Star Frontiersman Guide to the Frontier

Below you will find everything Star Frontiers! This includes all published Star Frontiers material from TSR and all fanzine issues of the Star Frontiersman.


List of adventure modules from all published sources (TSR, Dragon, etc)



ARAMAX ONE is set on [[Triad]] in the [[Cassidine]] star system.Triad in Cassidine is one of the trade and industrial centers of the Frontier,generally referred to as one of the Hub Worlds. Nearly all the largecorporations have offices and production facilities on planet or in closeorbit.
Security BotThere are several smaller corporations with facilities onTriad and in orbit. All of these companies are limited to the Cassidine systemat present, but are attempting to expand their activities outsystem.

[[Aramax Power Factors]] (APF) is one of these smallercorporations, with interest in a number of fields including mining, shippingand, of course, power generation and distribution. At present the companysupply over half of Triad's power requirement, but its main competitor,Sunpower Inc, is attempting to expand its market share.

APF Ground Site One (ARAMAX ONE) is the collection array fora system of solar power satellites which supply the indust­rial belt roundTriad Low Starport.

Aramax One is also the site of APF's central computer. It organizesthe power distribution network, the maintenance of the collection arrays andsatellites, and handles the company record keeping. Although the company hasother com­puters at its other offices and facilities, the Aramax One machine isvital to the running of the company.  


Crash on Volturnus SF-0

Player Character Background Report

The Zebulon star system was first investigated 20 years ago by an unmanned exploration probe launched by Truane's Star. This probe indicated that Volturnus was the only inhabitable planet in the Zebulon system. It also indicated thatgreat mineral wealth might exist on the planet in the form of molybdenum, tungsten, gold, and other heavy metals.

Truane's Star soon made a legal claim to the ownership of Volturnus, and completed exploration of a star route to the Zebulon system one year ago. The first manned expedition to Volturnus from Truane's Star was launched nine months ago. The four member team ofspecialists was instructed to set up an outpost, gather data on the possible colonization and mining of Volturnus, and report back.

After passing into the star system, the starship carrying the specialists was never heard from again. The four members of this lost exploration expedition were:

Commander Louis V. Jameson [[Truane's Star Military Exploration Force]]
Geekosur-Mang [[Capital University]]
Itklikdil Cartographer [[Vrusk Atlas Manufacturing Corporation]]
Grod Technician [[Truan’s Star Civil Service]]

Truane's Star has found itself short of personnel and funds due to colonial troubles and associated police action on Cygnus Omicron IX recently. They have hired you, a team of unknown adventurers, to mount a relief expedition to Volturnus. Your mission is to explore Volturnus, gathering as much information as possible about mineral deposits, life on the planet, and other items of interest to future colonists. You are also to find and rescue the members of the original exploratory mission if possible.

The government has provided you with a minimal amount of equipment, and transportation to Volturnus aboard the starliner Serena Dawn. After dropping you on Volturnus, the Serena Dawn will return in three months to transport you (and, with luck, the original exploration team) back to Truane's Star.

Mission to Alcazzar SF4

The mining operation on Alcazzar was one of the Frontier’s best-kept secrets, worth millions of credits - until somebody wiped it out. Now you’re here, to set things right.

You press against the steel hatchway as the explorer bounds up the river bank, out of the water. Over the roar of the engines comes the unmistakable whine of a high-performance groundcar. Quickly, you scan the horizon. At first the plain appears empty. Then you see them. 

“Bandits at 11 o’clock. Three of them!” you shout into your chronocom. Instantly, the driver slams the heavy explorer into reverse, backing down the bank for cover. The rear doors burst open as Rocton dashes out to set up a heavy laser. Harradd, the Yazirian, follows right behind carrying five power beltpacks. Already someone is handing extra ammo up to you. 

At 80 kph, those ground cars are closing fast. Targeting the lead car, you squeeze the trigger and a rocket flashes out of the tube. At the same instant a shell streaks past you, exploding in the river and spraying steam into the air. 

You came to Alcazzar on a tough mission – it just got a lot tougher.


List of archetypes from SFman and submitted material

Agents of Star Law

How about a connected series of adventures centering around a small Star Law detachment, sent on missions across the Frontier in search of crime to fight, nefarious villains to arrest, fame, and of course - fortune! Work on it with others at!

Agents of Star Law

Gun Toting Noblewoman

(May change gender to Nobleman)

This characters uses [[A Skilled Frontier]] rule set and the Edge and Flaw optional system. 

Homeworld: Clarion
Race: Human
Gender: Female
Rank: Novice
P: Scholar
S: Military
S: Agent
Gun Toting Noblewoman
STR/STA 40/50
DEX/RS 65/70
LOG/INT 60/60
PER/LDR 70/80
IM: 7
PS: +2
RW: 33%
M: 33%

  • Persuasion 50% Level 1 [LDR]
  • Beam Weapons 53% Level 2 [DEX]
  • Politics 40% Level 1 [LOG]

  • Heroic - Your hero never says no to a person in need. She doesn’t have to be happy about it, but she always comes to the rescue of those she feels can’t help themselves. She’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Two-Fisted - Ignore off-handed and using two weapons penalties with ranged weapons only.  
  • Quick - may re-roll initiative 
Languages: Pan-Galactic, Thesive (royal dialect of Theseus)

  • Civilian skeinsuit,
  • Casual clothes,
  • Laser pistol,
  • Laser pistol,
  • Implanted ID-Card (linked to the Royal Archives),
  • Bivysack,
  • Advanced chronochom (works like a droid phone),
  • 500 credits

Role-Playing Tips
You are a member of the Clarion royalty currently serving in the Royal Guard. You travel the frontier seeking those that would attempt to destroy Clarion's political and economic systems. You are relentless and gallant. You always give an enemy the benefit of arming themselves before you put them in their place. Play this character is you want to talk uppity, treat others like servants and fight for a righteous cause.

Enemies: Streel Corp
Allies: Clarion Royal's


Background material for your games. 

A Frontier Calendar

Content of The House Rules Wiki project

Frontier Calendar


Galactic Standard Time (GST)uses the following measures:

  • 1 second = The time necessary for a laser beam to cross 300,000 kilometers.
  • 1 minute= 60 seconds.
  • 1 hour= 60 minutes.
  • 1 day= 20 hours.
  • 1 tenday= Ten days.
  • 1 month= Four tendays.
  • 1 year= Ten months.
The months of the Galactic Standard Year are as follows:

Month 1: Primus
Month 2: Secundus
Month 3: Tera
Month 4: Tetra
Month 5: Penta
Month 6: Hex
Month 7: Septa
Month 8: Octo
Month 9: Nona
Month 10: Deca

Days of the tenday:

Day 1: Prime Day
Day 2: Secday
Day 3: Terday
Day 4: Tetday
Day 5: Midpoint
Day 6: Hexday
Day 7: Sepday
Day 8: Ocday
Day 9: Nonday
Day 10: Decaday

Recognized Frontier-wide holidays:

Federation Day: Celebration of the founding of the UPF, observed on the first day of Primus(1 Primus).

Springfest: Celebration of the first day of spring. Observed on the third Prime Day of Tetra, except amongst those worlds held by Truane's Star/Streel, where observance is punishable by death.

Winterfest: Celebration of the first day of winter(a cross between Christmas and Samhein). Observed during the last tenday of Deca, except amongst those worlds held by Truane's Star/Streel, where observance is punishable by death.


Used with permission from

A Thin Sharp Line

Author: Layne K. Saltern 
System: Star Frontiers 
Type: Hook 
Category: Science Fiction 
Requirements: Small group of characters with starship skills

For years, the mysterious Sathar have been slaughtering Frontier worlds from space. No one knows their motivation, or much of anything else about these evil worms. But that may change. You see, a Sathar individual has just made contact with us, expressing his desire to defect to the Frontier. Is this our first breakthrough...or a cleverly designed trap? Either way, we need your help!

A Thin Sharp Line

Adventure Hook by Layne K. Saltern Based on a discussion from the STAR FRONTIERS List Server

Background Information: This adventure hook was originally designed for the Star Frontiers role-playing game, although it could easily be adapted to other systems. In the Star Frontiers universe, the Frontier faces the constant threat of a murderous race called the Sathar, a technically advanced swarm of man-sized worms bent on total and unconditional annihilation. Very little is known of the Sathar, and no live Sathar specimen has ever been captured. A coalition of warships called the United Planetary Federation (UPF) has been formed to defend against the Sathar menace. Star Law is a division of the UPF that specializes in hunting down Sathar agents. The Player Characters (PCs) either work for the UPF or have some sort of relationship with the UPF.

The UPF has received a covert message from a Sathar who has expressed a desire to defect to the Federation. A small team is to take a solitary Assault Scout to an asteroid belt in an uninhabited star system just beyond the Frontier's edge. There they will meet up with the Sathar in a small Scout Ship and take him aboard. All lie detection and verification methods show that the Sathar seems to be sincere.

If the PCs work for the UPF, they are selected for the mission. If they do not work for the UPF, they are selected because the Sathar requested that non-UPF personnel be chosen for the job.

The Sathar is indeed sincere. There are a number of possible motives for his desire to defect. The Sathar nation has gone to great lengths to pool the general populace into a mentality of cohesion and hatred. But an individual mind might be stronger than that. Maybe this single Sathar being, probably having been sheltered in a privileged status, has slipped through the holes and decided that what his race is doing is wrong. Or on another note, perhaps he has committed some unpardonable crime and is fleeing for political asylum. The details are up to the game referee.

Unbeknownst to the defecting Sathar, Sathar intelligence is aware of his plan and is using it to set a trap. The primary goal of Sathar intelligence is to capture an Assault Scout undamaged, so that they can study it and reproduce it.

For this reason, Sathar intelligence has subjected the defectee to hypnotic suggestion, causing him to insist that an Assault Scout be sent. The reasoning the Sathar being will give for requesting that type of ship is that he is being picked up in a remote corner of space. The Assault Scout is the smallest UPF craft capable of interstellar jumps and capable of decently defending itself. A larger ship would attract too much attention.

By the time the defecting Sathar arrives in the asteroid field, a fleet of "sleeping" Sathar warships has already been strategically placed and hidden. (They are difficult but not impossible to detect.)

If the PCs fall for the trap, they find themselves ambushed on all sides. However, since the Sathar wish to capture the ship unharmed, they will only fire shots to disable the PCs' craft--and will only do that if absolutely necessary. It is up to the players' ingenuity to either outsmart or outrun their would-be captors. One point of leverage that the PCs might use is that the Sathar are mainly interested in acquiring an intact Assault Scout. The Sathar might get nervous if the PCs threaten to destroy their own ship. Ultimately, this is the players' chance to be creative, and the referee should honor that creativity by improvising accordingly with the rules.

If the PCs do manage to make it home with the defecting Sathar, the Sathar begins talking about this being the start of a new era of friendship between the two peoples--when suddenly he is shot and killed by a hot-head Star Law Ranger.

Adventure Concepts

[[Thomas Verreault/jedion357]]

Colony Ship Lost 

The SS Ark left Earth 178 years ago with 10,000 colonists in cyro as well as 1,000s of species of animals and plants. Something has gone wrong as she has not arrived at her destination and her command crew is dead. The robotic brain nicknamed Hal, has selected and revived a new command crew from among the colonist. While he cannot explain much about what has happened he is insistent that they must take over and fulfill the mission. 

The new command crew begins to suspect something might be wrong but they are confronted with a myriad of repairs and minor emergencies. As they start to investigate numerous questions present which are tough to answer. Why is there a 45 meter hole in the hull? Why are a number of other people missing from their cryo beds? Why is one of the heavy lift shuttles missing? Why did the ship by pass a suitable planet that would sustain human life? Where did the mysterious sample of alien DNA in the med lab come from? Why is equipment suddenly breaking down now that we’ve decided to turn around and check out the planet? Did Hal just change the ship’s course on us? Just what did happen to Hal’s memory banks and is he trying to kill us now? 

Recycled PCs 

Recycle those old player characters! Dust off your copy of Star Frontiersman #3 and turn to page 10 for the article “Fleshing Out Your Character”. In the article is a table with effects of aging. Take those old player characters and advance them to old age or even ancient, applying all effects as per the article. One player should volunteer for his character to have become overweight or even obese and another for his character to have become skinny and frail and all those effects are applied as well. Then give them their probable income for the intervening time period as well as some more experience to simulate the character’s development during the past decades. Each player will have to write up a blurb detailing what the character has been doing since the group last adventured together. The caveat is that none of the characters can do anything TOO exciting during those years. Now the set up is that for some reason, possibly the death of an old NPC acquaintance they have all gathered for the wake and funeral. Naturally enough they begin to reminisce and tell tall tales but fate takes a hand and they’re about to have one last hurrah back in the saddle again. Just what exactly killed their old friend? Is there an enemy they never dealt with? Does anyone out there still remember their old exploits? How high are the stakes against them? Will they go out with a bang or will they eventually die in their beds? 

Behind Enemy Lines

It’s the first Sathar War and the planet Pale has been ravaged. Pockets of resistance hold out here and there and the Presidency has fallen to the Speaker of the Senate. The PCs come from a variety of backgrounds; police, local militia, security, etc and are trapped behind enemy lines in a partially destroyed city. Can they fight their way through to Free Pale Forces? After the escape to non-sathar controlled territory they are recruited for special operations behind enemy lines. As the sathar space fleets drive on to Cassidine and Dixon’s Star the planet Pale falls further behind enemy lines but its citizens are not about to roll over and die. The new president, Sarah Homles is determined to strike back and rescue captured citizens from sathar detention centers, destroy supply depots, and take back Pale for all Palonites. These goals require dedicated small special operation teams who can sneak behind enemy lines and strike back against the tyranny of the Sathar.

Corporate Actions

Author: Jason P. Bise 
System: Star Frontiers 
Type: Hook 
Category: Science Fiction 
Requirements: 5-8 mid level characters, at least 4 military specialists 

Tahll'a Cee'Dah mining facility, nestled deep in the thick jungles of Jeyempe, had become a goldmine! The high dollar project initiated by the Pan Galactic Corporation had finally paid off with a huge strike of Federanium...and then all contact was lost. 

