tankage

COMPUTER   ( LVL:6  fp:237  Mass/SP:1000kg/600 )

Alarm (3) 8
Analysis (3) 8
Astrogation (2) 8
Bureaucracy (3) 12
Commerce (1) 4
Communication (1) 4
Computer Lockout (5) 32
Computer Security (4) 24
Damage Control (3) 12
Drive - Chem A (1) 4
Industry (1) 4
Information Storage (1) 3
Installation Security (5) 64
Laser Battery x2 (1) 2 x 5
Life Support cap:8, x2 (1) 2 x 2
Maintenance (3) 12
Robot Management (4) 24

Cargo Capacity: 2 (Main:1.25, Forward: 0.25, Aft: 0.5)
Crew Accomodations: 3 bunk cabin, double suite
Passenger Accomodations: 0
Ship's Vehicles: AWD Ground Car, Ground Cycle
Fuel: 180u S-Ox ( +3 x 12u ExTanks)
Max Safe Velocity: 30 (+6)

The MAIN DECK features a two person helm, 6 person bunk barrack, two person suite, all adjacent to the crew lounge/computer which doubles as the forward hold. A ladderwell runs up to the dorsal gun and down to the main hold & ventral gun. A fresher fills the gap behind the bridge accesway and a shower unit flanks the ladderwell. Fore of the crew lounge are the forward "mandibles" featuring most of the avionics, communication, sensors, and electronics. Aft of the crew lounge is the engine room, with RCS thruster banks, generator & power relay station, life support equipment (including water tank and purification plant) and work stations. Starboard of the lounge is the cargo loading dock and boarding ramp, along with a defensive anti-personnel gun. The aft hold is adjacent to the loading dock.

The LOWER DECK is comprised of the main hold w/loading ramp and access to the landing gear. To port is a computer maintenance shaft that connects the main computer to the helm. Below the Main Hold is the ventral gun position.
A cross sectionof the ladderwell details the deck arrangement. Note the gunnery positions boast lower cielings, minimizing aerodynamic drag and producing only mild comfort issues when not seated at the command chair.

Revised Equipment Lists

Many items from the standard game were significantly different 100 years before the founding of the UPF. These items have been reclassified to match earlier technology as it might have been in this period. Some items have yet to be invented. Some are in the prototype stage, and others have been recently released.

The breakdowns below detail the specifications of computers, robots, weapons and body armor, standard equipment, and spaceship equipment. Aside from new specifications, normal AD & KH rules still apply except where noted.

Also note that all specs and prices given are according to Pale/New Pale technology and economics, as unified under Streel Incorporated. Mining Guild/PGC equipment will vary from these lists.

KH Equipment Specs

This section will define various spaceship equipment and rulings specific for this time period, as specified by the Streel, Inc. owned starship construction center located orbiting Pale (considered as a Class:III SCC).

Detailed here will be drives, weapons & defenses, and miscellaneous equipment. Related KH computer programs are covered in the COMPUTER section found one page back.

Drive Systems

Two types of propulsion are available during this era: chemical rocket drives for system ships and ion drives for starships. As of 100 PF atomic drives are merely in the reasearch phase and will not be made available to the public for at least another few decades.

Chemical Drives

Chemical drives burn solid oxygen, available at any docking station or SCC at the cost of 5Cr per unit. Fuel cost is doubled when taking off from a planetary atmosphere (based on stock fuel capacity only), and external tanks must be purchased for such duty. One external tank is required per drive in order to double the fuel capacity, price of the external tank is 250Cr per unit plus fuel. Tanks can be retained and refilled rather than disposed with no penalty, or removed and stored once docked at a space station. Note that when taking off from a planet, the entire external fuel supply is utilized in order to reach orbit (speed:0 hex/turn) and then the main supply is used for space travel.

As such, a ship equipped with chemical drives will have a maximum safe velocity, which can be calculated by figuring half the fuel capacity allocated per drive divided by the fuel consumption rate. This figure represents the number of 10,000km hexes the ship may travel per turn when using the fold out map from the KH boxed set. Note that if a ship accelarates beyond this maximum safe velocity, it will not have enough fuel to decelerate at its destination.

