EQUIPMENT

Equipment!

AMMUNITION

Beam Weapon Ammunition 

Powerclip. The standard 20 SEU powerclip is a sturdy plastic box about the size of a cigarette pack. A powerclip will fit any weapon that can use a powerclip. Players must keep track of how many SEU are in the clip. Powerclips can not be recharged. 

Power Beltpack. A power beltpack is a 20 cm x 8 cm x 5 cm plastic box that attaches to a character's belt. It comes with three different powercords that can be plugged into three distinct outlets in the side of the unit. One port is for weapons, one is for screens and one is for auxiliary equipment such as scanners or radios. Only one weapon and one screen can be plugged into a beltpack at the same time. Beltpacks can be recharged at a cost of 5 credits per 1 SEU recharged. Recharging can be done at any weapons shop, hardware store or fuel station. 

Power Backpack. A power backpack is worn on a harness that slips over the shoulders. Special adapters are available for Dralasites at no additional cost. A backpack has two weapon ports, one screen port and three auxiliary ports. Only two weapons can be connected to the same backpack. Backpacks can be recharged for 5 credits per 1 SEU recharged. It takes two turns to plug in or unplug a powercord from a power backpack.

BEAM WEAPON AMMUNITION TABLE
Ammo Type
Cost (Cr) 
Mass (kg) 
Energy/Rounds 
Power Clip 
100 
-- 
20 SEU 
Power Beltpack 
250 

50 SEU 
Power Backpack 
500 
10 
100 SEU 


Projectile Ammunition 

Bulletclip. A bulletclip is a plastic, spring-loaded rack of bullets, 5 cm x 2.5 cm x 15 cm. It holds 20 bullets for either an automatic pistol or rifle. Rifle and pistol clips are not interchangeable. 

Needleclip. A needleclip is a drum-shaped canister 10 cm in diameter and 5 cm thick, It holds 10 clusters of needles. Two varieties of needles are available: barbed and anesthetic. Rifle and pistol needleclips are not interchangeable. 

Machine Gun Belt. Machine guns use a disintegrating belt of 200 bullets (nothing is left of the belt after all the bullets are fired except individual shell casings). If someone is working with the firer, ammo belts can be linked together so the gun can keep firing without stopping to be reloaded. 

Recoilless Rifle Shell. A recoilless rifle shell looks like a 15 cm long artillery shell. It is essentially a giant bullet. 

Gyrojet Ammunition 

Jetclip. Jetclips are loaded with 10 miniature rockets. The clip is inserted into the weapon's ammo chamber in front of the trigger. Pistol and rifle jetclips are not interchangeable. 

Grenade Bullet. A grenade bullet looks like a shotgun shell. It is used to launch a grenade from a grenade rifle. It has no effect if fired without a grenade. 

Grenade Shell. A grenade shell looks like a mortar round. It must be loaded into a grenade mortar in order to fire a grenade. 

Rocket. Rockets are 25 cm long cylinders, with no fins. The rocket’s exhaust is vented out the back of the launcher when fired. Anyone standing directly behind the launcher will suffer 5d10 points of damage from the blast. 

Archaic Weapon Ammunition 

Arrows. Arrows can be bought in quivers that contain 20 arrows. Characters with Environmental skill can make crude arrows in an emergency. 

Powder and Shot. One package of powder and shot includes 20 lead bullets and enough black gunpowder to fire them.

DEFENSES

Defenses

Security Skeinsuit

Security Skeinsuit
Cost     150Cr
Wgt      1kg
Energy   25 points
Defense  Ballistic/Melee

Whereas the military skeinsuit is camouflage and appears very militant, and civilians who can afford it wear normal-looking clothes inlaid with the same protective layers, security personal tend to wear something in between. Local police, star law officers, and some espionage agents tend to purchase a security skeinsuit.

Security Skeinsuit
Security skeinsuits are function over form. They are not designed to help hide the character like a military suit, nor are they designed to conceal their existence, such as a civilian suit. Instead, they consist of overlapping layers of kevlar and other ballistic cloth. It is generally gray, occasionally black, and is light weight.
Security Skeinsuits protect against ballistic and melee attacks, just as a military or civilian skeinsuit does. Half the damage affects the wearer, the other half gets absorbed by the suit. The suit continues to help the wearer until it has absorbed 25 points of such inertial damage, then is too ripped up/damaged to continue protecting its wearers. This can happen pretty quickly, even in a small fight, so Security Skeinsuits are generally designed to require replacement after a good fight, thus their inexpensive nature.

Stealthskin

Stealthskin
Cost 80 Cr
Wgt 1kg

Sometimes direct protection against physical or energy damage isn’t as important as just avoiding detection. The best defense for an attack is simply not to be attacked.

Stealthskins are made of a special fiber that makes no noise when it rubs together. It is silent, even to the enhanced hearing of some races. Robotic devices or technologies with advanced hearing sensors will not even hear it rub together.
Stealthskin
The Stealthskin is only effective when worn alone – no other clothes, no skeinsuit, no screen. When wearing the Stealthskin, the character is fully encased in a single piece of dark black fabric, stretching from top of his head to his toes. Even his face is covered. A single strip of specially-made non-reflective synthetic transparency runs across the eyes, allowing the wearer to see out quite easily. Many tiny stretchpockets exist along the thighs, waist, and arm, to give the wearer a place to place gear where it won’t rub or bounce or touch other equipment he carries.