The PC's are individually recruited by the UPF for this assignment due to each members unique talents. Upon reporting to the company's branch office in the city of Teyarra, New Pale, Truans Star, they are assembled and briefed on events that have transpired. -Pan Gal lost contact with Tahll'a Cee'Dah over three years ago but due to the war could not mount a recovery. -Several investigative teams were sent and learned that the system was now ripe with Streel Corporation ships. -Fearing a hostile company takeover, Pan Gal appealed to the UPF govt but was turned down, again due to the strains of war. -A rescue team was sent two months ago, and was lost with all hands. -Now, armed with the latest in arms, armor, and equipment, the PC's must go and retake the facility. The team will be inserted via high speed shuttle craft, but upon arrival they will be met with stiff resistance. Their shuttle will actually be hit and a crash landing will occur, effectively stranding them on planet. From here, the PC's must fight their way through hostile indiginous life, find the mining camp, and retake the facility. All of this marred by ongoing sabotauge efforts by an uknown assailant. End result, the PC's will have to battle through mistrust of each other, fight overwhelming odds, and finally find another way to get home.

Creating an Octopus or Spy or Terrorist Network

By Thomas Verreault/jedion357

Editor’s Note:
The inspiration for this article came from Top Secret published by TSR Inc.

Octopus networks are made up of NPC’s fulfilling roles. The roles are mastermind, administrators, agents and cut outs.
  • Masterminds are the brain of the octopus network, conceiving the plot and initiating it. Without the mastermind the network will stagnate or unravel. He is the key to the whole network. If the mastermind is taken out, the network will crumble into chaos.
  • Administrators work beneath the mastermind and above the actual field operatives. They are the managers who implement the plot. They maintain a legal cover and rarely commit illegal actions. They are often unidentifiable by the agents andoperatives they manage. Administrators have in-depth knowledge of their area but may not be aware of other administrators under the masterminds’ control. Remember, it’s the mastermind that moves the chess pieces within his network. Twist: Truly brilliant mastermind may have several octopus networks which, at some point are connected through an administrator.
  • Agents/Operatives are the dirty work specialist. They are the ones that get things done and perform the illegal actions. They report to a single administrator, are extremely committed and will aggressively defend the administrator and their portion of the network. Agents have a number of cut outs at their disposal.
  • Cut Outs are used to do "leg work" and know very little of the network. All they usually know is that someone told them to do something. They're used in a network to protect the mastermind,  administrators, and the agents from detection because they're more expendable; hence the name  "cut out." Sometimes they are referred to as thugs, mooks and goons.

Communications Within The Octopus Network

Communications between the members of a network are either one-way or two-way.
  • Two-way communications – either party can initiate contact.
  • One-way communication - only one member can contact the other in the network.
It’s impossible to list all the methods of communication possible. Communications can be categorized into the following
  • Indirect – a message that everyone can see but is intended for a single person or group. For instance, billboard signs, TV ads, graffiti, etc.
  • Direct – message is it intended for a person or group that is communicated directly. For instance, ear-to-mouth, smell, touch, etc.
  • Transmitted – messages other than ear-tomouth, they use public or private communications networks.
  • Drop – Message dropped in a public location for pick up either immediately (briefcase hand to hand) or later (P.O. Box, locker, etc.).
Octopus Network

Credit For a Flower, Mister

Author: Daron "Dan" Patton 
System: Star Frontiers 
Type: Hook 
Category: Science Fiction 
Requirements: 4-6 players of mid-level experience 

Adventure hook for TSR's Star Frontiers! 

When the daughter of Motta Granx, Member to the Council of Worlds disappears, the party is called on to use their connections to the Frontier's underworld to track her down. A good deal of legwork turns up the fact that her daughter Heena has joined a secret enclave on another world. 

Infiltrating the The Brotherhood of Beings reveals that the seemingly benign cult has found an interesting way of financing its operations. Not only are they helping to produce and traffic the illegal drug Ixiol, they have unknowingly become a base for the evil worm-like Sathar inside the Frontier.

Data Searches on the White Light System

By [[Thomas Verreault/jedion357]]

Author's Note: wrote:
In the System Brief for SFKH0 "Warriors of White Light" module, there are several agents of unrest who are opposed to the planetary government. They were listed as the Political Party, Liberation Front, and pirates. There was the suggestion of connections between the terrorist and the pirates with possible corporate support from Streel Corporation. All of this information fills two small paragraphs in the system brief.

Visitors to the White Light system, most likely tourist, might not have considered the facts presented in Warriors of White List to be of any special interest. Others may have been keenly interested in them. Anyone motivated to look deeper into the agents of unrest may have found the following in their data searches on GalactipediaNET. 

SEARCH RESULTS Liberation Party, Clarion
The Liberation Party had as its major platform plank the abolition of the monarchy. For decades it had been part of the opposition parties on Clarion. In the aftermath of the assassination of King Leotus XIX it was discovered that the Liberation Party was little more than the political arm and mouth piece of the terrorist group the Liberation Front. A backlash of public sentiment ended the Liberation Party functionality as a viable political party. In the aftermath of the assassination many former Liberation Party members joined the small Liberal Party. 

SEARCH RESULTS Liberal Party, Clarion
The Liberal Party has grown in power and influence over the past few decades since the assassination of King Leotus XIX. In the aftermath of that event some of the key members of the Liberation Party brought their amassed funds and joined the Liberal Party. Overtime it became to new political home of the anti-monarchist. There are still some “classic liberals” in the party but they no longer represent the party’s leadership. In recent years the party has positioned itself as the champion of the poor and managed to stake out a pivotal role in Parliament. With the loss of the majority support in Parliament for the Queen’s close political ally and Prime Minister, Lord John Enoch, the Liberal Party became the key to maintaining the majority that kept him in charge of the government. In exchange they were given a seat in the cabinet. The Ministry of Defense is now controlled by Lady Hilda Slike. Analysts believe the coalition government formed by the Crown Loyalist, Conservative Association, and Liberal parties will not last because their political ideologies are diametrically apposed. For now the leader of the Liberal Party, Lord Jonnas Slike, often “releases members to vote their conscience”; which is political speak for go along with the Queen and Prime Minister on parliamentary votes while he publically opposes the Queen and Prime Minister. 

SEARCH RESULTS Lady Hilda Slike  
Lady Hilda Slike, Baroness of Oil Flatts and Minister of Defense. Began her political career as an aid for her cousin Lord Jonnas Slike when he as a prominent supporter of the Liberation Party. She was elevated to baroness after the destruction of the Liberation Party and has been an avowed liberal ever since. During the most recent fight in parliament to maintain Lord John Enoch as Prime Minister the Liberal Party lent support to the Prime Minister in exchange for a seat on his cabinet. As the cousin of Lord Jonnas Slike the new leader of the Liberal Party it was a forgone conclusion that she would get the cabinet seat. Her administration of the Ministry of Defense has been marked by controversy. Her liberal ideologies have led to resignations by key members of the Royal Guard and Royal Marines, including one Lord Commander. Ideological concerns led to a firestorm over the naming of the latest ship in the Royal Marine order of battle. As a stipulation for signing off on the purchase of the ship she required an unprecedented break with tradition. Normally all Royal Marine assault scouts are named for birds of prey but the latest ship was christened as a medical ship and named Nightingale in keeping with the Minister’s ideologies. 

SEARCH RESULTS Major political parties, Clarion 

The Crown Loyalist Party is largely made up of the aristocracy. Their core belief is that a strong monarchy guarantees their continued position in the political structure of the planet. This party is obviously a strong supporter of the monarchy. 

The Conservative Association has adherents in the House of Lords and the House of Commons. They typically abhor changes and measures that would lead to higher taxes. They have traditionally supported the Crown due to its policies of low income tax and strong defense. 

The Socialist Party is strongest in the House of Commons. It favors social reforms with its major belief being that the government must look after the citizens for their own good. Traditionally this party has been an opposition party. 

The Independent Party is a small but vocal force in both houses of Parliament with a long tradition of opposition to the Crown. 

New Beings Party often sells its votes to the highest bidder. Their major ideological concern is maintaining their power. They have many ideological sympathies with the Liberal and Socialist parties.

The Liberal Party has emerged as the spiritual home for the anti monarchist since the destruction of the Liberation Party. Though traditionally an opposition party it has joined the recent coalition government of Prime Minister Lord John Enoch.

SEARCH RESULTS Liberation Front 
The Liberation Front was the action arm of the Liberation Party and responsible for the assassination of King Leotus XIX. It continues to be active on Clarion but since the loss of its political mouthpiece the movement has floundered some. This has given rise to a radical element known as the Guards of Clarion. 

SEARCH RESULTS Guards of Clarion 
The Guards of Clarion are a radical and violent arm of the Liberation Front and supports the violent overthrow of the monarchy. It is known for its virulent hatred of the Royal Guards, Royal Marines and the Royal Mounted Constabulary.Royal Mounted Constabulary Typical tactics include bombing and assassination attempts by armed groups. They famously bombed the Raptor’s Roost night club in Port Royal, a known Royal Marine haunt.

SEARCH RESULTS  Royal Mounted Constabulary
The Royal Mounted Constabulary dates back to the founding of the monarchy. It has a served the role of a planet wide “federal” police force since its establishment. In the early days they kept the peace over large areas of Clarion that were sparsely populated and used live mounts to do so. As the planet has grown to be a heavily populated world the methods of the RMC have grown and evolved to meet changing needs including the introduction of the first robotic steeds in the Frontier. Today you will find some areas of Clarion are still patrolled by “Mounties” on live and robotic mounts. RMC is a modern police force every bit the equal to the Star Law Rangers. Its motto, “Fidelitas, Veneratis, Virtus” translates loyalty, honor, and valor.

Shades of the Blade

Author: Daron Patton
System: Star Frontiers
Type: Hook
Category: Science Fiction
Requirements: 3-6 PCs 

Koraffo stared at the Khad'dan buried deep in Ulkunk's amorphous corpse. He was the sole survivor now. Why hadn't he simply refused to follow the human female's orders? Why didn't matter any more. The Hir-Kal would be coming for him next. Then it could rest again. The Yazirian sighed then dropped his blaster belt and blaster to the deck. Lasers would be no use against such a phantom. According to legend nothing was. The hissing song of his Khad'dan being swiftly drawn from its sheathe echoed down the silent passageway. If an ancient evil wanted his life, it would have to pass through ancient steel to take it. 

The morning rays of an unnamed star glinted off the ablative hull of the privateer, Prodigal Sun as she lifted slowly into the air. In less than a quarter hour, Sun had cleared the thin atmosphere of the likewise nameless planetoid the team had spent two days exploring. Within an hour, the ship was already building up velocity for the first void-hop back home. 

In a second-hand acceleration couch, Koraffo absentmindedly fidgeted with his holster. His mouth cycled through tight-lipped, barely contained anger to purse-lipped contemplation, back to anger. Pop. Close. Pop. Close. Pop. "Will you cut that out," Marsha Teak said staring back at him from the pilot's seat. Her seething glare cut through any veneer of civility the two had managed to maintain to this point. "We are taking these artifacts back to base and that's that. No more discussion. You read me, ‘Raff?"   

"Loud and clear," The Yazirian's lips curled back to show sharp canines and he flared his nostrils in open contempt of Teak's decision to continue on in what Koraffo felt was nothing less than tempting the gods. Ulkunk, the Dralasite astrogator/engineer/every other free position on the ship, burbled for a moment. "Perhaps we should reconsider, Captain. After all, disturbing graves isn't standard even for Streel Corp." 

Teak looked at her second-in-command, a nonplussed expression pasted on her face. She pulled her three-barred rank insignia from her collar and held them out to the Dral. "Perhaps you should call, T'keec up here and make it a unanimous mutiny, Ulk." 

The blob blustered at the accusation. "No one said anything about mutiny, Captain. I was simply pointing out-- 

"Listen, Gentle-beings. For better or worse, I am the skipper on this little bag of bolts and what I say goes. The Executive VP has a thing for collections and he wants anything unusual we run across. I'd rate those ancient Yazzie grave-sites back there as unusual, wouldn't you?" 

 "Well, yes, but-- 

"Like I just told our simian muscle-boy here, it's not open to discussion. Not another gods-damned word about it. From anyone!" 

No one knows what happened to the crew of Prodigal Sun. When she was recovered, all four of the crew had been killed by various grizzly means. The human female captain had been strangled by some sort strap. The Vrusk male archaeologist was dissected into component anatomical sections, joint by joint. Several deep stab wounds were found in the Dralasite neuter's cadaver. 

Circumstantial evidence points to the crew's only Yazirian member, Koraffo except his remains massed less than four kilograms when recovered, though it all seems to be present based on proportional analysis. Piracy is one possible explanation, but why would pirates leave a perfectly functional ship floating derelict? Strangely the only thing missing from the ship's manifested cargo was a crate listed simply as artifacts. Perhaps no one will really ever know what happened aboard this ship. 

The Hir-Kal (Clan Shadow) is a venerable legend among the Yazirians. Protectors of their masters' graves, these spiritual beings supposedly wreak vengeance on any foolish enough to disturb a Yazirian warrior's tomb. According to myth, the Hir-Kal are creatures of living darkness, taking their very substance from the absence of light. From gnawtoki cats to Yazirian nightbirds, they are said to be capable of changing form, passing through walls like a Khad'dan through water. 

Accounts of Hir-Kal attack say that the only way to survive witnessing a Hir-Kal's fury is to not be the offending party. Other than simple innocence in the offending act, Yazirian folk history cites no known defenses against these shade creatures. 

Adventure Hook #1: The crew of Prodigal Sun discovered a hastily made grave for a Yazirian warrior and looted the ornate weapons and equipment that had been laid to rest with his remains. The PCs could stumble on a similar find complete with several nearly irresistible items of great value. Will they respect the dead and leave the tomb undisturbed or will they try to make off with the valuables? A Hir-Kal or events the PCs could ascribe to a Hir-Kal might just follow them should they disturb the slumbering warrior. 

Adventure Hook #2: The PCs are part of a starship crew that finds a jettisoned crate marked Streel Corp Cargo (control number:189AA8293:archaeological artifacts) floating out in the middle of nowhere. Shortly after the crate is brought aboard, strange things begin happening aboard ship. Accidents, system failures, maybe even a death. Has the Hir-Kal come aboard with the relics? 

Adventure Hook#3: A frantic and sleepless looking Ifshnit merchant offers to sell one of the PCs a pea-sized black crystal that he claims came from an ancient Yazirian Khad'dan. He offers to sell the gem for a fraction of its worth. Strange behavior for an Ifshnit especially one with a rare ebony emerald; is the stone stolen or does he have another reason for wanting to part with it?