MSV = ½fuel capacity / FCR

Internal fuel capacity can be upgraded up to ten times times in sequence, doubling the cost for each consecutive upgrade. The first time costs 1,000Cr and doubles the original fuel capacity per drive, the second costs 2,000 credits and triples the original capacity, the third upgrade is 4,000 credits and quadruples the original capacity. 8,000cr gets you quintuple the capacity, and 16K credits sextuples the capaicty. 32Kcr nets you septuple capacity, 64Kcr octuples capacity, and 128Kcr nonuples the capacity. 256 gets you the maximum decuple (10X) capacity.

Thus, it would cost 15K credits to quinuple the original capacity (five times the capacity). Note that it gets quite expensive at the higher capacities, high velocity comes with a price. External tankage can not be increased, as this is solely for lifting off from an atmosphere. However, ships launching from an orbital station may factor the external tankage into their MSV. It should be noted that anything five times or more will start chewing into cargo and passenger capacity.

Note that the ADF for a ship equipped with the specifed amount and size drives will be 1. This can be increased by a factor of 1 by doubling the number of drives when applicable (no more than eight drives of any type are permitted, so in cases where doubling the number of drives exceeds eight this increase is not possible), which increases fuel capacity and consumption. Also, supercharged chemical drives have been recently made available which increase ADF by a factor of 1, which can be consecutively figured in (re: a ship that requires two A drives can have four SC drives with an ADF of 3). SC Chemical drives are only available through a military contractor and are double the standard price. Note that doubling the number of drives can only be performed once for increased acceleration by a civilian contractor, further doubling will have no effect unless performed by a military contractor. Again total number of drives must be observed for such increases. Due to the high cost of these perfromacne modifications, unless the players are operating under a corporate or military contract, for the most part any chemical thruster powered civilian vessel will have the standard allotment of drives and corresponding ADF of 1. These game mechanics have been introduced to depict what is possible in the absence of atomic drives rather than what is probable for common use.

Also noteworthy is the deck arrangement of system ships. Streamlined craft (available for system ships up to HS:5) will typically have their decks parallel to the main axis so as to permit movement when on the surface. Larger craft will typically (but not always) have the decks arranged perpendicular to the main axis. The bulk of a system ship's travel time will be spent coasting at zero G, as it will spend less time accelerating to the maximum safe velocity (or any other desired travel speed) than it will coasting along to its destination. Larger craft boasting higher fuel capacities will spend a little more time accelerating than their smaller counterparts, and as such at ADF:1 the crew can travel about the craft under such conditions...but once the desired travel speed is reached it will spend the bulk of the trip in zero G coasting.

Also note that if a ship accelerates past 200 hexes per turn, it will enter the void...but this is unlikely to happen on system ship designs considering the enormous fuel capacities and consumption rates. However, assuming if those prohibitive fuel capacity modifications could be made (remember, it would need fuel to decelerate on the other end), it would possible to convert a system ship into a starship. Realize this is merely a theory, not a rule. Also note that even if the theory could be realized, it is much more cost efficient to use the Ion drives for such duty.

EngineSize Fuel Capacity     Fuel Consumption Rate  Cost*
         A12u x HS per drive1u per ADF point expended per drive 25,000Cr
         B24u x HS per drive2u per ADF point expended per drive 50,000Cr
         C48u x HS per drive4u per ADF point expended per drive100,000Cr
* price is the same regardless of SCC size

Ion Drives

Ion drives burn liquid hydrogen (aka L-Hyd), available at any docking station or SCC at the cost of 5Cr per unit. However, an ion drive can burn pretty much any other fuel source incurring a penalty of ½ the base ADF (under most conditions, that translates to accelerating by one hex every other turn unless performance has been modified).

All Ion drives burn L-Hyd at a rate of one unit per ADF point expended. Thus, an interstellar trip would take a minimum of 402 units to complete: accelerating up to the sub-jump velocity of 200 hexes/turn, nudging the craft into the void by accelerating once more, followed by void exit decelration of one, and then resuming normal deceleration of 200 hexes thus coming to a complete stop.