The Stealthskin fabric is quite stretchy. It allows for the unusual shape-shifting abilities of a Dralasite to function normally. Additionally, the suite can be purchased to accommodate the wing membranes of a Yazirian or the unusual shape of a Vrusk, but when purchased for one of these other races it can only be worn by members of that species.

Benefits. When wearing a Stealthskin, the character is permitted to use the Stealth and Concealment subskills of the Environmentalist skill as if he were a Level 1 Environmentalist. If the character already has the Environmentalist skill, he can make amazing use of this fabric and gets a bonus of +10% to both of these skills.

If a character sustains more than 25 points of personal damage, or is encumbered with gear (carrying more than half his STA score in kilograms) the Stealthskin no longer provides these bonuses.

GENERAL EQUIPMENT

General equipment.

Autodoc

AUTODOC 
Where is a dang medic when you need one? Are you tired of having to hire medics all the time to keep adventurers on the top side of the soil? Are you tired of their selfrighteous know-it-all attitude? Who is a medic gonna call when they get shot? Well look no further. Just dump your shot-up buddy in the autodoc, and it will fix him right up. Got a bad hangover? A sunburn? or even a dismembered leg? Just hop in the autodoc. No job is too small or too big. 

The Autodoc or "Coffin" is a level 6 autonomous medical robot that can provide most services that a medical professional can provide. The autodoc consists of an airtight capsule, where the character is placed. It is usually made of glass for observation. It also has built-in storage for instruments and storage for drugs and gases used during procedures. 

USING THE AUTODOC 
The injured or sick character is placed inside. The autodoc assesses and diagnoses the problem. Then administers the appropriate treatment. The autodoc will sedate the character during treatment. They will be totally unconscious during any procedures. 

A character that has not gone below -30 stamina can be placed in the autodoc. They will be stabilized and field surgery will be performed. The auotdoc makes a skill check for each treatment of skill level of 6. It will first do a diagnosis. Then it will determine whether first aid, minor surgery or major surgery is needed to heal the character. 
AUTODOC
Characters who are poisoned or infected: a skill check of controlling infection then cure disease will be administered. The character will not be released until all Stamina points are restored. 

A maximum of 20 stamina points per day can be restored. The autodoc artificial intelligence can be convinced to modify treatment or to release a patient early if there is a legitimate reason. (i.e. The ship will blow up, or there is another patient that will die.) Of course this is up to the Referee’s discretion what type of logic or personality the doc will have. 

If the character has sustained a dismemberment of arm, leg, finger, etc. the part can be put into the autodoc for reattachment. Success on this varies. 

If any skill checks fail for treatment the autodoc will instantly put the patient in a freeze field. It will not release the freeze field until the patient is brought to an advanced facility for treatment. 

Autodocs are species-specific or can be modified with software and instruments for other races. 

Autodocs can be used singularly or can be run in a succession of several capsules. They were used to good effect in the first Sathar war. The Marine carrier ship Januus used an autodoc with a series of 200 capsules on board for emergency battle treatment. 

The autodoc will give a complete diagnostic of the character in its care and give the time for treatment and causes etc. It can also provide an autopsy of a dead character. These are provided through voice or by printout. The autodoc will converse with the characters to discuss treatment (provide options, etc.). 

POWER AND STRUCTURE 
The autodocs usually have a constant power source (such as a permanent installation, starship or a large vehicle), although a parabattery or generator can be used. The power usage is 20 SEU per day. The 'doc can be temporarily disconnected from the main power source and moved. Provided another power source is connected within 10 minutes. It is completely sealed and is insulated from adverse weather and the vacuum of space. 

The autodoc can withstand 100 points of damage before it will not operate. If the doc has sustained damage the capsule will remain locked. It will take a tech to defeat security or another 30 points to the locking mechanism to get at any patients. 

MAINTENANCE 
The autodoc must have a power supply to operate. The autodoc can heal up to 500 stamina before it needs an overhaul. This will cost 1,000 credits, and must be done at a major hospital.

Autodoc. Cost 50,000, Extra capsules 10,000 (can add up to 10 capsules to one doc.), Comes with software for 1 species. Additional species programs and equipment are 5,000 ea. Size: 1.5 meters x 2.5 meters x 1 meter tall, Mass: 200 kg.

Duraraft

Duraraft

Cost 90 Cr
Wgt  3kg
Duraraft
This tiny 3kg pouch-sized kit can be inflated (automatically when activated) into a fully-functional four-man raft. It takes about five minutes to inflate, and a similar amount of time to deflate.

When deconstructed and properly stowed, it fits in a small pack that straps to the thigh for easy transport.