Star Frontiers Without Subspace Radios

by Chris Putnam


The Alpha Dawn rulebook has the following rules about the use of subspace radio between star systems:

Subspace Radio. A subspace radio is used for sending messages between distant planets and star systems. Subspace communicators send coded tachyon beams that must be broadcast from very carefully aimed dish antennas to hit their target planet or system. A subspace message crosses one light-year in one hour. The radio uses a type 1 parabattery. Sending a message uses 100 SEU.
Later, the rulebook makes the following comment in the section about layovers during travel in the Frontier:
If the characters are working for a company that is flying them to their destination, their ship probably will not stop over in a system for more than one or two days: just long enough to pick up supplies, fuel and news.
Taken together these comments suggest that communication can pass readily through the Frontier, especially for important messages coordinating such groups as the UPF, StarLaw, and various companies. The comment in the layover section suggests either that ships cannot be contacted when jumping through the Void (hence the need to catch up with news) or that subspace radio is bandwidth limited, so that bulk of entertainment and non-essential messages are carried by starships.

I personally find the second scenario particularly attractive; isolation between different systems and the concomitant differentiation of cultures in different systems is enhanced when subspace radios can only send the most essential messages. This would make each inhabited system highly and rapidly interconnected, however, most communication between systems requires waiting on ships that travel one light-year in one day. This brings to mind the “sneaker-net” phenomenon of the 20th and 21st century computing environment, in which carrying disks between computers is faster for transferring large amounts of information than using wired or wireless connections.

Pushing this concept to the extreme of a Frontier without subspace radios changes a number of aspects of the standard setting. First, intersystem couriers become a major force holding together the Frontier. Second, news outside of the system is always old, which is particularly problematic for large organizations that span multiple systems. And third, travelers and/or pirates in the Frontier can reach new systems before the news of their misdeeds. Although this concept might involve modification of certain adventures (such as reaching the subspace radio in the Streel compound in Mission to Alcazzar), simply making the subspace radio a non-commodity item opens up a large number campaign possibilities.

Bonded Couriers

Although all ships can carry information as “cargo”, bonded couriers were established to ensure both the validity and the security of the information they carry. Governments, banks, small corporations, and even average citizens are customers of these couriers. Similarly, large enough organizations are unwilling to trust couriers outside their direct control and therefore employ their own private courier fleet (often with secret navigated pathways between systems). The ability to corrupt, attack, or otherwise influence these couriers could lie at the heart of many schemes involving criminals, warfare between the mega-corps, or the Sathar.

Several large bonded courier companies compete for Frontier-wide services. These companies are more likely to have the most sophisticated infrastructures and protocols; however, some of their reputations have been darkened in recent years due to allegations that bribery from mega-corps and/or fanatical association with various cults has caused some sensitive information to be leaked, occasionally to various news services. To speed communications, these larger companies do not bring their ships near to inhabited worlds. Rather, these ships dock for supplies and communications download and upload at space stations, which communicate to inhabited worlds via encrypted electromagnetic signals. These facilities are typically armed and sometimes have their own fighter patrols (either owned by courier company itself or listed as “vital infrastructure” and supported by UPF and/or local militia forces).

Not all couriers have Frontier-wide range. The smaller carriers have short runs and frequently specialize in connecting small regions of the Frontier and doing so more efficiently than other carriers. For example, the Vrusk-colonized systems of Kizk-Kar, K'aken-Kar, and K'tsa-Kar are linked by a carrier that minimizes intersystem communication times by setting a secret rendezvous point between the systems in which information is rapidly exchanged with other vessels that only travel between the home system and the rendezvous point. This information distribution substantially reduces the communication time between Kizk-Kar and K'tsa-Kar and has made these routes unprofitable even for the larger courier companies.

Unlike mega-corps that produce physical products, the courier companies gain clients solely through the trust of their clients. Conflict between the major couriers has been as viscous as any of the conflicts between the mega-corps. Empty space between systems and outer regions of various solar systems are littered with the remains of courier ships destroyed and ransacked hulls of courier ships exposed to vacuum. Thus, modern courier vessels are well armed and armored and several have had distinguished records fighting along side UPF and local militias in conflicts with Sathar invasion forces.

Message drones

One potential solution for automated message delivery is through the use of uncrewed vehicles carrying messages. These message drones are particularly useful for regions with little ship traffic or in military situations where information can be returned, even if the ships themselves are destroyed. The Knight Hawks rules suggest, however, that even an uncrewed ship capable of jumping into the Void will be prohibitively expensive. Thus, these drones would not be disposable. These very valuable ships are owned by only the richest governments, mega-corps, and probably the UPF. These ships are also targets for thieves, pirates, and rival mega-corps both for the information they carry as well as the ship itself. The importance and expense of message drones could easily be motivations for adventures in which characters send, intercept, retrieve, or destroy message drones.

Large system-spanning organizations

In the absence of rapid intersystem communications, all large organizations must give local systems sufficient autonomy to operate effectively in-system. For many organizations, this autonomy gives rise to substantial changes in operating procedure from system to system, which can cause headaches for travelers. Additionally, sufficient separation (including separate administrative branches and bank accounts) has caused some mega-corps to split along system lines. Newly-formed subsidiary branches have on occasions rebelled against the parental organization, using differences in local legislation and StarLaw to legally support their efforts. Historically such corporate “rebellions” have been most successful in cases where the parent company and the branch are in Frontier systems with different biases in racial makeup.

The problem of slow, courier-based communication is particular acute for the UPF and StarLaw, which must be able to organize and transport forces to systems that are under attack or are undergoing local problems such as large scale mob assaults and anarchy. One solution adopted by both organizations are standard responses, such as “launch all battleships to a specific rendezvous points upon reports of attacks on this system”. These standardized responses help minimize the lag in responding to news by avoiding additional communications with headquarters located in other systems. The triggers for the organizations and their specific responses are regularly updated and kept under the tightest possible security. A sophisticated attack on the Frontier could be engineered by various parties by intercepting couriers and planting false news reports that would trigger known responses by the UPF and/or StarLaw to move them away from the site of the subsequent real assault.

A second very real problem for both the UPF and StarLaw is the same as for the mega-corps. Local autonomy (and different points of view) can tend to cause various branches in different systems to respond differently and on occasion fair to respond to reports according to current standing orders, especially when local events prevent reallocation of forces. Both the UPF and StarLaw are large enough organizations that they can exchange personnel between systems in an attempt to minimize the local effects; however, these programs are frequently criticized and have not been clearly demonstrated to work.

Using the communication lag

The disadvantages of the slow communications has for many organizations has been used as advantages. Perhaps the best known cases have been individuals and some corporations withdrawing large sums of credits from the same bank account on multiple worlds before the various branches can updated. The most famous of these incidents, reported by StarLaw to involve over twelve individuals on twelve different worlds, has led to the development of the quantum-encrypted “account bar” that travelers carry from world to world; however, recent rumors suggest that even these measures are not sufficiently secure.

Another clear case of individuals gaming the communication lag, which has been much harder to prosecute, is a novel form of “insider trading” where individuals who learn of specific events can beat news reports to more distant starsystems and make strategic purchases and sales of stocks to make money off of corporate losses and mergers. This is a fairly expensive crime; however, it is difficult for StarLaw to trace them, as perpetrators book passage with special (and often illicit) carriers having faster, and frequently more dangerous routes than those standardly used.
Crime waves have also spread similarly, in which sophisticated criminals or criminal cells concoct a specific crime with a profitable modus operandi that they then repeat on system after system before the news of these specific crimes are reported and defenses against them can be launched. Pirates have similarly launched raids sequentially against multiple systems, calculating the lag on the UPF response to pick subsequent targets.

Lack of subspace radios in individual campaigns

For seasoned Star Frontiers gamers, the easiest way to incorporate the concept of a Frontier without subspace radios might be to start a new campaign in which this modification has been applied. For the campaign to “feel” different, it is important that the characters are forced to interact with the implications of the lack of subspace radios directly. For example, characters might be forced to attack or defend specific courier vessels, investigate deep space espionage involving mis-information placed on a courier vessel, “out-run” news traveling from one system to another themselves, carry a message themselves, or deal with the consequences of poor communications in the exploration of systems outside of the Frontier.

The lack of subspace radios might not completely fit in with current campaigns in which the use of (or consequences of) subspace radios are in full force. The role of information courier (and their use as a source of adventures) could still exist and be important for high-level communications that must not be intercepted. Alternatively, subspace radios could fail throughout the Frontier (with the failure zone propagating through the Frontier at the speed of light). Causes for these failures might be a natural event, a scientific experiment gone awry, or tachyon jamming preluding a Frontier-wide attack. In any case, many different entities might enlist the characters to investigate the source of these failures. The consequence of a sudden failure of subspace radios, however, would likely be very disruptive, and many of the infrastructure changes detailed above would not preexist and would only be set up in the short term in an ad hoc manner.

Restricted access to subspace radios

An alternative to the complete elimination of subspace radios is to treat them as a newly developed technology not available for regular use or whose use is filtered through a “controlling organization” that has access to them, potentially the UPF, a mega-corp, or even some fanatical cult. The importance of the organization controlling access to subspace radio service depends on their ability to keep the technology behind the radios secret. All sites of subspace radios, therefore, have the highest possible security with both ground and space forces ready to defend these installations. If the controlling organization is not the UPF or the local system government, the presence and action of these military forces may cause political problems; however, the reliance of the UPF and the local system governments on rapid subspace communications almost always gives the controlling organization the upper hand.

More insidiously, the controlling organization may apply its own agenda to what messages are passed and what information becomes available to the general public. These organizations rarely modify information that is publicly available and can be readily learned through normal ship-borne information traffic; however, simply delaying this type of information or modifying secret communications between governments, the UPF, or mega-corps could be done to provide direct or indirect leverage for the controlling organization.

With a Frontier with restricted access to subspace radios, characters could be recruited into investigating and/or infiltrating the organization behind the subspace radios in order to hunt down political ties, outside influences, or the schematics for the radios themselves. Characters might also be recruited by the organization controlling the radios in order to protect an installation or hunt down messages or radio schematics stolen from them. The central role of these organizations in the Frontier could easily embroil characters in adventures that interact with the political heavyweights of the Frontier.


This alternative view of the Frontier was inspired by a few messages about subspace radios I have read but have been unable to relocate in an old Star Frontiers mailing list archive. Message drones were inspired by message torps in the Legion of the Damned series by William Dietz. The restricted subspace radio access is a scenario inspired by Comstar in FASA's BattleTech Universe.

Truane's Star Military Exploration Force

(Mentioned in [[Crash on Volturnus SF-0]] )

Commander Louis V. Jameson - 22 years service Truane's Star military forces; combat veteran, Truane's Star Medal of Valor; commander two previous exploration missions. 

STR/STA 55/60 
DEX/RS 45/35 
INT/LOG 55/50 
PER/LDR 55/70 
PS +3 IM +4 
Ranged 23 Melee 28 
Description: Human, 1.9 meters tall, 88 kilograms weight, 43 years old Skills: Computer 4

UPF Agencies

[[Victor Gil de Rubio]] 

Aside from Star Law the UPF has created several government agencies to handle certain common problems which stem from governing such a large amount of territory. The success of these agencies has long been questioned, but they are the best that the UPF can create, limited by the amount of influence they can exert on the sovereign rights of each inhabited planet in the Frontier.

League of Ambassadors (LA)

The League of Ambassadors is a government agency created after the First Sathar War in an effort to use diplomacy whenever possible when dealing with races that are not members of the UPF. Lately though the League has had its mandate broadened to allow them to serve as go-betweens between member races in an effort to avoid escalating a conflict. The League of Ambassadors’ duties often involve any negotiation between planetary and interstellar societies and the UPF. They are also mandated to oversee any first-contact negotiations, which puts them at odds with the Frontier Office of Survey and Statistics.

The Colonial Affairs Committee (CAC)

This government agency handles matters pertaining to the colonization of planets. Any authorized colony in the Frontier has at least one small office where a representative from the CAC works. The Colonial Affairs Committee’s job is to insure that the regulations set out in the Frontier charter are observed in regards to any new colony. These rules generally amount to guidelines regarding the sovereignty of higher lifeforms encountered on planets. In the event of a first contact situation occurring, the CAC officer must notify the LA office closest to the colony world, and has the authority to establish first contact rules with the new species until a LA representative arrives. The CAC officer has the right to take over the management of a colony in the case of an emergency, or if the colonial government is found violating Frontier guidelines, but may only control the colony until he is relieved by a new colonial government agent, or a representative from a mega-corp if the colony is owned by a mega-corp.

Frontier Office of Survey and Statistics

The Frontier Office of Survey and Statistics is mandated to survey the worlds of the Frontier and to keep accurate records of all worlds in the Frontier. The Exploration Service (ES) is charged with exploring the known Frontier and what lies beyond the Frontier. The exploration division has the authority to certify worlds for colonization, and can make detailed observations about new species encountered and recommend how the LA should approach a first contact situation.

UPF Trade Commission

In response to the growing number of aggressive Mega-Corps, the UPF has created a government agency whose responsibilities is to set tariffs, duties, rules and regulations for all merchant ships in the Frontier, whether they are corporate or independent. All merchants must be licensed by the UPFTC in order to work in the Frontier. However, the UPFTC has no authority in the Rim, and many merchants who cannot pay the high tariffs have started to move to the Rim. At present UPFTC depends on Star Law to enforce its policies, and their constantly trying to convince the UPF that if they had their own enforcement arm, it would free up Star Law resources. At present, though, their requests have met with refusal. UPFTC operates many customs houses throughout the Frontier. Depending on the population of a star system this can either be a small office with 2-5 customs officers or can be large building employing hundreds and operating large warehouses and impound lots.

Frontier Trade Administration (FTA)

While the UPFTC oversees the operations of merchant ships throughout the Frontier, the FTA oversees corporate practices, and is a judicial branch of government authorized to fine or otherwise punishes corporations who do not follow fair trade standards. The FTA has only been in operation for two decades but its power has, on more than one occasion, been felt by mega-corps who have been caught participating in illegal activities such as selling junk bonds, or participating in “ice wars”.