Prototype ion drives are in the works that can scatter the ion field around the ship's entire hull rather than directing it aft as thrust, creating a radar jamming window. However, this hasn't been made available to the public yet as it is still in the experimental stage, there are still a few bugs that need to be worked out. Like the chemical drives, these game mechanics illustrate what is possible rather than no way should a party have access to the modified "window" ion drives.

Engine Size  Fuel Capacity  SCC:I price  SCC:II price  SCC:III price
       A    1,000u  50,000Cr  75,000Cr  100,000Cr*
       B    2,500u  75,000Cr 100,000Cr       n/a
       C    5,000u 100,000Cr      n/a       n/a
* applicable only to Streel, Inc. owned/produced vessels, treat as n/a for any other application 

Weapons & Defenses

There are five basic weapon systems currently in production: laser cannons, omni-directional lasers, rockets, striker missiles, and torpedoes. Rockets and striker missiles can be fired from fixed mounts or omni-directional systems. Torpedoes are relatively new and utilize homing technology and should not be made available to civilians.

Computer programs are detailed in the COMPUTERS section, and are only listed here as some systems use a variation of the program.


WeaponRangeDamageRestrictionsDTMCombat Table EquivilentMHSprogramsize, m3Price
Forward Firing Rocket Launchers32d10FF, MPO, LTD-10AR*1FFR (1)1010,000Cr
Laser Cannon (MK 1)41d10FF, RD0LC1LC (1)253,500Cr
Laser Cannon (MK 2)61d10 +5FF, RD0LC5LC (2)507,500Cr
Laser Cannon (MK 3)92d10FF, RD0LC10LC (3)7015,000Cr
Laser Turret41d5FF, RD0LB2LB (1)254,000Cr
Laser Battery81d10FF, RD0LB4LB (2)305,000Cr
Rocket Battery32d10LTD-10RB5RB (2)4010,000Cr
Striker Missile Rack41d10 +2FF, MPO, LTD-20AR1SM (1)55,000Cr
Torpedo43d10MPO, LTD-20T5T (1)8020,000Cr
Warhead Launcher Turret4SMMPO, LTD-10AR4WL (2)3010,000Cr
* no head-on bonus

ProjectileSize, m3Cost
Rocket Salvo102,500Cr
Striker Missile52,500Cr
Rocket Salvos may be loaded into either FFR launchers or Rocket Batteries, Striker Missiles may be affixed to SM racks (2 per rack) or Warhead Launcher Turrets (up to six per turret).


Defenseprotects againstMHSsize, m3Priceprogram
Reflective HullLasers1n/a300Cr x HS --
Masking ScreenLasers4155,000Cr --
ICM Launcher*Projectiles51510,000CrICM (3)
*An ICM launcher holds up to two missiles

Defensive System Consumables
Itemsize, m3Price
MS charge (water)25varies
Interceptor Missile51,000Cr


Computers in 100 PF weren't as powerful as the modern day versions in the Alpha Dawn/Knight Hawks rules. The mainframes were larger in size and had smaller memories, and programs took up more memory space.

As such, it is very easy to max out a mainframe computer when creating the specifications compared to normal modern day grade stats. Because of this, multiple linked mainframes may become neccesary to accomplish what a single modern mainframe would normally do. In order to interlink multiple computers, a Bureaucracy program will be needed at a level equal to the number of computers linked (of course if a higher level Bureaucracy program is called for to link several programs, the higher level program will apply). If more than six computers are needed, a second program must be added after the level 6 program is utilized (re: you must have a LVL:6 program and a new program for additional mainframes, rather than using a level 4 and a level 3 program). The Bureacracy program must be loaded into each mainframe that will be linked, hence if two mainframes are linked each must have an individual LVL:2 Bureaucracy program loaded.
LEVEL  function pointsMass(kg)/SP 
    1           1-7           5/2
    2          8-15         10/5
    3         16-35       25/15
    4         36-75      120/75
    5        76-150     350/250
    6       151-300    1000/600

AD Computer Programs - fp per level (all programs cost 500Cr x fp)