Envirotent

Envirotent

Cost 40 Cr
Wgt  3kg

This tiny 3kg pouch-sized kit can be erected into a small 3-man habitat tent in about ten minutes. It takes a similar amount of time to deconstruct. It can come in a variety of colors.
When deconstructed and properly stowed, it fits in a small pack that straps to the thigh for easy transport.
Envirotent

Jumpboots

Jumpboots

Cost 70 Cr
Wgt --

These appear to be a normal mundane set of boots, rugged-looking and easy on the foot. Concealed in the heel, however, is a tiny explosive charge.
Jumpboots
When the wearer presses certain buttons on the boots, the charge becomes active. When the character jumps down hard on an active Jumpboot, the charge fires, and a concussive blast is heard for about a kilometer. The concussion launches the character into the air and improves his leaping distance by a multiple of 3. After the explosive blast, the boot acts as a normal boot. The charge cannot normally be re-set, it is part of the boots manufacturing process.

Using these boots in combat is not wise, both participants will be knocked 1d10 meters in opposite directions, and both will take 3d10 damage.

Mine Kits

by [[Larry Moore]]
Star Frontiersman #5-p1

These mine kits could be purchased for any type of grenade. Tangler mines are set in place and activated, then have special sensors (see below) to determine when they should detonate. They make fantastic perimeter defenses and non-lethal wards against intrusion.

A mine kit has two parts. First is the grenade itself, which mounts into the kit. Second is the sensory cluster, which act as the method of detonation (replacing whatever “delivery” type the grenade had previously). There are six basic types of tangler mine sensor clusters, as shown below:

Pressure Sensor – This is the standard, classic form of mine sensor cluster. It assumes the mine will be buried into the ground or under debris. It has a simple weight cell that relays analog weight levels back to a central processor, where it compares the detected weight against the sensitivity adjustment set during the setting of the charge. It takes 5 turns to dig, bury, cover, perform a weight tare, calibrate the setting, and conceal. Any creature equaling or exceeding the weight setting will detonate the grenade and be tangled. If desired, the mine’s detonation can be delayed 2 turns after the weight is released, in an attempt to entangle a larger group being followed by a party’s scout who set it off.

Proximity Sensor – This sensor can come in one of two forms: electromagnetic proximity sensor or laser-eye sensor. The electromagnetic sensor detects the presence of an electric field, either a bioelectric field generated by a living being or an activated defense screen (such as a sonic screen concealing the noises of an approaching intruder!). The laser-eye sensor is actually a beam and a receiver, which wirelessly reports data safely back to the mine central processor through a simple radio frequency transmitter/receiver pair. The mine will detonate if it detects the light beam is broken or the signal is somehow interrupted. It takes 2 turns to properly set and calibrate a mine equipped with a proximity-sensor cluster.

Motion Sensor – Using technology similar to the Motion Tracker (see this issue’s Equipment article), this sensor cluster detects movement in the proximity of the mine. It can be calibrated to filter out repetitive motion (such as rotating satellite antennae) and can even have filters put in place to define minimum and maximum speeds and sizes of detected motion. When the proper sized object or creature moves at the proper speed, it will detonate the tangler. It takes 2 turns to set and calibrate a filter array for a mine equipped with a motion sensor cluster.

Time Delay – Instead of a sensor, this cluster simply comes with a series of dials and buttons used to set a desired countdown. It can be set from 0 to 999 and can have hours, minutes, or seconds selected. Once selected and the “Initiate” button is pressed, the countdown begins. When it’s done, the grenade in the mine kit will be detonated. Although not commonly used with Tangler grenades, it certainly could be. It takes only a single turn to set a mine equipped with a time delay delivery cluster.

Photon Sensor – This type of sensor is set to detect either light or lack thereof, depending on the presence or lack of light in the turn directly following the turn in which it is set. Thus, if it is dark when the mine is set, the mine will detonate as soon as light becomes present. If it is light when the mine is set, it will detonate when darkness is detected. This can be used as a booby trap: simply place in a dark room near the door, and when the door is opened and the light in the hallway pours in, the person opening the door will be surprised. It takes only one turn to set a mine equipped with a photon cluster.

Voice Recognition Cluster – This very modern cluster has a programmable logic controller that is programmed by simple voice recognition pattern. Simple commands are used to set and define its operation. It is very expensive to purchase and is destroyed by the mine’s detonation (as are all sensor clusters). The character setting the mine simply speaks his command set to the mine “Mine. Activate. Motion Sense. One meter movement size. Ten meter minimum movement rate. One hundred meter maximum movement rate. Initiate.” Its operation can be set to do any of the above sensor cluster types. It’s also possible to set up exclusion rules (identification of friend or foe: IFF transponders) so allies never get affected. Voice Recognition Clusters are also quite difficult to defuse because they require programming knowledge to identify how they’ve been set. It takes only a single turn to set a mine equipped with a voice recognition cluster.

Mine Kit Equipment
Cost (CR) Weight Turns to set
Mine Kit*  20 1kg --
Sensor Cluster
  Motion 40 1kg 2
  Pressure 35 1kg 5
  Proximity 45 1kg 2
  Time Delay 25 1kg 1
  Voice 150 1kg 1
  Photon 20 1kg 1
* doesn't include grenade. Blast radius of 3 meters.    