UPF Postal Service

The Frontier is huge and getting messages from one planet to another is vital to maintaining the Federation. The UPFPS or just the PS as it is often called is in charge of interstellar communications. The PS maintains a fleet of courier type ships that make mail runs throughout the Frontier, but they often contract privately owned merchant ships, or purchase space on corporate owned star craft, to deliver correspondence, and packages throughout the known Frontier.

The Warmaster’s Guild

The Warmaster’s Guild was an independently operated guild which ran a registry for mercenary companies in the Frontier. Eventually, the guild received a license from the UPF and the Rim Coalition. The Warmaster’s guild is responsible for assuring that mercenary companies follow strict guidelines regarding the terms of war, the treatment of captives, and what weapons are outlawed by the UPF and Rim Coalition. To insure that licensed mercenary groups obey the regulations, the WG often assigns company overseers to travel along with mercenary companies to hotspots. These overseers often act as go-betweens and diplomats, but may defend themselves as needed. The WG also maintain a standing military force, in case a situation gets out of hand they have to be called in to resolve a matter.

UPF Order of Battle

By [[parriah (Jess Carver)]]

I compiled this from every source I could find. I considered all the Polyhedron and Dragon articles to be Core or canon. If anyone disagrees, I'm sorry, but it’s the criteria I used.

A * indicates a name I have made up. All other names are derived from a source. I will try to mention them all, but didn't do a great job recording those.

The Knight Hawks Campaign book gives a list of ships and types, but no names. The TOC board-game book has several. I started there.

In the Nov '84 Dragon issue there is a KH scenario called "The Day of the Juggernaut. The entirety of 
SF Nova is given, but it is a different composition of ship types and numbers. I went with the composition in the Campaign book.

In the Aug '84 Dragon issue there is a KH scenario called The Battle at Ebony Eyes. This one is a cool one set in a point of equal attraction between 2 black holes. The Admiral Clinton and some others are guarding a scientific expedition when in slither the Sathar in Heavy cruisers and destroyers.
The War Machine is another KH Scenario in Dragon as well as one other around Zebulon that was with the Yachts and Privateers articles.

UPF Vessels

TF Prenglar

BB Admiral Morgaine (given in Campaign book)
CL Dark Star
CL Intrepid (Raid on Theseus)
CL Honor
DD Thrasher
FF Flying Cloud (War Machine)
FF Vega *
FF Proton
AS Doboruas (War Machine)
AS Starpacer
AS K'Riss
AS Dauntless
ML Mainstay*


BB Admiral Clinton
CC Zamra
CC Grak
CL Courage
CL Glory
DD Chivalry
DD Faith
FF Shimer
FF Zz'Nakk
FF Z'Gatta (Never mind the Dolin Bay scenario)
FF Draidia
As Scimitar
AS Dagger
AS Raiper
AS Lancet
AS Razor

The KH Campaign Book has 6 fighters 1CV, 1BB, 2CL, 1DD 2FF and 3AS.

TF Cassidine

BB Admiral Harsevort
CC City of New Hope *
CL Courageous (Because of the composition of the TF in the KH book, I reassigned the Starpacer to TF Prenglar)
FF Electron
CVA Confluence *
ML Z'Rakt'Zoz
AS Avenger
AS Justifier
AS Morning Star


CL Steadfast *
CL Benefactor *
DD Allison May (I would have put her in TF Cassidine, but the KH Campaign book has no DD in it.)
DD Arcturon (Dragon April ‘85 issue)
ML Gree-Ka-Mip *
AS Arrow (Apr ’85 Dragon)
AS Remora (Apr ‘85 Dragon)
AS Javalin *

In addition, the Raid on Theseus article names three additional Assault Scouts that are not on the UPF Order of Battle for the Second Sathar War game in the KH Campaign Book. These ships have the names Dirk, Blade and Needle.


Clairon, White Light System

(don't call them Golloywog unless you want to start a barroom brawl!)

All listed in Warriors of White Light:
FF Leo
AS Ospery
AS Wasp
AS Falco
(AS Flitter and Swallow on order)

Inner Reach, Dramune System

All listed in Dramune Run:
DD Republic
FF Progressive
AS Scrapper
AS Odessa
AS Draminid

Outer Reach, Dramune System

All listed in Dramune Run:
FF Drasimian
FF Starhawk
AS Maltharia
AS Goldenrod

Minotaur, Theseus System

These ships are listed in an article in Polyhedron #13 Raid on Theseus. The militia in the article has the same composition in ships and types as in KH Campaign Book. This source is where some UPF ship's names come from also.

Minotaur Station
FF Heroic
DD Republic (yeah, the same name as in Inner Reach, but not a problem I think because they're different systems.)
AS Wasp (Again a dupe name)
AS Dragonfly
AS Mosquito
AS Gnat

Hargut, Gruna Goru System

AS Load Runner * (Anybody remember that game?)
AS Lynx *

Hentz, Araks System

FF Sliz K'Klak * (Don't ask me why a Yaz system has a Vrusk name on thier capitol ship)
AS Epe *
AS Cinqueda *
AS Dirk * (Yaz's do like their blades don't they?)
Ken'Zah Kit
K’aken-Kar System
AS Mongoose *
AS Meerkat *

Pale, Truane's System

FF City of Point True *
AS Cerval *
AS Mako *
AS Bolt *
Fromeltar System
AS Kingfisher *
AS Perigren *
AS Redwing *

Inner reach ain’t the only ones who like to name their AS's for birds! ;-)

Zik-Kit, Kizk'-Kar System

AS Szktt *
AS Klak Tak *


Player-Character Races

  • Core Four (Dralasite, Human, Yazirian and Vrusk)
  • Star Frontiersman races
  • Sathar
  • Dragon

A Gorlian Thug?

Download Issue #8
By Robert Bowman
Artwork by C.J. Williams


The Gorlians are mentioned in the original Alpha Dawn rules, in this example for Personality checks:

EXAMPLE: Dreevale the Vrusk has just insulted a Gorlian thug by accidentally spilling a drink on him. The Gorlian is very mad. Dreevale decides to try talking his way out of the situation.  "Oops, pardon me, my good fellow, how absolutely clumsy of me," the player says.  "Here, let me buy you a drink and let's forget about it. Dreevale' s Personality score is 40. The referee notes that the Gorlian is mad and wet and itching for a fight. He tells Dreevale to subtract 20 from his score. Dreevale rolls 91, which is greater than his modified score of 20.  The Gorlian punches Dreevale. 

Physical Appearance and Structure 

Gorlians are large (8 feet tall, or about 2.5 meters) mammals. They are muscular bipeds, with powerful arms and legs. They have thickly padded hands, each with four fingers and a thumb. Their feet are large and padded, ending in five clawed toes. Their torsos are wide and muscular. Gorlians have bullish facial features, with a short snout, and small horns projecting from their foreheads. Short, course fur covers most of their bodies, with color ranging from light brown for females to dark black for males.  Males are generally slightly larger than females. 


A Gorlian's sense of touch, taste, sight, and hearing is very similar to Human's. Their sense of smell, however, is much more highly developed than humans. They can easily smell other beings nearby, even concealed ones, and make excellent trackers (see Special Abilities).


Gorlians produce sound through a larynx. They have a primitive language that sounds very guttural, with lots of snorts and grunts. They can learn Pan-Galactic, as well as Humans and Yarizian languages. 

Society and Customs 

Gorlians have a society based on strength and honor. Their society is a similar to a tribal one, with tribes being referred to as herds by other races. In the past, positions of leadership, such as the "chieftain", were won by fighting in gladiator-like duels to the death. In addition, mates were chosen and won through combat. In more recent times, positions and mates are fought for though nonlethal contests of strength and 
physical prowess that are still considered brutal. Chieftain positions, however, are still fought for to the death. Chieftains rule their herds with iron hands, and cannot show fear or weakness. Female Gorlians can participate in duels, and can win mates and positions. 
Sometimes a female will become a chieftain; Gorlian custom does not prevent this, as long as she can defeat and kill her predecessor. Gorlians mate for life, and will have many offspring. All week, diseased, or deformed offspring are killed. Gorlians give birth to live young, usually two at a time. A Gorlian born without a (fraternal) twin is considered very special. Gorlians are not a scientifically or technologically advanced race. They can learn to use technology, but as a whole, their native technology tends to be primitive. Gorlians are now often hired as "muscle"'; they make good mercenaries, guards, and thugs, and their tracking ability has enabled some to become excellent bounty hunters. Most Gorlians favor melee weapons such as axes, and some have begun using powered weapons. Gorlians are not unintelligent, but as a whole, they are more primitive than other Frontier races. Individual Gorlians can be very intelligent, and may be able to learn technological skills. Gorlians have an innate animal cunning that can make them very dangerous.

Gorlian Characters Characteristics 
 Average Size  2.5 meters tall 
 Average Mass 120 kilograms (male)
 110 kilograms (female)
 Average Lifespan 100 years
 Reproductive System heterosexual, viviparous
 Body Temperature 38 degrees Celsius

Ability Scores
STR/STA +20 

Walking 10 meters per turn 
 Running 30 meters per turn
 Hourly 5 kilometers/hour 

Special Abilities 
Tracking Ability 40% (can be raised by spending experience). 
Incredible Strength No penalties in high gravity worlds.


Gorlians seem to get along best other mammalian races, such as Humans and Yazirians. They respect of strength and combat ability has lead them to have some affinity with Yazirians in particular. They are contemptuous of Vrusk and Dralasites, since these species are so different. They are not sure what to make of the Rim races, but do respect Humma's brawling and carousing attitudes.  The Gorlians as a whole have not had much contact with the Sathar. But they are hostile towards the worms, due to the threat they present, and have no problem fighting them if need be. But Gorlians do not have a centralized government, and have not been invited to join the UPF and serve in Federation military forces.  It must be remembered that Gorlians are very touchy beings to deal with. They have very short tempers, enormous strength, and are easily offended. Any slight or insult will result in a violent response. Bothering a Gorlian is not an advisable thing to do. 

Special Abilities 

Incredible Strength. All Gorlians are capable of incredible acts of strength. All Gorlians get a +20 bonus to their Strength/Stamina scores. This is summarized in the Ability Score modifiers listed in the table, but is such an extreme bonus that it qualifies as a special ability. Referee note: Gorlians are so strong because they come from a high-gravity world. On such planets, Gorlians can function normally, and are not penalized.

Tracking Ability. All Gorlians automatically have the Tracking subskill at 40% (that's the same score a first-level Environmentalist would possess). This score can be raised by spending experience. When using Zebulon's Guide rules, they have the Tracking Skill for wilderness areas, and Stealth skill for developed areas. Treat their sense of smell the same as Osakar. 

Editor's Note: I play-tested this race in a two-sitting weekend gaming session by using it as an NPC on a mission that my children's characters embarked on.  The large bonus to Strength and Stamina wasn't all that unbalanced. In fact, I found his terminally-low Intuition and Logic scores far more of a defining factor for the character. This bothered me a little, since the species is known as good trackers (normally Intuition should be high for such a race). I deviated from the submitter's racial statistics in order to reflect the proposed changes I developed after the gaming sessions. My son had one more suggestion, which I did not make official for the race but will present here instead as an option: It is reasonable that the race should only have a -10 to INT/LOG but a -10 to DEX/RS to reflect the bulky body. 

All SF Races

Races of the Frontier (so far...)


Average size: 
Average mass: 
Average lifespan: 
body temperature: 
1.3 m tall, 1 m wide
65 kg
250 years
hermaphroditic, budding
30 C
Their skin is a flexible membrane that is very tough and scratchy. It generally is dull gray and lined with dark veins that meet at the Dralasite's two eyespots.

The internal structure of a Dralasite is very different from the other races. The Dralasite's central nerve bundle (brain), numerous small hearts and other internal organs float in a pudding-like mixture of protein and organic fluids. Dralasites breathe by absorbing oxygen directly through their skin, so they have no lungs. They are omnivores, but eat by surrounding their food and absorbing it, so they also have no digestive tract or intestines.

All Dralasites go through male, female and neutral stages during their lives (these phases can be controlled with medicines). Males release spores into the air, which drift until they become attached to a female. A young Dralasite then ''sprouts'' from its mother, eventually maturing and dropping off.

The most important sense for a Dralasite is smell. They breathe directly through their skin, and the entire membrane is sensitive to odors. Their sense of smell is so keen they can identify persons by smell alone and can recognize familiar smells on objects or persons. The membrane also is sensitive to touch and to vibrations, allowing Dralasites to hear and feel.

Dralasites see only in black and white. They see shapes and light and darkness very clearly, and can see a difference between distinct colors (blue and green, for example) because one is darker than the other, but they do not see actual colors.

Dralasites have a voicebox, but it works like a bellows because they have no lungs. A Dralasite's voice can vary from a soft whisper to a thundering roar and from a bass rumble to a piercing screech. Among themselves, they also use shapes, odors and touch to communicate.

Society and Customs
Dralasites are philosophical and thoughtful. Their communities are small, and many Dralasites prefer to live alone. Dralasites do not care about wealth, power or status symbols. They judge themselves by the quality of their ideas and their ability to discuss important ideas wisely. Dralasites often hold large public meetings to discuss new ideas. Discussions and debates are among their favorite ways to relax.

Steam baths are another favorite Dralasite recreation. They mix perfumes and intoxicants with the steam. These affect Dralasites the same way alcohol does a Human or Yazirian.

Dralasites are widely known for their strange sense of humor. They love old jokes and puns that make Humans groan. Many Human comedians who could not find work in Human cities have become rich performlng on Dralasite worlds.

Dralasites do not normally wear clothing, because it makes breathing difficult and interferes with their sense of smell. They usually carry their equipment on web belts. When they must wear clothing to protect themselves, they use special materials that let air reach their skin.

Dralasites are very fond of Vrusk, because they think Vrusk have funny shapes. They get along well with Humans but are careful not to upset Yazirians, who they consider too violent.

Special Abilites
Elasticity. A Dralasite's skin is stretchable and supported by a complex muscle structure. This allows them to change the shape of their bodies, within limits. They can "grow" arms and legs to use for walking and handling tools and weapons, and re-absorb limbs when they are not needed.

A Dralasite can have a number of limbs equal to its Dexterity divided by 10, rounded up. The player must decide whether a limb is an arm or a leg when it is grown. For example, a Dralasite with a Dexterity score of 45 can control up to five limbs. It could have three legs and two arms, two legs and one arm, no legs and five arms, or any other combination adding up to five or less.