Program 1 2 3 4 5  6
Bureaucracy312 244896
Commerce416 3264128
 Computer Security312 244896
 Industry416 3264128
 Information Storage312 24 4896
 Installation Security416 32 64128
 Language216 3264
 Law Enforcement510204080160
 Life Support510204080160
 Robot Management 3612244896
 Transportation 48163264128

KH Computer Programs - fp per level (all programs cost 500Cr x fp)

Computer LockOut248163264
Damage Control3612244896
Drive - Chemical4816------
Drive - Ion----163264--
Interceptor Missile----16------
Forward Firing Rocket4----------
Laser Battery510--------
Laser Cannon4816------
Rocket Battery--8--------
Striker Missile5----------
Warhead Launcher--10--------

Miscellaneous Special Purpose Programs

Agriculture  1/4
AtmoProbe  2/6
Cargo Arm  2/6
Guidance/Analysis 3/12
Laboratory (any) 3/12
Landing Drone 3/12
Mining - Excavation  2/6
Mining - Processing (OPL) 4/16
Mining - Processing (MR) 4/24
Remote Probe  2/6

Astrogation Equipment - price of equipment & program
Ship TypeEquipmentProgram LVL/fp
Shuttle    500      1 / 4
System Ship   2,500      2 / 8
Starship   7,500      4 / 32
Starship, Deluxe  50,000     6 / 128
an equivilent level Analysis program is required for Astrogation

Life Support - price of equipment & program
Number SupportedEquipmentProgram LVL/fp
1-21501 / 1
3-62501 / 2
7-124501 / 2
13-207501 / 3
21-351,2501 / 3
36-602,5001 / 4
61-1004,5001 / 4
101-2009,0001 / 5
201-50015,0001 / 5
501-100030,0002 / 10
for every 1000 additional beings double equipment price and use the next level LS program

ROBOTS (work in progress)

Robots also aren't quite as advanced in 100 PF although they still follow most of the rules pertaining to modern play. Anthropomorphic bodies are a rarity as are certain other modern modifications. For the most part the automatrons are completely electric, although some of the heavier chassis models (heavy duty track mobile type bots) can be found with a gas engine powering the drivetrain.

Robotics list TBA

VEHICLES (work in progress)

Vehicles are significantly different in 100 PF. For one thing, internal combustion engines are still somewhat common, what with uber-efficient electric motors only making the scene in recent decades The civilized worlds of Truane's Star are not ready to give up the performance from their gas burners, which have progressed to decent efficiency without much in the way of resulting pollution like their predecessors were so guilty of. The gas engines burn "clean fuels" such as hydrogen and propane. However, the occasional petroleum burning engine can still be encountered from time to time, usually in the hands of antique enthusiasts following the strict regulations of such vehicles.

List of vehicles TBA

Weapons & Armor

Ranged Weapon Table

Weapon Price Mass Damage Ammo SEU Rate Defense PB E 
Stun Gun  400   2stun* PowerClip  A-S412------ 
Laser Pistol   500   5d10/SEUBeltpack 1-5 Albedo 15 40 75 150 
Laser Rifle 1000  10d10/SEU Backpack 1-10 Albedo 10 30 80 150 300
Heavy Laser 6000  50d10/SEU Parabattery 10-20 1Albedo -- 75 350 750 1500 
Automatic Pistol   150   2d10/3d10 20 rounds -- 1/5 Skein 12 25 60 120 
Automatic Rifle   250   4d10/6d10 20 rounds -- 1/10 Skein 25 50 120 240 
Sniper Rifle  200   45d10 5 rounds --  1Skein 50 100 200 400 800 
Machine Gun  1800  208d10 100 rounds -- 10 Skein 15 50 150 300 600 
Gyrojet Pistol   150   22d10 9 rounds -- Skein -- 30 60 125 
Gyrojet Rifle   250   53d1012 rounds -- Skein -- 560 120 250 
Grenade Launcher    350  +2grenade  1 bullet--  varies -- 10 20 40 80 
Grenade Rifle   600   4grenade  1 bullet--  varies -- 20 40 75 150 
Rocket Launcher 4200  1512d10 1 rocket--  Skein -- 50 150 350 750 
Grenade, Doze   Sleep -- -- STA 10 15 25 50 
Grenade, Frag  7d10 -- -- RS 51015 25 50 
Grenade, Incindiary   3d10 + d10/3 turns -- -- 1RS 10 15 25 60 
 Grenade, Smoke  -10 to hit -- -- IR** 10 15 25 60 