Survival Kit

Survival Kit

Cost 150 Cr
Wgt 6kg

This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.
Survival Kit
The Survival Kit consists of the following items:
  • All-weather blanket
  • Basic first-aid equipment (bandages, etc.)
  • Compass
  • Everflame
  • Gas Mask
  • Holoflare
  • Life Jacket
  • Pocket Flashlight
  • Pocket Tool
  • Rope
  • Sungoggles
  • Survival Rations (5 days)
  • Toxy-rad guage
  • Waterpack

Visocom

Visocom

Cost 50 Cr
Wgt --

This is a hands-free version of the communicator built into a standard chronocom. It lacks any timekeeping technology, and attaches to a standard pair of sungoggles, magnigoggles, or Infra-red goggles. It has the same range as the chronocom (5km). Just like the chronocom, it has a standard identification number that can be given to others to enable them to “call” you.
Visocom
To call another visocom or chronocom, simply touch a finger to the side of the boom mic/ear piece combination device, and clearly speak the identification number of the person you wish to call. It can also be put in a conference mode, where any number of visocoms and chronocoms can maintain an open channel for free communication among one another.

Visocoms are less expensive than their chronocom partners because they don’t keep track of time, are more obvious, and lack the micronization required to fit the technology into a wristwatch.

Wide-Field Recorder

Wide-Field Recorder

Cost 100 Cr
Wgt --

This sphere can hover and record all visual and audio activity in a 360 degree radius. It takes a standard 20 SEU clip and drains 1 SEU per hour. The recording is stored on a small micro-disc that can be read on most computer systems. A disc holds 20 hours of data, and extra discs can be purchased for 20 Credits. It comes in a shoulder worn carry bag complete with interface cables and a place to store 2 extra micro-discs and 2 extra SEU power clips. It cannot be connected to any other power source. 
Wide Field Recorder

Later, when looking at the data recorded from the Wide-Field Recorder, a computer specialist can pan around, zoom in, filter out noise, and recreate the entire three dimensional experience recorded on the micro-disc. With proper holographic projection equipment, a fairly realistic scene can be reproduced.
Unfortunately, it is also possible for a skilled computer specialist to tamper with the data contained on the disc, making this device not admissible in most courts.




Generator

Power generators are double the size of parabatteries. Generators produces a certain number of SEU each hour of operation. Generators require an outside force to produce SEU such as solar, nuclear, hydrodynamic, thermal, etc., and there is a maintenance cost to run the generator 

Type 1  
Cost: 10,000 Cr
SEU/Hour: 500
Maintenance: 100 Cr/day 

Type 2  
Cost: 20,000 Cr
SEU/Hour: 1,000
Maintenance: 200 Cr/day 

Type 3  
Cost: 40,000 Cr
SEU/Hour: 2,000
Maintenance: 400 Cr/day 

Type 4 
Cost: 80,000 Cr
SEU/Hour: 4,000
Maintenance: 800 Cr/day

Parabattery

Parabatteries are used in computers, robots and vehicles They vary in size from a few hundred cubic centimeters to one cubic meter. The cost to recharge a parabattery is equal to the amount of the SEUs being recharged. Assume that is takes 1 hour for each 500 SEU recharaged. 

Type 1 
Cost: 600 Cr 
Wgt.: 25 kg
500 SEU 

Type 2 Parabattery 
Cost: 1,200 Cr
Wgt.: 50 kg 
1,000 SEU 

Type 3 
Cost: 2,300 Cr
Wgt.: 100 kg 
2,000 SEU 

Type 4 
Cost: 4,500 Cr 
Wgt.: 200 kg 
4,000 SEU 

ROBOTS

A list of robots in the remastered product line.

GLLR-5

Level: Level 4 - Can communicate verbally
GLLR-5 Gorilla
Type: Recreation Robot
Body Type: Anthropomorphic (Human)
Parabattery: Type 1
Move Mode: Two Mechanical Legs
Move Rate: 10m/turn normal, 60m/turn max.
Limbs: Two Mechanical Arms
IM/RS: +8/80
Stamina: 100
Attack: 70
Damage: 2d10 punching
Programs: Security Lock, Self-defense (Matrixinfected),
Wrestling (custom)
Equipment --

Mission: Harmlessly participate in sports.

Functions: Harmlessly: GLLR-5 can take no action which will result in the harm of a living person. That includes actions which he calculates has a low level of safety. (note: the Self-Defense program has a bug which bypasses this function).

Participate: GLLR-5 will make suggestions as to what type of sports people around him would like to play, based on his observations of their moods, energy level, morale, and history of games played with those same people. Otherwise, he will join in any game or sport to which he is invited. He can learn new games (memory limit unknown).

Sports: GLLR-5 is programmed with the rules of over 100 sporting games, and can even use a custom program “Wrestling” to pin opponents. GLLR-5 includes non-sporting games such as strategy, card,dice, and boardgames in his programming.

SPACESHIPS

Spaceship Equipment. 

FTL Torpedoes

By [[Larry Moore]]
Star Frontiersman Issue #11-p10

The attack came fast. Without warning, the radar lit up showing a half dozen small objects coming in-system at an incredible speed. They couldn't be ships…. ships would be decelerating. Nobody knew where the attack came from. A fighter was able to launch in time to take out two of the objects before being destroyed by the last four objects. Someone or something had fired a torpedo capable of faster-than-light travel. The entire station was wiped out.