Growing or absorbing a limb takes five minutes. Only one limb can be grown at a time. A limb can be up to 1 meter long and no less than 10 cm thick. "Fingers'' for handling items can be up to 10 cm long and no less than 1 cm thick.

Even though a Dralasite can have many arms, it can not fire more than two weapons at once. When a Dralasite player creates limbs, he must specify one as the dominant limb, the same way a Human must choose to be either right or left handed. Also, despite a Dralasite's stretching and shrinking, the pattern of veins and ridges on its skin does not change, so they have a permanent "fingerprint" for identification.

Lie Detection. All Dralasite characters have a 5% chance to realize when someone is Iying to them. The Dralasite must be communicating face to face with the character, and the Dralasite player must declare that he is trying to detect a lie. Roll d100. If the result is 5 or less, the Dralasite knows whether the person is telling the truth. If the die roll is 6 or more, the Dralasite does not sense that the person is Iying. This special ability can be improved above 5% by spending experlence points (see IMPROVING CHARACTERS).


Average size: 
Average mass: 
Average lifespan: 
Body temperature: 
1.9 m tall
80 kg (male), 55 kg (female)
200 years
heterosexual, viviparous
37 C
Humans are similar to Earthmen, but these Humans developed on another planet closer to the center of the galaxy. Humans are considered the average characters in STAR FRONTIERS games, so their abilities are not modified when the character is created.

Typical adult Humans are approximately 2 meters tall, and have two arms and two legs. They are warm-blooded omnivores with internal skeletons. Both hands have four fingers and one opposable thumb that allows them to grip and use tools. Their arms are jointed at the shoulder, elbow and wrist. Their legs are similar, being jointed at the hip, knee and ankle. Humans walk upright.

Human skin color varies over a wide range, including pale white and pink, tan, pale yellow, red, brown and black. This color does not change as the Human matures. Most Humans have hair covering the top and back of the head, and males also have hair on their chins and throats. Hair color varies from white and yellow to red, brown and black, gradually changing to gray as the Human ages.

Humans have color vision, sensing the spectrum between infrared and ultraviolet wavelengths. They have good depth and motion perception. Their hearing covers a range from 16 to 27,000 cycles per second, with good separation and direction-sensing qualities. Their skin is touch-sensitive. Their senses of taste and smell are not as highly developed as their sight.

Humans speak by forcing air from their lungs through a larynx or voicebox and shaping sounds with their lips and tongue. They can create a wide range of sounds, and have no difficulty speaking Pan-Galactic and Yazirian languages.

Society and Customs
Human society centers around the family. A family generally consists of a father, a mother and 1 to 10 children. Families usually group together into communities for mutual support and protection. Community size varies widely; several Human cities are known to have populations above 5 million.

Of all the star-faring races, Humans are the most varied. As a race they are not as warlike as the Yazirians, as businesslike as the Vrusk or as thoughtful as the Dralasites. Yet, individual Humans can be found who surpass even the most violent Yazirians, the most dedicated Vrusk and the most philosophical Dralasites. Humans tend to value individuality and personal freedom more than anything else, but they do not hesitate to work together to reach a common goal or to protect themselves from attack.

To members of the other races, the most puzzling aspect of Human behavior is their curiosity and love of adventure. Many Humans are willing to put themselves in great danger simply to see something new or go somewhere no one has ever gone before. Some Humans (a very small percentage) seem to actually enjoy being in danger, thriving on the excitement of a life-or-death situation. This type of behavior has never been observed in normal members of the other races. Even the Yazirians, known for their violence and fits of rage, try to avoid taking unnecessary risks. This spirit of adventure has served Humans well, however, as most major exploration missions organized by local governments or private companies are led by a Human.

Many alien biologists have wondered how the Human race could have survived long enough to build a civilization and colonize new planets; compared to other creatures in the galaxy, Humans are not especially strong or quick, and are no smarter than the other races. However, Humans are very inventive and adaptable. They manage to survive and even flourish in areas other races consider uninhabitable, by adapting themselves to the new conditions with surprising speed. This and the Humans' love for gadgets and hardware led to the appearance of a popular saying among Vrusk, ''Mr. Human and his Indestructible Junk Show.'' Despite this condescending attitude, Vrusk and the other star-faring races have learned to respect Humans.

Humans are one of the most open and accepting of the known races. They get along very well with Dralasites, and their similarity to Yazirians usually is strong enough to overcome the usual negative reaction to a Yazirian's pushiness. Many Humans, however, are mildly nervous around Vrusk. Human psychologists blame this on the Vrusk's resemblance to a giant insect. (Many Humans dislike insects, and some are actually afraid of them.)

Special Abilites
Humans emphasize training and education more than the other races, so players who are starting new Human characters get to add 5 to any one ability score. This bonus can be added to only one ability in an ability pair. For example, increasing a character's Strength score does not affect the character's Stamina score.


average size:
average mass:
average lifespan:
body temperature:
3.5 m long
55 kg
hermaphroditic, viviparous
believed endothermic
Sathar are long, worm-like creatures. Their bodies are divided into segments, like an earthworm's. They do not have a skeleton. Instead, they support their bodies hydrostatically, by pumping liquid into the segments so they become hard. A shiny, clear slime coats their skin. Scientists believe they are warm-blooded, but no live specimen has ever been studied.

A Sathar's head tapers toward its mouth, which is circular and ringed with teeth. Each of their two eyes has two pupils. Four tentacles, two on each side of the body, are arranged about 1 meter below the head. The first pair is slender and weak-looking, and about 1 meter long. These end in four smaller finger-like tentacles. The second pair of tentacles is stronger and about 1.2 meters long. Both of these tentacles end in a paddle-like pad. This second pair is used for heavy lifting, while the smaller tentacles are used for fine work and for holding small weapons.

A Sathar moves by slithering across the ground with the first meter of its body raised. They also can coil like a snake, raising 1.5 meters of their bodies from the ground.

The color of Sathar skin varies from yellow to brown. The tentacles are the same as the body, butwith a slight greenish tint. The underbelly is pale pink. A pattern of dots, speckles and stripes decorates the back of the head. These patterns are natural on some Sathar, but are tattoos on others.

Some survivors of Sathar attacks have reported that Sathars are not effected by electrical shocks or doze grenades, but these reports have never been confirmed.


The Sathar's double pupils give it very wide angle vision. They can see objects in front of them and to both sides at the same time. They smell through two pits in front of their eyes. The sharpness of their senses is not known, but UPF biologists assume their hearing, smell and taste is about the same as a Human's.


Captured recordings show that Sathar can speak Yazirian and Human languages as well as Pan-Galactic. They hiss and lisp when they speak. Their native language has never been translated.

Society and Customs

Almost nothing is known about Sathar society. They have tried to kill every alien creature they have met in the Frontier, usually with alarming success. No one knows why the Sathar attack so viciously or what they hope to gain. All attempts to contact the Sathar peacefully have failed. No Sathar has ever been captured alive, because they kilI themselves before they can be taken. In one case, an entire Sathar ship self-destructed to avoid being captured. Freeze fields have been applied to several dead Sathar in an attempt to have them revived, but biologists have not been able to find a revival technique that works on them.

Scientists have proposed several theories, based on reports from observers. The most widely accepted was written by Gdtlask Gltak, a Vrusk sociologist. Gltak's theory states that all Sathar belong to military units called cadres. The markings on the back of the Sathar's head identify its cadre. Each cadre trains its members as soldiers from the time they are born. Gltak theorizes that Sathar attack alien worlds because their military society would fall apart if there was no enemy to fight.

Readers are warned that this is only a theory. Until a Sathar is captured alive, their true motivation will not be known.


All Sathar should be considered hostile and dangerous. Citizens of the Frontier who encounter Sathar are required by law to report the incident immediately. If escaping is impossible, citizens are advised to attack on sight, as friendly approaches have always failed in the past.

Sathar also are known to use Dralasite, Human, Vrusk and Yazirian agents to overthrow Frontier governments, terrorize citizens and disrupt trade. Like the Sathar themselves, these agents are extremely dangerous. Suspicious beings should be reported immediately. Citizens are discouraged from attacking Sathar agents, as most are trained and experienced killers.


The following information is secret, and should not be given to players until they discover it in the course of the game.

Hypnotism. A Sathar can hypnotize a character by talking to him in a non-combat situation. The character must make a Logic check; if he fails, he is hypnotized. A hypnotized character will think the Sathar is his friend, and will want to cooperate with it. He will see things the way the Sathar describes them, if his other senses do not contradict what the Sathar tells him. (For example, a character would not believe that a fire was a pool of water). A Sathar can command a hypnotized person to do something at a specific time, and to forget that he has been hypnotized until that time. For example, a character could be commanded to turn off a security system at midnight.
Sathar Ability Modifiers. A Sathar's Leadership score must be 20 points higher than its Personality score. Their racial modifiers are:

DEX/RS: -5
INT/LOG: - 5
PER/LDR: +10


average size:
average mass:
average lifespan:
body temperature:
1.5 m tall, 1.5 m long
85 kg
175 years
heterosexual, ovoviviparous
38 C
Vrusk look like large insects and are sometimes called "bugs". Eight legs grow from their abdomen, four on each side. Their torso is upright in front of the abdomen. The torso is humanoid, with two arms connected at the shoulders. The head is above the shoulders. Vrusk hands are circular pads with five fingers spaced evenly around the edge. A Vrusk's shoulders are double-jointed, so they can rotate their arms in a full circle without straining any muscles. They can reach any point on their abdomen or behind their backs easily. They are quicker than Humans, but are not as strong.

A Vrusk's body is covered by a carapace (hard shell). This shell is jointed at the Vrusk's elbows, hips, knees, etc. The carapace protects the Vrusk from bruises, cuts, scratches and other minor injuries. Unlike insects, Vrusk have an internal skeleton to support their bodies. Young Vrusk have a blue carapace with bright orange near the joints. As the Vrusk gets older, its carapace changes to dull green with yellow joints.

Vrusk have large eyes that are protected by a hard, clear covering. The mouth is surrounded by four eating mandibles. The two larger mandibles hold food while the small ones tear it apart and place it in the mouth. They are omnivores. Vrusk have lungs, and breathe through many small nostrils under their abdomens. This arrangement makes it difficult for Vrusk to swim.


Vrusk have very good color vision, but they see more of the short wavelengths (blue and ultraviolet light) than Humans do, and less of the long wavelengths (orange and red). Their sense of smell is centered in their antennae, and is slightly better than a Human's. They also can touch with their antennae. Their hearing is about the same as a Human's.


Vrusk speak by combining clicks produced by their mandibles and buzzes produced by a plate in their mouths.

Society and Customs

Vrusk are hard-working and practical. Their society is organized around independent corporations. To a Vrusk, the company he works for is his family and his nation. The company determines everything about the Vrusk's life; who he lives with, what his job is, where he travels, etc. Vrusk give their company name before their personal name.

Vrusk have two types of corporations: conglomerates and trade houses. Conglomerates have business interests in many areas. A single conglomerate might have divisions that build computers, operate farms, train lawyers and set up colonies. A Vrusk that works for a conglomerate usually works for only one division, and might not even know what other divisions the company owns. Trade houses, which are more common in the Frontier, specialize in one type of business. Because all Vrusk working for a trade house do the same work, trade houses usually work together. For example, a trade house that builds farming equipment would hire accountants from an accounting house to keep their financial records. Business between companies is regulated by laws that are so complex no one besides Vrusk have ever fully understood them.

Vrusk also love beauty, harmony and order. The goal of most Vrusk is to become wealthy, collect art, and live in peace. Their love for beauty makes them unwilling to get into fights that do not involve their company. However, Vrusk that are defending their company will do anything to remove the threat permanently.

Vrusk adventurers, however, do not belong to a company. Some are independent businessmen, some are company employees who were fired and some are just too rebellious to put up with company rules. A few start their own companies and eventually become leaders in thelr communities.


Vrusk get along well with the other three races. They respect the Yazirian custom of choosing a life-enemy, and feel at ease around Dralasites because they are careful and skillful planners (though they are annoyed by the Dralasites' sense of humor). They understand Humans the least because, to a Vrusk, Humans seem unpredictable and a little lazy.

Special Abilities

Ambidexterity. All Vrusk are ambidextrous (they can use both hands equally well). Players with Vrusk characters do not need to choose whether their character is right or left handed. Vrusk can shoot weapons, throw grenades, write, catch or grip with either hand.

Comprehension. Because Vrusk have such a complicated society, they are able to understand all sorts of social dealings. All Vrusk characters start with a Comprehension score of 15. This score is the character's percent chance to figure out any type of social dealing that the player himself can not.

Example: A Vrusk is following a Human he thinks is a spy for another company. He follows the Human into a bar and sees him talking to a group of rough-looking Yazirians, occasionally glancing over his shoulder. Then the Human hands some money to the thugs and leaves the bar. The Vrusk player is not sure what the Human was trying to do, so he tells the Referee he wants to use his Comprehension ability. If he rolls 15 or less on a d100, the Referee will tell him that the Human paid the Yazirians to attack the Vrusk if he tried to follow the Human from the bar. A character's Comprehension score can be increased by spending experience points (see IMPROVING CHARACTERS).


average size:
average mass:
average lifespan:
body temperature:
2.1 m tall
50 kg (male), 60 kg (female)
140 years
heterosexual, viviparous
39 C
Yazirians are tall, thin humanoids. They are generally smarter and quicker than the other races, but are not as strong. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding). Yazirians can glide short distances using these wings.

Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are surrounded by manes and collars of hair, which varies in color from glossy black to pale yelow. Their skin color ranges from gray to Iight tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores.

Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their primate-like appearance, earned them the nickname "monkeys."


Yazirians' senses of hearing, smell and taste are equivalent to a human's. Because they evolved from nocturnal hunters, however, their eyes are adapted to seeing in dim light. They cannot see in complete darkness. They usually wear dark goggles when they must work in sunlight. In bright light, Yazirians without dark goggles must subtract 15 from both their Dexterity and Reaction speed scores.


Yazirians have no trouble speaking Human languages or Pan-Galactic. Their own language is a combination of Human-type sounds and snarls and growls.

Society and Customs

Yazirians were very warlike in the past, and are still considered pushy and aggressive by other races. Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters.

A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a life-enemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.

A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some Yazirians do. There is no set point in a Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky.

Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes.