* Roll current Stamina or less to avoid sleep or stun
** lnfra-red goggles will allow the wearer to see through smoke

Melee Weapons

Brass Knuckles1d10--Skein------5
Electric Sword4d10/stun*+10--/A-SPowerClip2/hit275
Pistol Buttd10-10Skein--------
Pole Arm4d10-10Skein----420
Rifle Butt2d10-5Skein--------
Spray Hypospecial**-20STA----15

* If set on stun, the target is stunned for d100 turns unless he rolls his current Stamina or less on d100. Stuns have no effect on anyone with an anti-shock implant.
** The effect depends on the drug used; see Skills; Medkit

Truane's Star system brief

SYSTEM NAME: Truane's Star
STAR COLOR: Red-Orange (G7)



 3 - Dan, Joe, & Sven 

CLIMATE RANGE: varies with elevation, seasonably cool to warm and varying climates ranging from dry to humid 
ATMOSPHERE: 57% nitrogen, 26% oxygen, 17% carbon dioxide
GRAVITY: 0.9032 

  11,175 kilometers 

LENGTH OF DAY: 54 hours, 53 minutes 



Humans were the primary settlers on Pale two centuries prior to the foundation of the UPF. Originally located in the far corner of the Frontier and in conjunction with a self-supporting neighbor (New Pale, see below) and aggressive mining campaigns, Pale rapidly became home to significant populations of all of the Four Races.


No native animal life has been discovered on Pale beyond various flora and fauna. Much of the planet is covered with vegetation, but all of the plants would be considered "primitive" by most standards. Lichens, mosses, algae and ferns are the most common types.

PLANET DESCRIPTION: (Physical and Geographical Aspects)

Pale is a mountainous world occupying the third orbit from the sun.

PLANET DESCRIPTION: (Political and Cultural Aspects)

All of Pale is ruled by a single government. 


New Pale

MOONS: none 

CLIMATE RANGE: Warm temperatures and humid throughout 
ATMOSPHERE: 55% nitrogen, 31% oxygen, 14% carbon dioxide
GRAVITY: 1.3907 

  15,927 kilometers 

LENGTH OF DAY: 20 hours, 9 minutes 


Humans were the primary settlers on New Pale shortly ater Pale was settled. Even today they are still the primary inhabitants


Native animal life on New Pale consists mostly of cattle and livestock. Much of the planet is covered with vegetation, most of which can be harvested for food. The rich soil permits all forms of agricultural growth, from fruits and vegetables to grains to livestock.

PLANET DESCRIPTION: (Physical and Geographical Aspects)

New Pale is a flat world with seemingly endless rolling plains orbiting fifth from the sun.

PLANET DESCRIPTION: (Political and Cultural Aspects)

All of New Pale is ruled by a single government. 


Cygnus Omicron

a tanker departing from Cygnus Omicron
CLIMATE RANGE: too hot for supporting life
ATMOSPHERE: 55% hydrogen, 23% helium, 21% methane, 1% trace gases
GRAVITY: 2.3194 

  112,489 kilometers 

LENGTH OF DAY: 144 hours, 23 minutes 





PLANET DESCRIPTION: (Physical and Geographical Aspects)

Cygnus Omicron is a gas giant, occupying the fifteenth outermost orbit nearly 1.5 billion kilometers from the sun.

PLANET DESCRIPTION: (Political and Cultural Aspects)

Numerous artificial satellites have been established around Cygus Omicron, each bearing a number to designate their order of construction. These satellites mostly serve as way stations to gas miners who extract the hydrogen via skimming the atmosphere with intent to sell to the refineries located within the inner orbits, although at least one has been established as a defensive point to protect the raw gas.

Cygnus Omicron 9 at dusk
( artwork courtesy of Aethelwullfe at forums )