Faster Than Light Torpedoes (FTLT) are relatively new in the Frontier. The UPF believes the sathar are behind the attack since several target areas have had encounters with sathar scout ships. FTLTs have been used to destroy capital ships and orbiting stations. There is no defense save a one man fighter attempting to intercept these devastating harbingers of destruction. 

** FTLTs are outlawed within the UPF territories. 

The Process 
A sathar ship, typically destroyer class, will accelerate on a trajectory inline with the target location. Just before reaching Void speed the ship will launch the FTLT; from there it accelerates on a pre-programmed route, enters the Void, and then drops out of the Void at a speed of 180 hexes per turn. Faster-than-light torpedoes drop out of the Void about 10,000,000 kilometers from its pre-programmed target area. A station or ship has about 50 minutes (5 Knight Hawk turns) to react to these nasty incoming threats. 

Accuracy 
FTLT must be launch from the ship on a trajectory that will intercept its intended target. Minor adjustments can be made once a torpedo has exited the Void by an onboard navigation computer. In addition to hitting a target the torpedo must explode upon impact to cause the maximum amount of damage. There is a 15% chance the torpedo will simply puncture a hole in the target causing minimal hull damage and decompression.

A simple navigation program keeps FTLTs from hitting objects and planets until they reach their destination. If there are no objects within 20 hexes of their pre-programmed destination they will exhaust their fuel and drift harmlessly in space until caught by a gravitation force.

Knight Hawks Stats
HS: 1
HP: 5
Power plant: 1 Atomic sub-A
ADF: 2
MR: 1
Armament: Sathar Nuke: 6d10 -20 on DTM
Defenses: RH
Communication/Detection: n/a
Misc Equipment: Streamlined Hull, Missile shape
Computer: Astrogation (1), Homing (1)

FTL Torp

Number Crunching Knight Hawks Style
The table below gives the speed of an object just fast enough to enter (or just exiting) the void in a variety of different units that can be used in the game.

Speed of Light (c) is 300,000 km/s (approx) 
Void Jump Speed (in various game units) 
  • 0.01c 
  • 3,000 km/s 
  • 180,000 km/min 
  • 1,800,000 km/turn 
  • 180 hexes/turn 
  • 10,800,000 km/hour 
  • 3.33 seconds per hex
Editor’s Note: These FTL torpedoes are probably best used as a plot device rather than in a KH board game. The mechanics are such that a fighter probably couldn‘t intercept one of these in a way to get a MPO Assault Rocket shot off to destroy them unless they were lucky in the way the ref sets up the board. Other ships, equipped with weapons that aren‘t MPO limited, however, could line up along the flight path and take defensive fire shots on the last round before it impacted its target (or take the hit instead).

VEHICLES

Vehicles

WingKite

WingKite

Cost
: 550Cr
Weight: 2.5kg
Manufacture: Extreme Air Sports
Description: WingKite's resemble yazirian wing membranes and are used to glide through the air and land safely on the ground. They are similar to a long jacket with attachments for the anckles, shoulders and wrists. A cord near the left hip can be pulled to secure the wings to the sides of the individual to prevent the wings form catching objects while moving on the ground. A punch-button on the chest release the wingkite for flight.

Extreme Air Sports is located at Suite 458a EastWay, Port Loren, Prenglar, Gran Quivera and can be reached via Chronocom Subspace Relay #882380283373333904.

WEAPONS

Weapons and defenses.

Blastpistol

Blastpistol

Cost     200 Cr
Wgt      1.5kg
Damage   4d10
Ammo     SEU
SEU      2
Rate     1
Defense  Albedo
Range(PB/S/M/L/E) 5/15/-/-/-

BlastPistolNot every world is so well equipped as the core worlds of the UPF. In fact, on the rim worlds, few beam weapon specialists are sporting the latest laser pistol. They carry a Blastpistol.

It’s a little bit bulky, doesn’t clear a holster quite quick enough, but it does pack a wallop. When fired, the energy from a standard SEU clip is focused through inexpensive crystal membranes (where some of the energy is wasted and dissipates in the form of heat). The energy releases in a rather large, nasty red blast that sounds thunderous rather than elegant. After the shot, there is a few seconds of high pitched whine while the crystal membranes perform a regeneration (thus the slow rate of fire for a beam weapon). It is not a stealthy pistol.

The blastpistol drains 2 SEU per shot, and uses a standard 20 SEU clip. It does not come equipped with a power port for the connection of an external beltpack or powerpack.
When holstered, the bulky nature of the end of the muzzle takes a little bit of effort to draw, causing an Initiative Modifier of -1 (in addition to the -3 penalty normally associated with holstered weapons).

An albedo suit or screen defends against the Blastpistol as effectively as it does against other laser weapons.

Electrostunner


electrostunner

Weapon Name Electrostunner
Skill Used
Beam Weapons
Damage
4d10 or Stun
Ammunition 20 SEU PowerClip, each shot drains 2 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Gauss / Anti-Shock Implant
Range 5/15/-/-/-

 
Cost 500 Cr
Mass
1kg
Description
An electrostunner looks like a large pistol. It is a short-range weapon. It fires an arc of electrons that looks like a lightning flash. It is commonly called a zapgun because of the noise it makes when fired.