The zamra was used in the early history of the Yazirians as a dueling weapon. The two Yazirians in the duel would climb separate poles about 20 meters in height with a distance of about 5 meters between them. At a given signal the Yazirians would leap from the poles and glide downwards; each would have one zamra to throw at the other. If the duel was not between enemies, the Yazirians would try to hit each other's wing-like membranes, causing opponents to fall faster. The duelists would try to critically wound or kill each other if they were enemies.

The winner of the duel had to fill several conditions. He had to be alive when he landed, the last one to touch down, and had to land within a two-meter diameter circle which was clearly marked on the ground. One contestant had to meet all these requirements or the duel was considered a draw.

Sometimes duels were carried out using zamras made of softer material. These were generally non-lethal, but sometimes contestants were badly injured or slain with them anyway. Over the years the Yazirians started using the zamra not only in duels but also in any sort of fighting. Even now in the age of space travel, most Yazirians know how to use the weapon.

A yazirian will carry at most two types of zamras. One type is produced in a variety of colors (except red) and can be used anytime the character wishes. The other type is dark red, and can only be used against that Yazirian's life-enemy. Often the red zamra will be carried as a sign of honor if the Yazirian chooses a life-enemy that is not a living being, such as a disease or a competitive company. Typically only one red zamra is ever owned by a Yazirian; to own more is considered disgraceful. A character may own as many other kinds of zamras as he pleases.
When a Yazirian character is created, a six-sided die is rolled to determine the initial skill level the character has when throwing a zamra. A roll of 1-3 means a skill level of 1; a 4-5 roll means a skill level of 2; and a roll of 6 indicates a skill level of 3. This skill level may be improved over time. A character's base chance to hit targets when using a zamra equals one-half the character's dexterity expressed as a percentage, plus 10% per skill level with the zamra, plus range, movement, careful aiming, cover, target size, and thrower's condition modifiers. Use an additional -15% penalty if cast by a gliding Yazirian (such as during a duel).

Other character races may use the zamra, though Yazirians tend to frown upon such practices. The zamra has a significant place in Yazirian folklore and culture, and Yazirians like to see it treated with proper respect (which they don't feel can be given the device by other races). Although they usually won't attack someone seen using a zamra, Yazirians won't necessarily be happy to see this situation, either.

Yazirian battle gauntlets and zamras are made of strong, light alloy; zamras weigh about .5 kilograms. Game characters can never "modernize" zamras by adding devices to make them some sort of energized weapon.

Note: the zamra will always be used before any other weapon carried by a Yazirian if a life-enemy is being fought.

When a Yazirian is using a zamra against his life-enemy, he gains a +10% bonus to the chance that he will go into a battle rage, which will last as long as he is fighting his life-enemy. A red zamra will be used against life-enemies if possible, though other sorts will do.

If cast at a gliding Yazirian, a roll "to hit" that is less than or equal to 1/10th the thrower's normal "to hit" score may (at the caster's option) disable one of the target Yazirian's wing-like membranes, forcing him to cut his gliding distance in half and land quickly.

If two Yazirians are throwing zamras at each other, each has a chance to catch the zamra thrown at him with the battle-gloved hand. The chance is equal to one-half the character's dexterity plus 3% per zamra skill level. If the gloved character is hit by a zamra yet makes his catch percentage, he will take no damage.

Any character with a zamra skill level of our or better ha a chance to try rebound shots. For example, the character may be pinned down by gunfire in a corridor, with assailant firing from around the corner. The zamra thrower may attempt to make the zamra bounce off a wall or other surface and strike the assailant. There must be a hard surface for a rebound shot to be attempted, and a zamra can only bounce off one surface to make an effective attack. The following procedure must be used:

  1. Basic chance to hit: 1/2 dexterity (round fractions up).
  2. Bonus: +5% per zamra skill level.
  3. Add or subtract range modifiers, adding 5 meters of effective distance for the rebound itself.
  4. Use the rest of the modifiers listed on p.22 of the STAR FRONTIERS Expanded Rulebook.
  5. Subtract 1-4 points from the zamra's damage if it hits the target, as the rebound absorbs part of the zamra's kinetic energy.

In general, Yazirians like Vrusk and Humans. They occasionally lose their patience with Dralasites, because they are slow and would rather discuss ideas than act on them.

Special Abilities

Battle Rage. Yazirians train themselves to go berserk in battle. A berserk Yazirian gets a bonus of +20 to hit in melee. Yazirian characters start with a Battle Rage score of 5, and a 5% chance to go berserk at the start of a battle. This chance can be increased by spending experience points (see IMPROVING CHARACTERS) to raise the Battle Rage score. Battle Rage lasts as long as the Yazirian keeps fighting; it ends when the Yazirian rests for five minutes.

Gliding. Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 1 meter for every meter he is above the ground when he starts. He must start at least 10 meters above the ground. The maximum distance a Yazirian can glide depends on the gravity of the planet, as shown below.

GravityMax. Glide
.6150 m
.7100 m
.850 m
.925 m
1.010 m

Yazirians cannot glide on planets with gravities below .6 or above 1.


average size:
average mass:
average lifespan:
body temperature:
1.3 m tall, 1 m wide
65 kg
250 years
hermaphroditic, budding
30 C
The Zuraqqor are a race of intelligent, bipedal insects, each having small, vestigial wings, two compound eyes, and two antennae.

Zuraqqor are thought to originate from a world near Zebulon, as all assaults on Federation shipping have been made in that area since the new trade route was opened.

Zuraqqor have near human sense of touch, hightened sense of smell (+5 to sense checks) and diminished sense of taste (-10 to sense checks). Zuraqqor see in 280 degree vision with little sensitivity to light, but is equal to humans in that too bright of light can obstruct their view.

Zuraqqor speak using whirs, clicks, and flapping their wings in short rappid bursts. They can speak Vrusk and simulate speach in a similar way to Vrusk.

Society and Customs

Zuraqqor live in vast communal buildings called Hives. Each Hive houses 100,000 or more. Zuraqqor planets are divided into Hive Districts, each controlling several Hives.

Zuraqqor society is divided into five classes, called orders:
worker, warrior, technician, king, queen. The class of each Zuraqqor is determined at birth. The five orders have slightly different physical structure that distinguish them from one another. Individual Zuraqqor do not have much personality; they act as members of their class.

About 75% of all Zuraqqor are workers. Workers do the basic labor of Zuraqqor society. The task could be simple, such as on an assembly line, or complex, such as a merchant banker. Workers might use machines as part of their jobs. However, they will never repair, direct, or command machines or robots. Such work is the prerogative of the technician class. Workers are sexless creatures with a heavier build than the other orders.

Warriors are the fighters of Zuraqqor society. They are sexless and make up about 10% of the Zuraqqor population. They are heavier and stronger than all orders except workers. Warriors are more agile than other orders, and are the only ones normally allowed to bear weapons (other Zuraqqor can bear arms if the threat of death is immediate). Zuraqqor warriors repair and maintain their personal weapons, but the heavier weapons and equipment are maintained by a few technicians attached to the squad.

Technicians are technological experts and have a monopoly on science and technology in Zuraqqor society. They have larger brains than warriors or workers, but are not as strong as either. Technicians have gender, but they are sterile. Technicians make up about 10% ol Zuraqqor society. Over the years, technicians became more important as technology became more complex. Technicians now enjoy privileges that workers and warriors do not have. Technicians have a decisive role in society and try to limit kings and queens to figurehead status. Rival groups of technicians often stage palace revolutions to put their own candidates on the thrones.

Queens are the leaders of the worker order (although their power, like that of the Kings, is now limited by the powerful technician order). Each Hive contains one Queen. The Hive Queens elect one District Queen yearly and the District Queens elect a Planet Queen every ten years. Aside from their leadership duties, the queens mate with kings to produce each generation of Zuraqqor. The queens bear thousands of young several times per year. Zuraqqor young are born in a primitive embryo stage then mature in the Hive hatcheries.

Kings lead the Zuraqqor warriors, just as queens lead the workers. There is one King in each Hive. Kings have an organization similar to that of the queens (Hive King, District King, and Planetary King).

The Zuraqqor are one of the Sathar?'s allies. They are cunning and dangerous and see the universe as their garden and hair-covered beings as disruptive to its order.

Special Abilities

Speedy Flight. Flight is automatic for a Zuraqqor. Their 20m/round flight speed makes them dangerous opponents.

Reactive Vision. Due to their secular bug eye vision and fast reflexes, Zuraqqor get +5 against surprise checks.

Racial Modifiers
+10 DEX/RS
Movement: Human


Any encouter with them should be reported immediately. If escape is impossible, citizens should attack immediately, attempting to capture a live Zuraqqor for study if possible. When Zuraqqor are encountered with Sathar, citizens should either attempt to escape or attack to kill, as the Zuraqqor are known to be allies of the Sathar.

Average Zuraqqor
STR/STA 45/45
Military Skeinsuit
Albedo Screen
Laser Rifle with 20 SEU clip
  1 Fragmentation Grenade


average size:
average mass:
average lifespan:
body temperature:
2.5 m tall
90 kg
210 years
hermaphroditic, viviparous
38 C
The body of a Humma is pear-shaped with a short, blunt head, no visible neck, narrow shoulders, unusually short arms, a stocky trunk, and wide hips with powerful legs. The face has a muzzle, with both feline and canine features. The body is covered with matted fur, usually dull brown. The hands are hairless. The feet are long and tough.

Humma walk on the balls and toes of their feet, which gives them their extra height. They are able to jump an incredible distance. Their short arms can hold a rifle but are not suited for melee weapons. They have evolved with an agile and strong prehensile tail with which they can deliver a sound blow or use a melee weapon.

Humma are warm-blooded but they are not mammals; their physiology and life cycle are unique. Young Humma are female. After they have borne one (all Humma bear one child in their lifetime, though sometimes they bear twins or even triplets), they change into males. When Humma approach 170 years of age they undergo another change into a neuter stage and remain neuter until death.


Humma hearing and sight are equivalent to Human standards. Their sense of smell and touch are not as acute as most of the other races, while their sense of taste is completely dull. This lack of smell and taste, combined with their tough digestive system, means they can eat almost anything that is vaguely edible.


The Humma language is an ugly one, full of grunts and gutteral noises. It is not an easy language to learn; Vrusk and Ifshnits, particularly, have a difficult time with it.


Most Frontiersmen do not like Humma, and even their fellow Rim dwellers are not overly fond of them. That is fine with the Humma, because they do not care for the other races, either. Humma are rude, crude, lewd, pushy, and arrogant. The only races they enjoy working with are the Yazirians (Humma admire their battle rage) and Osakar (because no one likes them either).

Humma evolved from an extremely warlike society. They were welcomed into the Rim System and eventually allied with the UPF because they are much more desirable as allies than enemies. Since the First Sathar War, their hatred for the Sathar has run a close second to that of the Ifshnit. This is obvious from the term they use to refer to Sathar: "meat"

Society and Customs

Humma history is steeped in civil and interspecies war. The Sathar incursions, however, drove the Humma to finally join the Rim Coalition. There is little that they enjoy more than a good brawl. Humma have an almost fatalistic, "it is a good day to die," attitude which not only makes them deadly warriors but leads them to entertain themselves in most illicit fashions. They are carousers without peers.

Humma society is feudal with the equivalent of a king (called the Highest One) and royalty (Higher Ones, High Ones, and so forth). The fealty they owe their superiors is a very serious matter with them. Humma are usually named after their forebears or the houses they serve (e.g., Glaxchild, Klud of Arius, etc.). The lineage of a Humma is important to him and a source of pride.

In the last few decades the pride and honor that Humma have traditionally assigned to feats of war have come to include accomplishments in technical and scientific areas and explorations. There is even a house, Platget, that now sends out its descendants to become Star Law Rangers.

Special Abilities

Spring Charge. A Humma can spring up to 25 meters horizontally from a standing start and, if he lands within 2 meters of an opponent, come to a dead stop and make a melee attack against the opponent, who cannot strike back. The "carousel attack:' a circle of Humma springing from one enemy to another, is a bizarre battle tactic they enjoy using. A Humma can continue this 25-meter spring for up to 10 turns, but then gets winded and cannot use it again for at least 30 minutes.

Poison Resistance. Humma are unaffected by any poison that they eat or drink.

Prehensile Tail. The tail of the Humma is 2 meters long and has a grip stronger than a Human hand. The tail is capable of holding an item or swinging a melee weapon. When holding an item, the Humma can use its two arms normally. When using the tail to wield a weapon, the Humma must concentrate on it and cannot use its arms to operate anything else. The tail can only wrap around hilts, handles, etc., and cannot throw grenades or operate devices. The tail itself is treated as a rifle butt for damage. It is strong enough to support a Humma's body, but only for a number of turns equal to the Humma's Stamina divided by 10.


average size:
average mass:
average lifespan:
body temperature:
1 m tall
30 kg
150 years
heterosexual, viviparous
32 C
Ifshnits are bipedal, symmetrical mammals that look like tiny Humans in hair coats. All Ifshnits have bald pates, moustaches, and long, silky hair over the rest of their bodies. This body hair can be any color but is seldom different shades on the same body. All males have long and ornate beards, usually of a different shade than the rest of the body hair. The body hair of both sexes is usually worn in intricate braids. Each Ifshnit clan braids its hair differently. Ifshnit hands and feet are covered with short hair, except for their palms and soles, which are bare and padded. This short hair is slightly darker than the rest of the body hair. Their hands have three fingers and an opposing thumb, and the feet have four toes.

Ifshnits are herbivores and the thought of eating another creature is utterly revolting to them. Because of their vegetarian diet they are constantly nibbling instead of eating meals.

Because of their small size, Ifshnits cannot use many large items, including normal rifles.


Ifshnits have normal senses of hearing, touch, and taste. They have almost no sense of smell and have a hard time understanding the concept of scent. Their eyes have a fast-closing inner lid that closes instantly if exposed to bright light, preventing the Ifshnit from being blinded (many exobiologists believe Ifshnits evolved under intense sunlight). Their night sight is no better than a Human's.


Ifshnits have a lilting, piping voice that is best described as cute. Their language is intricate, but is compatible with most races' linguistic abilities (except the Humma).