An electrostunner has two settings, stun and blast. A blast causes 4d10 points of damage. A stun can knock a creature unconscious for d100 turns. Anyone hit by a stun beam can resist the stun by rolling a number less than or equal to its current Stamina.

A zapgun uses two SEU per shot. It holds a 20 SEU clip, but can also be connected to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the electrostunner's beam. An anti-shock implant will nullify a stun but not a blast.

Gauss accelerators

Gauss accelerators
Gauss (magnetic coil) technology is basically an electric field that repulses an object. It then pulses to make the object travel. High rates of speed can be obtained. Early versions of gauss accelerators where in the form of simple guns. They utilized a power source with a series of capacitors to accelerate the projectile. These early versions where severely limited by the ever increasing gap needed between capacitors as the projectile increases velocity. Also the imbalance in repulsor magnetism needed as more power is applied. 

The latest technology utilizes a pulsing inertia field that pushes the projectile. The hardened projectile reaches extreme velocities. This advancement made the concept of accelerators much more reliable and efficient. In addition the repulsor force field spins the projectile for stability. 

The advantage of gauss rifles is that they have virtually no recoil and a very high velocity. Up to 5,000 meters per second, many times faster than conventional rifles. The disadvantage is that the weapons require nearly as much power in SEU to operate as a laser weapons, and still need caseless projectiles. 

The gauss rifle fires a small caseless projectile, 5mm. which allows a high capacity clip. Due to the need for ammo and a separate power source, there high cost and being unreliable, gauss accelerator guns never reached widespread use throughout the Frontier. They have seen limited use by UPF marines. When a gauss rifle fires there is no explosion of gunpowder. Just a sharp crack as the bullet breaks the sound barrier. Due to the hyper acceleration, the air that is displaced is turned to plasma by the bullet. This effect leaves a short red or blue streak trailing the projectile. 

In spite of its drawbacks, gauss rifles are still encountered, mainly used by collectors or eccentric sportsman. Their armor penetration is unrivaled. 

Note: a gauss rifle won’t fire from within an activated gauss screen!

GAUSS ASSAULT RIFLE
Cost: 1500Cr
Weight: 4kg
Damage: 3d10 / 10D10
Rate: 3 (1)
Defense: Inertia
Range: 10/40/100/300/600
Ammo: 20 SEU/ 100 SHOTS CASELESS (50Cr)
Skill: Beam Weapons

Description: The gauss assault rifle uses 1 SEU per shot as well as a bullet. Though it holds a 20 SEU clip, it is commonly used with a SEU belt pack or a backpack. The magazine is located rear of the trigger and handle, and is packed with 100 long, thin projectiles. The rifle can fire up to three single shots per turn, fired independently (3d10 per bullet), and can also fire bursts of ten bullets (which cause 10d10 and follow all the normal rules for firing bursts). The scope mounted on it takes into account the ranges given, so no bonus for scope. On a roll of 96-00 the rifle has overheated and will not fire for 1 turn. When firing a burst, the rifle’s coils overheat on a roll of 90-00.

GAUSS SNIPER RIFLE
Cost: 2000Cr
Weight: 5kg
Damage: 4d10*
Rate: 1
Defense: Inertia
Range: -/70/200/500/1000
Ammo: 20 SEU/ 10 SHOTS CASELESS (5Cr)
Skill: Beam Weapons
* In the hands of a skilled character, a sniper rifle can be even more deadly. Military PSA characters can multiply their rolled damage by their Beam Weapons skill level, but only if two turns are spent aiming.

Description: The sniper rifle uses 2 SEU per shot as well as a bullet. The sniper rifle holds a 20 SEU clip. It is does not have an outlet for an SEU pack. The silent nature of the gauss acceleration helps to keep the sniper hidden while performing his art. The scope mounted on it takes into account the ranges given, so no bonus provided for the scope. On a roll of 96-00 the rifle has overheated and will not fire for 1 turn.

Gyrojet Wrist Rockets

Gyrojet Wrist Rockets

Cost     125 Cr
Wgt      1.5kg
Damage   2d10/bullet
Ammo     3 rounds
Rate     3
Defense  Inertia
Range(PB/S/M/L/E) -/5/25/50/100

This durable pair of gloves each have a simple, gyrojet rocket rack on their backs that holds three gyrojet rockets. Characters wearing such weapons simply point their wrist, bend their hand down, and hit the dual trigger buttons to launch the rockets. This means they have to use one hand to fire the rockets on the other... it’s not possible with only two hands to fire both wrist rockets at the same time.

The rockets have slightly less range than a gyrojet pistol, but are otherwise quite similar. The owner of this weapon purchases pistol jetclips and disassembles them to extract the loose shells, and loads them into the chambers of the gloves. Reloading takes place after combat, as it takes several minutes to properly clean and replace the shells.
Gyrojet Wrist Rockets
The wrist rocket is mounted on a polyplate gauntlet, giving it a really cool look and acting as brass knuckles in combat (causes 1d10 damage when punching).

Skeinsuits and inertia screens reduce gyrojet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Some planets consider Gyrojet Wrist Rockets to be concealed weapons and have laws prohibiting their use. Most worlds consider it personal protection equipment, like a knife.

Laser Pistol

 

Laser Pistol

Weapon Name Laser Pistol ("Blaster")
Skill Used
Beam Weapons
Damage
1d10 per SEU fired
Ammunition 20 SEU PowerClip, each shot drains from 1 to 10 SEU, depending on the current power setting. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 2 shot per turn
Defense Albedo
Range 5/20/50/100/200

 
Cost 600 Cr
Mass
1kg

Description

A laser pistol is a large handgun. It fires a pulse of bright light. Laser pistols are commonly called blasters.

A laser pistol has a dial that can be set from 1 to 10 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 3, the shot uses 3 SEU and causes 3d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits.

Laser pistols use 20 SEU clips but can be attached to beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.

Laser Rifle

 

Laser Rifle

Weapon Name Laser Rifle ("Blaster Rifle")
Skill Used
Beam Weapons
Damage
1d10 per SEU fired
Ammunition 20 SEU PowerClip, each shot drains from 1 to 20 SEU, depending on the current power setting. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 2 shots per turn
Defense Albedo
Range 10/40/100/200/400

 
Cost 800 Cr
Mass
3kg

Description

A laser rifle is a rifle-sized version of the laser pistol. It fires a pulse of bright light. Laser rifles are commonly called blaster rifles.

A laser rifle has a dial that can be set from 1 to 20 to control how many SEU are fired by each shot. Each SEU fired causes 1d10 points of damage. For example, when the dial is set at 13, the shot uses 13 SEU and causes 13d10 points of damage. Players must tell the referee what setting they are using before rolling the dice to see if the shot hits.

Laser rifles use 20 SEU powerclips but can be (and usually are) attached to power beltpacks or powerpacks. An albedo suit or screen halves the damage from lasers.

Light Stunner Pistol

Light Stunner Pistol

Cost     150 Cr
Wgt      0.5kg
Damage   Stun
Ammo     SEU
SEU      4
Rate     1
Defense  Gauss/AS
Range(PB/S/M/L/E) 5/10/-/-/-

First developed during the first Sathar War, and still in use by those agents of PanGal seeking brainwashed double agents, the Light Stunner is a great little weapon. Although it is less effective than the Electrostunner, its small size and concealable nature make it a great alternative.
Light Stunner Pistol
Unfortunately, it is inefficient, and this is the reason it is not in widespread use among espionage agencies or megacorp security groups. Its inexpensive construction still gives it a place among the public.

It fires a bluish arc of electrons similar to the electrostunner, but smaller and even shorter range than its big brother. Military specialists snicker when they see the tiny gun, having nicknamed it the “zappy,” a cute shortened version of “zapgun,” which the electrostunner has come to be known as. Unlike the electrostunner, the Light Stunner can only fire in stun mode, it has no damage setting.
Whenever it fires, it drains 4 SEU from its source. Since it takes a 20 SEU clip, it can fire five shots before needing to be reloaded. The Light Stunner can be attached to a beltpack or powerpack with a 1.5 meter powercord. A gauss screen will block the beam, and an anti-shock implant will nullify the stun arc entirely.

Semiautomatic Pistol

Semiautomatic Pistol

Cost     150 Cr
Wgt      1.5kg
Damage   1d10/bullet
Ammo     20 bullets
Rate    
3
Defense  Inertia
Range(PB/S/M/L/E) -/5/25/50/100

Semi-automatic Pistol
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.

Sonic Disruptor

 

Sonic Disruptor

Weapon Name Sonic Disruptor
Skill Used
Beam Weapons
Damage
6d10/4d10/2d10/1d10
Ammunition 20 SEU PowerClip, each shot drains from 4 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Sonic
Range 2/10/20/40/-

 
Cost 700 Cr
Mass
4kg

Description

A sonic disruptor is a type of rifle. It is commonly called a disruptor. A sonic disruptor generates a focused sound beam. The damage it causes depends on the range. At closer ranges, it causes more damage. It causes 6d10 at point blank range, 4d10 at short range, 2d10 at medium range, and 1d10 at long range. It has no extreme range. It uses a 20 SEU clip but can also be attached to a beltpack or powerpack. A disruptor uses 4 SEU per shot. Only a sonic screen can stop its deadly beam.

Sonic Stunner

Sonic Stunner

Weapon Name Sonic Stunner
Skill Used
Beam Weapons
Damage
Stun
Ammunition 20 SEU PowerClip, each shot drains from 2 SEU. Can be attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Sonic / Anti-Shock Implant
Range 3/10/20/30/50

 
Cost 500 Cr
Mass
1kg

Description

A sonic stunner is a type of pistol. It is commonly called a stunner. It will stun a victim for d100 turns. The victim can avoid the effect of the hit by rolling his current Stamina or lower. One shot uses two SEU. It uses a 20 SEU clip, but can be attached to a beltpack or a powerpack. A target with an anti-shock implant can not be stunned. Otherwise, only a sonic screen can stop the stunner's sound beam.