Ifshnits are intelligent, brave, patient, and tolerant of other races, and members of most other races like them instantly. However, Ifshnits prefer being alone or with other members of their clan. They harbor an intense hatred for the Sathar and any who serve them. This is due to their past dealings with the Sathar. Though details are hard to get, apparently the Sathar plagued the Ifshnits since their history began. This leads many historians to believe that the Ifshnits (or a branch of that race) at one time inhabited Sathar space. Ifshnits have been known to risk life and limb many times over to eliminate Sathar and their agents.

Society and Customs

Ifshnits are the major race in the Capella system. They founded the Capellan Free Merchants and still control the organization. Their strange, polite dickering is known and welcome on most planets. Due to their origins, Ifshnits are fiercely independent. They like neither mega-corps nor cadres. They live in small family clans and are governed by a committee that changes continually.

Ifshnits believe that this is the last corporeal existence they will have. Their concept of an afterlife is one of pure thought mixed with gentler emotions. As a part of this belief they tend to ignore the sensual pleasures of life. Their favorite pastimes include games (they love competition), storytelling, and bartering for goods.

They adapt very well to living and working in space. Dorem Dasak, the famous Dralasite philosopher and historian, has named them "The race of the future, they who will inherit!"

Special Abilities

Flash Resistance. Ifshnits cannot be blinded by any light, as their inner eyelids snap shut instantly. They cannot see during the turn a light flashes brightly, but their eyesight will be normal the following turn.

Innate Skill. Because of their unique culture, which is heavily based on barter, Ifshnits learn about trading at an early age. An Ifshnit character is allowed to choose one of the following skills at second level and at no cost when it begins the game: Appraisal, Gemology, or Haggling.


average size:
average mass:
average lifespan:
body temperature:
2.2 m tall
100 kg
not applicable
Mechanons are roughly humanoid sentient robots. Their brains are made of various-colored crystals that form an artificially intelligent storage and computing device; a technology unknown but much sought after by the other races. Their bodies may vary in shape and size, but are developed according to caste and function, but most are generally of a similar height and weight.


Mechanons are usually equipped with sensors that give them visual and audio input roughly equivalent to Human eyes and ears. The warriors are also equipped with infrared and night vision and have heightened hearing. The thinker class is believed to be equipped with all available optical enhancement devices and have extremely heightened hearing. Though they can sense chemical compositions and touch pressure, Mechanons cannot appreciate smell, taste or sensation.


Mechanons have built-in poly-voxes and can be programmed with almost any language. The higher orders, warriors and thinkers, can learn new languages. The Mechanon voice is high and always sounds mechanical.

Society and Customs

Mechanons evolved on Volturnus from primitive Eorna robots into a sentient, sapient race which could propagate mechanically. The robots used on the Frontier in everyday life are to the Mechanons what baboons are to the Yazirians: there is a certain similarity, but the differences are far greater and of more importance.

Little is known about Mechanon society. What is known indicates that it has a complex and strict caste system which does not allow for advancement from a lower caste to a higher one. The more intelligent Mechanons occupy higher castes. It is known that an aggressive tendency to dominate and destroy organic, intelligent life was once a strong factor in Mechanon society. Indeed, it resulted in the famous Mechanon revolution on Volturnus in FY 54 and the eventual mass exodus of Mechanons from that planet. But recent studies have shown that this is no longer a primary drive within the majority of Mechanons encountered. In fact, of 100 randomly tested Mechanons, only five showed any signs of animosity or superiority complexes relating to organic sentients.

Some robopsychologists are beginning to suspect that two completely different Mechanon societies may be evolving: one bent on peacefully coexisting with the other races, and another, smaller faction bent on destroying them.

Mechanons use standard robots to perform menial tasks, just as the other races do. Philosophy and the arts are completely non-existent and Mechanons cannot understand what organic beings see in these pursuits. Mechanons have no sense of public vs. private property. Supplies simply are created, exist, and are used as needed. There is no family unit.

There are few laws in Mechanon society. Every Mechanon is programmed with specific behavioral directives during construction. Noticeably fewer restrictions are placed on members of higher castes. At present, the Mechanon's crystalline technology is the envy of every government and mega-corp in the Frontier.


The Mechanons seem to get along with most races now. Their fascist tendencies have waned since they colonized their own planet, and they are now trying to become respectable members of the UPF community. Many people who have dealt with them in the last decade testify that they are no more difficult to work with than any other race and are possibly easier to deal with than the Humma. Still others, though, contend that the Mechanons are planning the overthrow of all biological races in the Frontier and cite their past cooperation with the Sathar as proof. The matter is hotly contested, and only time will settle it.

Special Abilities

Ambidexterity. All Mechanons are ambidextrous, just as the Vrusk are.

Built-in Weapons. All members of the warrior class have at least one built-in weapon, usually a proton beam or laser. It is suspected that the thinkers have even more powerful armament.

Exceptional Intelligence. Most Mechanon castes have a set Logic score of 75. The thinker class has a Logic score of at least 95 and can figure out the use of any manufactured item in a matter of minutes.

Persuasion. Thinkers are also skilled debaters. They get +20 (+2 Column Shift) on efforts to persuade, and improves with experience.


average size:
average mass:
average lifespan:
body temperature:
3 m tall
100 kg
225 years
42 C
Osakar are very tall, long-limbed creatures. Four legs grow symmetrically from the lower portion of their barrel-shaped bodies and constitute 65% of their height. Each leg has two opposing knees and can fold up to lower the Osakar to a height of a little under 2 meters. Their feet are shaped identically to their hands.

Osakar have two arms with shoulder joints similar to those of a Vrusk, but they aren't double jointed. The hands are short and powerful with five fingers (each finger has five knuckles) and two opposing thumbs (each thumb has three knuckles).

The Osakar head is set slightly forward of the shoulders on a long, thick, muscular neck. This neck can turn the head straight back, so the Osakar can easily look behind itself. The Osakar head has a very flat face with little detail. The two eyes are totally black. The nose is an intricately baffled vertical opening. The mouth is a mere slit containing hard, bony ridges used for chewing. Two opposing tongues, one on either side of the mouth, can be seen.

The Osakar epidermis is made up of thousands of large. white, hard, plate-like cells that are shingled downward all over the body. They resemble a huge, white plant more than any animal.

Osakar have only one sex, which is considered female and new individuals are developed from unfertilized eggs. To all other races Osakar appear completely identical, like clones.


Osakar have vision, hearing, and a sense of touch comparable to that of mankind. They have the finest sense of taste and smell on the Frontier (see Special Abilities).


Osakar speak a strange language that is quite beautiful. The two tongues produce sounds no other race can make and the use of their baffled nose-hole adds exotic fluting which is entrancing. They have no problem learning to speak new languages.


Osakar try to get along with everyone, but some of the other races are barely able to tolerate the Osakar, probably because of their appearance. Most Humans are afraid of Osakar (because of their "spidery" legs) and the two races never live close to each other. The only races that get along with them are the Ifshnits (after centuries of trade and interaction) and the Humma (because no one likes them either).

Society and Customs

The incredible physical similarities between Osakars has an interesting impact on Osakar society. All Osakar are absolutely equal and have the same rights. They are the only race that has achieved perfect equality. Their lack of distinguishing features not only reinforces this equality, but also channels their natural inclination toward individuality in a most unusual direction. No two Osakar sound alike, the inflection and tone of their voice being unmistakably different. Some even adopt other languages permanently.

This desire to be different also manifests itself in their religious beliefs. Every known religion in the galaxy, including ancient and "forgotten" religions, is being practiced by at least one Osakar. All Osakar are fervently religious, but the religion itself is not as important as the fact that the Osakar believes in it.

But the Osakar desire for individualism is most notably expressed in their apparel. While Osakar can live comfortably in most climates without clothing, apparel accounts for a major portion of their personal expenses. They absolutely love fashion. Gaudy, tasteful, tacky, luxurious, the range of Osakar apparel is without limits and changes continuously. (Osakar characters must spend at least 20% of their income on clothing and accessories.) Osakar do not limit their outfits to one gender or species; any clothing that fits, from any culture or time period, may be worn by an Osakar.

Special Abilities

Highly Developed Smell. All Osakar have highly developed olfactory senses. These are so accurate that an Osakar can recognize and identify even very weak odors that it has encountered in the past, including people. Any Osakar learning the Tracking skill has +15 (+2 Column Shift) added to its success rate, unless something has masked or removed the scent.

Languages. Because of their unique mouth structure Osakar can duplicate all known languages. The Osakar are the finest linguists known. An Osakar character starts the game knowing any four civilized languages it desires in addition to PanGal and Osakish.


average size:
average mass:
average lifespan:
body temperature:
3.5 m long
55 kg
hermaphroditic, viviparous
S'sessu are almost identical in appearance to Sathar, the most obvious difference between them being body coloration. A Sathar's skin is yellow or brown, but a S'sessu has a bright pink- or green-tinted skin. The S'sessu do not have the patterns of dots or stripes on their heads that the Sathar have. Otherwise, all other descriptive information on Sathar can be applied to S'sessu.


A S'sessu's sense of hearing is equal to a Human's. Its sense of taste is slightly better than a Human's, but its sense of smell is somewhat less well developed. A S'sessu's double pupils give it superior all-around vision, allowing it to see in several directions at once. A S'sessu always has a +2 Initiative Modifier because of its excellent vision.


S'sessu speak with a hissing lisp. They have quickly learned Pan-Galactic since their existence was discovered, and they can speak it normally. They can also speak the language of their own race.

Society and customs

In general, S'sessu are extremely competitive and self-centered. Each individual does what it wants, caring little for others except for those who can help the S'sessu achieve its goals. Power and possessions are only for those S'sessu who can take and keep them. This would seem to create a society where murder and violence are rampant, but this is not the case. Indeed, at times S'sessu can be highly organized and cooperative, and violent crime is an uncommon occurrence among them.

If a S'sessu believes there is some sort of personal gain to be had in doing so, it will work cooperatively with other beings. A group of S'sessu might pool their money to build an interstellar spaceship, and another group might hire a police force to protect them from robbery or murder by others. However, S'sessu will have only one leader among them in most situations. Thus, a S'sessu company is controlled by one extremely powerful boss; the captain of a S'sessu spaceship is the absolute leader of all beings aboard that ship. S'sessu philosophies are based on getting and keeping power, not on what is right or wrong. To a S'sessu, the only actions that are "wrong" are those that keep it from reaching its goal in the best and safest manner possible.

The discovery of the S'sessu has presented a puzzle for xenobiologists. The S'sessu have no explanation for their similarity to Sathar and were in fact unaware of the existence of the Sathar until contact with the UPF. The current theory held among scientists is that the S'sessu are an offshoot of the Sathar race, and this seems well-supported. If this is true, the separation between the Sathar and S'sessu would have to have occurred more than 20,000 years ago, long before the Sathar or the S'sessu are known to have developed space travel. It has been speculated that an ancient unknown race of aliens (possibly the group known to xenoarchaeologists as the Tetrarchs) transplanted a small group of S'sessu to their present homeworld at that time.

S'sessu only hold claim to a small region of space, consisting of two stellar systems (each with one small inhabited planet) lying ten light years from the Gruna Garu system, on a line running from Dixon's Star to Gruna Garu and on to the S'sessu worlds. Due to their similarity to the Sathar, it was only through luck and careful diplomacy that they were not immediately attacked as hostile aliens by the rescue force that found their homeworld. Little is known about the S'sessu's history, as friendly diplomatic relations have only recently been established.

The S'sessu are extremely aggressive business dealers. In their attempts to gain an equal footing with the other races in the Frontier Sector, they have hired adventurers to spy on, infiltrate, steal from, or suppress activities the S'sessu deem "unfriendly" in the Frontier systems closest to them. This has caused Star Law to take an active interest in certain foreign and business affairs of the S'sessu, though the race as a whole is not regarded as dangerous or hostile.


The S'sessu are essentially amoral (neither knowing nor caring about the difference between good and evil). It is a good bet that a S'sessu will always do exactly what is best for it, even to the extent of betraying others without a second thought to save itself. This "every-worm-for-itself" attitude makes the S'sessu disliked, especially by the Vrusk (who have suffered in certain business dealings from the S'sessu love for "dirty tricks").

Nonetheless, the other races have learned to work with the S'sessu, often with great success and mutual benefit for both sides. S'sessu adventurers often work well as team members, especially if they see their chances of finding personal gain and wealth are improved through cooperative effort. Of course, a better offer might always be made by someone else, leaving the door open for possible treachery.

Special abilities

Ability Insight. Because of the extremely competitive nature of S'sessu society, individuals have developed the ability to judge the strengths and weaknesses of opponents. All S'sessu start with a score of 5% in this ability. This is the percentage chance a S'sessu has of learning one ability score or skill level of a being he observes. The S'sessu must see his opponent actually doing something related to that ability score before he can make this judgment.
Example: Asphenomenas, a S'sessu, sees a smuggler outside a spaceport. The smuggler is trying to shoot a beam weapon at a guard robot. Asphenomenas secretly watches the smuggler, and the player tells the Referee that Asphenomenas wants to use his Ability Insight to determine the smuggler's DEX score (based upon the smuggler's shooting ability). The Referee secretly rolls percentile dice. If the die roll is 05 or under, Asphenomenas will have learned the smuggler's DEX score. A roll over 05 would indicate uncertainty and no knowledge gained.
Ability Insight may be increased by spending experience, just like any other ability score may be raised. This ability may only be used once per game hour, simulating the intense concentration required to use it.

Creating a S'sessu character
S'sessu characters are created in the same way as other characters. The following Ability Modifiers are used when creating a S'sessu:
DEX/RS: +0
INT/LOG: +10
PER/LDR: -10
S'sessu have the same movement rate as Sathar do. They walk at 10 meters per turn, run at 20 meters per turn, and move long distances at 3 kilometers per hour.

The following Racial Reaction Modifiers may also be used when dealing with S'sessu:
Humans have a -5 reaction penalty to S'sessu.
Vrusk have a -10 reaction penalty to S'sessu.
S'sessu have a +5 reaction bonus to Sathar.
S'sessu have a -5 reaction penalty to Vrusk.