StunStick

Stunstick. A stunstick is a copper-colored tube 30 cm long and 3 cm in diameter, with an insulated grip. It has two settings: shock and stun. When set on shock, a successful hit causes 3d10 points of damage. When set on stun, a successful hit will stun the victim for d100 turns. A character can resist the stun by making a successful check against his current Stamina. A successful hit uses 2 SEU. A 20 SEU clip can be fitted into the handle, or the weapon can be connected to a beltpack or powerpack. A character with an anti-shock implant is immune to the stun setting.

Tangler Gun

by [[Larry Moore]]
Star Frontiersman #5-p1

Although not common in the Frontier, the tangler gun is an extremely effective tool for law enforcement personnel and bounty hunters who prefer to bring them in alive rather than dead. It is a heavy pistol with a large fore-end, capable of firing tangler gelpacks that explode on impact, releasing their strands into the air, expanding and immediately beginning their hardening process.
Tangler Gun
The bullets fired by the gun are not hard, nor are they selfpropelled. They are gelatinous and encased in a tough outer plastic wrap designed to rupture on impact. The gun itself doesn’t fire through explosive means. No gunpowder or rocket fuel is used. Simple air compression is used, forcing air into the TanglerClip, causing the gelpack to be launched straight and true. The sound made by the tangler gun (as well as the general pneumatic nature of the weapon’s delivery of its payload) has earned the weapon the nickname “spitball.”

The weapon has a 20-SEU PowerClip in the handle, but this is simply to power the rapid air compressing pneumatic delivery system. The ammunition for this unusual weapon is the TanglerClip, which is a large cylinder with ten chambers, each with a tangler gelpack loaded into it with a thin plastsheet cover (to keep it from falling out when the gun is pointed downward). When the trigger is pressed, the PowerClip energizes the pneumatics and forces air into the chamber – breaking the plastsheet cover and launching the gelpack. The force of the air then rotates the cylinder clockwise to the next available cylinder. The weapon can be fired up to three times per turn in this manner. When the TanglerClip is depleted (10 shots), 1 SEU is drained from the PowerClip (it was drained gradually by firing those ten shots). When the PowerClip is depleted, the weapon can still be fired but must be pumped manually by pulling back on the top/back of the pistol. Pumping it in this manner builds up pressure without power, but reduces the rate of fire to one shot per turn.

Tangler Gun
Cost:
 250Cr
Weight:  2 kg
Damage:  Entanglement
Ammo:  10 shot TanglerClip
Rate:  3 when powered, 1 when manually pumped
Defense:  RS Avoidance Roll
Range:  5/10/20/40/80
Ammo Cost:  25Cr (10-shot TanglerClip)
Skill:  Projectile Weapons

Yazirian Disc-Grenades

By [[Bill Logan]]
Star Frontiersman #5-p19

Yazirians have a keen sense of air currents and the weight distribution of gliding and flight. Their air cars must look like aerodynamic works of art – and probably handle like a dream. Their weapon of choice? A disc-shaped dueling blade that they hurl with both grace and precision. It only makes sense that they would take their keen embrace of the air and its usefulness to other technological developments. 

The Yazirian disc-grenade is a smallish discus (15cm in diameter) with a curved outer lip. It’s able to be thrown with a rapid motion flick of the wrist, hurling it forward to ride on the air. It’s made of a lightweight plastic shell with an inner core consisting of gunpowder and fragments of steel and phosphors. It uses the thrower’s Thrown Weapons skill, but can be used to throw around corners and bounce off certain solid surfaces in order to get it to where the thrower desires. In the right hands, it can get around defensive barriers. 
Yazirian Disc Grenade
The grenade inside the core will detonate on impact. Therefore, when bouncing the disc-grenade off solid surfaces, it’s important for the thrower to understand the limits on how hard one can strike a wall with it without it exploding. Experience and practice is best, with training dummy disc-grenades being half the price of a normal one. 

Yazirian disc-grenades can be purchased in any location where normal grenades are sold, as long as it’s a world with a notable Yazirian population. They’re quite common on Gruna Garu and sites decidedly Yazirian. Clan markings are often placed on these devices, left as a calling card in clan politics.

Type of throw Penalty 
Simple, normal throw +0
Impressive throw
(difficult air currents, rain, etc.)
 -10
Challenging throw
(throwing around an obstacle or bouncing once off a wall) 
 -20
Complext throw
(using air currents to make complex aerial flight path, or bouncing off multiple obstacles)
 -30

Heavy Laser

Heavy Laser

Weapon Name Heavy Laser
Skill Used
Beam Weapons (-10 to hit)
Damage
1d10 per SEU
Ammunition 20 SEU PowerClip, each shot drains from 5 to 20 SEU, depending on the current power setting. Can be (and usually is) attached to a Power BeltPack or Power BackPack.
Rate of Fire 1 shot per turn
Defense Albedo
Range -/100/500/1km/2km

 
Cost 6,000 Cr
Mass
20kg

Description

A heavy laser is about the size of a machine gun. It must be mounted on a tripod or a swivel mount to be fired. It has longer range than a laser rifle, and a minimum SEU setting of 5. Otherwise it operates the same as the laser rifle.

Note: Heavy lasers are heavy weapons. When a character fires a heavy weapon, he must subtract 10 from his chance to hit.