(source- Star Frontiers: 25th Anniversary Edition)
Used with permission from Gergmaster


Plants Named Skree by Kevin Christian



Physical Structure
Yazirians are tall, thin humanoids. They have long arms and legs and slender torsos. Two large flaps of skin grow on either side of their bodies, attached along their arms, torso and legs. When a Yazirian
raises its arms, this membrane is stretched tight and forms a sort of wing. Under certain conditions (explained under Gliding). Yazirians can
Yazirian Females
 glide short distances using these wings. Yazirians have muzzles and high foreheads, giving them an animal-like appearance. Their heads are
surrounded by manes and collars of hair, which varies in color from glossy black to pale yellow. Their skin color ranges from gray to light tan. Because their bodies do not sweat, Yazirians pant to keep cool. They are omnivores. Yazirians have four knuckles (one more than Humans) on their fingers and toes. The inside toe is opposed like a thumb, allowing them to grasp things with their feet. The tips of their fingers and toes end in broad, ribbed pads, giving them an excellent grip. These characteristics, combined with their animallike appearance, earned them the nickname "monkeys."

Night Vision: Because they evolved from nocturnal hunters, however, their eyes are adapted to seeing in dim light. They can not see in complete darkness. They usually wear dark goggles when they must
work in sunlight. In bright light, Yazirians without dark goggles must subtract 15 from both their Dexterity and Reaction speed scores. Yazirians' senses of hearing, smell and taste are equivalent to a human's. 

Yazirians have no trouble speaking Human languages or Pan-Galactic. Their own language is a combination of Human-type sounds and snarls and growls.

Society and Customs
Yazirian communities are divided into large, loosely organized clans. All the members of a clan are related to each other. In the past, clan ties were very strong. The clans had traditional enemies and allies, and they struggled constantly for power and land. Since the Yazirians moved into space, they have learned to cooperate more and the clans have become less important. Despite this, Yazirians still have a reputation throughout the Frontier as proud, fierce fighters. A custom Yazirians have kept intact is the selection of a life-enemy. When a Yazirian chooses a lifeenemy, he dedicates his life to destroying, overcoming or outdoing that enemy as completely as possible. In the past, a Yazirian would choose an enemy clan or clan member as his life-enemy, but now the choice is much wider. A Yazirian scientist could name an incurable disease as his life-enemy, or a Yazirian trader could choose a competing company. The scientist would try to find a cure for the disease; the trader would try to build up his own company so it is more powerful than his enemy's, or even try to drive the other company out of business.

A Yazirian gains honor by striving to defeat his enemy. Yazirians with powerful life-enemies are respected and admired. A Yazirian that defeats its enemy does not need to choose another, but some
Yazirians do. There is no set point in a Yazirian's life when he must choose a life-enemy, and some Yazirians never choose one. A Yazirian that dies without having chosen a life-enemy is considered unlucky. Typical Yazirian clothing is a large, brightly colored cape and tunic, a waist belt and two belts crossed over the chest. Dark goggles are worn in the daytime. Yazirians do not like shoes, but when necessary they wear mitten-like shoes. 

In general, Yazirians like Vrusk and Humans. They occasionally lose their patience with Dralasites, because they are slow and would rather discuss ideas than act on them. 

Special Abilities
Battle Rage. Yazirians train themselves to go berserk in battle. A berserk Yazirian gets a bonus of +20 to hit in melee. Yazirian characters start with a Battle Rage score of 5, and a 5% chance to go
berserk at the start of a battle. This chance can be increased by spending experience points (see IMPROVING CHARACTERS) to raise the Battle Rage score. Battle Rage lasts as long as the Yazirian
keeps fighting; it ends when the Yazirian rests for five minutes.

Yazirian Male
Gliding. Yazirians can glide short distances using the membranes along their sides. A Yazirian can glide 1 meter for every meter he is above the ground when he starts. He must start at least 10 meters above the ground. The maximum distance a Yazirian can glide depends on the gravity of the planet, as shown below. 

Gravity ---- Max. Glide
 .6G -------- 150 m
 .7G -------- 100 m
 .8G -------- 50 m
 .9G -------- 25 m
 1.0G ------- 10 m

* Yazirians cannot glide on planets with gravities below .6 or above 1.

Average Size 2.1 meters tall
Average Mass 50 kilograms (male) 60 kilograms (female)
Average Lifespan 140 years
Reproductive System heterosexual, viviparous
Body Temperature 39 degrees Celsius

Ability Scores

Walking 10 meters per turn
Running 30 meters per turn
Hourly 4 kilometers/hour

Special Abilities
Night Vision -15 to DEX/RS when operating in full daylight
Gliding Glide 1 meter forward for each meter descended.
Battle Rage 5% chance. When raged, +20 chance to hit opponents in melee.

The Core Four Part-II 

by Brian Conway
Star Frontiersman Issue #15

The ancient and magnificent Yazirians!  If they were not so much at each other's throats, they might be almost as bad as the Sathar.   (That might be a little harsh...)
According to ancient legend, there was a single planet from which all life sprung.  This planet has had many names, but the most important one is Yaziria.  Supposedly, ancient spacefarers populated the Yazirian systems with life, bringing with them all the abundance and verdancy of Yaziria.  This paradise-planet has long since disappeared into myth.  Nevertheless, the Sons and Daughters of this Eden, this Yaziria, are named Yazirians.  To some, this myth is historical fact.  To others it is a tenet of their religion.  A certain number think it is just an old story.  In any case, they call themselves Yazirians.

The actual location of Yaziria is claimed by different planets, weakening the spirituality of the myth.  On the other hand, the Yazirians’ many vicious wars have created many gaps in their historical narrative, and the archaeological record is inconclusive as to the actual origins of the race.  In much of Yazirian history, tradition, myth, and legend is all that has survived.  Even some precious artifacts that survived certain periods were destroyed centuries later in subsequent wars, removing whole chunks of the historical record.

Yazirians have the most violent history of any race other than the Sathar.  Clan violence finally ceased several hundred years ago after the Enlightened Ones came down with Jesus-like religious conviction and got the Clans to respect each other, at least in terms of life, limb, and property.

Yazirian religion revolves around the teachings of these Wise and Peaceful Brothers, who taught the Yazirians to take their tremendous energy and enthusiasm and turn it into something else besides war - especially on other Yazirians.

Hence, the Yazirians made a major and massive break with the development of the Sathar.  Unlike the Sathar, the Yazirians had always a strong philosophical, religious and peaceful streak in them.  It just took hundreds of years to finally take root and change the warrior-culture of the Yazirians.

Yazirians are dour, easy to insult, and take slights very seriously.  Most have poor senses of humor, and "not getting the joke" just makes them angrier.  This problem makes them think that they are the butt of the joke, worsening the situation.

Ritual is vital to Yazirians.  Their Enlightened Brothers saw rituals as a way to soothe the violent ways of the Yazirian reptilian mind.  It helps, to a point. Yazirians have ceremonies for almost everything, even relatively mundane events and holidays.  Major events and honors have ceremonies that can last hours.  Screwing up a ceremony is a serious insult. This is another reason the Yazirians don't get on well with Dralasites, who have a lot of trouble suppressing their giggling during these somber Yazirian scenes.

Clan is everything to Yazirians.  Being "Disinherited" (being cast out of the Clan) is devastating.  Many of these Yazirians become criminals.  The only fate worse than Disinheritance is Unjust Disinheritance.  However, some Clans do allow an atonement process.  Many Yazirians simply kill themselves when faced with such dishonor.

There are many Yazirian folktales and myths of ancient heroes who were unjustly disinherited.  They bring tears to the eyes of the most grizzled and battle-hardened Yazirian veteran.

Although their society is as varied as the others in the Frontier, the Warrior Ethos among the Yazirians is still very strong.  Their Battle Rage is symptomatic of their readiness to fight to the death at a moment's notice.  Battle is in their blood.

Yazirians do not get on with people outside of their clans, let alone with other races...  However, an excellent way to make a friend of a Yazirian is to share their sacred Life Enemy and help destroy it, or participate in battle with him or her.

A Yazirian friend is a friend for life, in most cases.  The ultimate honor that a Yazirian can bestow upon another is invitation to join their Clan.  Although this is rare, it does happen - mostly with Humans and Vrusk.

Once inside of Yazirian's clan, the true warmth and spirit of these beings is displayed. Yazirians among their Clans "let their fur down" and have wild parties. Yazirians love large halls that can accommodate the entire clan for parties - always involving massive amounts of alcohol and other intoxicants.  Dancing, singing, story-telling, gliding from the rafters, sexual ribaldry and all the other things one would associate with a drug and booze soaked party often occur at these Clan gatherings.

Non-Yazirian members of Yazirian clans become pretty much Yazirians themselves to the Clan members. Money is loaned freely at zero or low interest. All Clan members are expected to put up other visiting members of the Clan.  Generosity for other Clan members is one of the most endearing qualities of the Yazirians.  Many down-and-out humans have been saved by long-forgotten Clan members who have happened upon them.

Clan membership also comes with duties.  Many funny holoshows have revolved around human families suddenly burdened with having to accommodate, entertain, and clean up after large bunches of Yazirian clan members on an interstellar visit!  Hilarious when viewed from the outside - as the humans desperately try to parse all of the clan rules, rituals and traditions while trying not to go bankrupt paying for all the hospitality.

At a minimum, expect a Yazirian to show holos of his clan, with long winded descriptions of everything that everyone is doing, combined with a cavalcade of gossip, if you meet a fellow clan member after a long period of time.

Yazirians hate crowds.  They do not like to touch or be touched. Many a barfight has been caused by bumping into a drunken Yazirian.  Yazirians do not shake hands of non-Clan members - that is a very special gesture to a Yazirian.  They believe that part of the soul of the Yazirian passes on to the being whose hand is being shaken.  This has led to some serious misunderstandings among those who do not know this about Yazirians.

Some Disinherited Yazirians travel to the mixed-race planets, relax some of their more intense ways, and adjust quite well to their new situations.  The mixed race planets are full of these kinds of Yazirians, and others who find the rituals tedious and the attitudes too strict.  Most Yazirians do not have this kind of wanderlust, however.  The Clan serves as a huge social and cultural cocoon for most Yazirians.

Tragically, some Yazirians still judge others by their clan membership.  Many were enemies during the Wars centuries ago, and have never forgotten their feuds and slights.  This is especially prevalent among the older, more conservative Warrior Clans.  Violence does break out from time to time, but only (it is said) among individuals, not ordered by the Clan itself.  Clan War in Yazirian society is considered utterly Un-Enlightened.  It has not occurred among the major clans in hundreds of years.  It is the greatest of sins in Yazirian society - going against the most vehement and passionate teachings of the Great Brothers.

Most Yazirians, being very intelligent; understand that not everyone from the other races knows all of their quirks and sensitivities.  As a result, most Yazirians that come into contact with other races are prepared mentally for the inevitable gaffes and faux pas that occur with inter-racial contact.  Their patience is limited, however.

Certain clans are also mellower and less intense, especially the ones with high numbers of technicians and scientists among them.  Some clans even have renounced violence completely, embracing the Ways of The Great Brothers with a monk-like dedication.  Generally speaking, the more warrior-influenced the clan, the more intense and unforgiving that it is.

Yazirian society is still a little male-dominated, but much of this has unraveled since the Enlightened Brothers.  Today, most Yazirian females have a more-or-less equal footing to the males.  Again, it varies from clan to clan. Some clans are even matriarchies.  Again, the more conservative Warrior clans have a male-dominated slant, for the most part.

Magnificent in battle, capable of spectacular feats of agility, possessed of ancient wisdom, great intelligence; and yet rash, impulsive, intense, ultrasensitive, and quick to anger - the contemporary Yazirian is at the same time an enigma, and also clear for all to see. 


Froniter corporations.

Aramax Power Factors

Aramax Power Factors (APF) is one of these smaller corporations, with interest in a number of fields including mining, shipping and, of course, power generation and distribution. At present the company supply over half of Triad's power requirement, but its main competitor, [[Sunpower Inc]], is attempting to expand its market share.

Headquarters: [[Triad]], [[Cassidine]]

Capital University

(Mentioned in Crash on Volturnus SF-0)

Geeko-Sur-Mang Professor of Geology, Capital University
STR/STA 40/50
DEX/RS 50/50
INT/LOG 50/40
PER/LDR 55/55
PS +3 IM +5
Ranged 25
Melee 25
Description:Yazirian, 2.1 meters tall, 50 kilograms weight, 52 years old
Skills: Computer 4
Background: Recognized authority in geophysics, specialist in planetary crust formation

Cassidine Development Corporation

Headquarters: [[Triad]] , [[Cassidine System]]

Mission to Alcazzar

Interplanetary Industries

Interplanetary Industries specializes in high-tech non-computer and non-communications devices that are too expensive for other mega-corps to produce. More galactic patents are held by I.I. than any other mega-corp, and its research labs are the finest on the Frontier. Industrial spying is a way of life with most mega-corps and I.I. is no exception. Its private security force is reputed to be the best in the Frontier. Headquarters: Lake Vast, Triad, Cassidine Chief Executive: Harlon Thow (Human) Subsidiaries: None


MercCo was created shortly after SWII by enterprising individuals who specialized in warfare. They received financial backing from the Streel Corporation, and in ten years have developed into a mega-corp. MercCo Specializes in mercenaries for hire in temporary or permanent security, military, or high-risk positions.

Headquarters: Buckerton, Kdikit, Madderly's Star
Chief Executive: Ebser Henshaw (Yazirian)
Subsidiaries: ForceCo (military personnel), SecurCo (security personnel), RiskCo (high risk operations of any type)
Allies: [[Streel Corporation]]
Enemies: [[Galactic Task Force Inc]], [[PGC]]
Occasional Opposition: Various small security organizations, militia, pirates

Triad Institute of Technology

by Thomas Verreault/jedion357 

The following document will cover setting details, NPCs, and related information to assist the game referee in running a campaign centered on a group of adventurer scientists working for a major museum/research institute in the Frontier. Inspiration for this campaign is taken from action packed thrillers like Indiana Jones, Tomb Raider, and The Mummy.
Triad Institute of Tech logo


Triad Institute of Technology (TIT) was established by decree of the Council of Worlds to be a research center independent of mega corp control. Its idyllic campus includes a beautiful mall and gardens spread over several city blocks in New Hope, the capitol of Triad. Triadians are immensely proud that Triad won out over Gran Quivera for the location of the institute.

The mandate that TIT is to be free of direct mega corp influence is aimed at the issue of control. Mega corporations direct research according to what is considered profitable. The institute, officially at least, directs research based on academic considerations. Being federally funded, TIT often must invest resources toward research for the benefit of Star Law, Space Fleet and Land Fleet. The upside is that the institute can occasionally call on these and other federal organizations for assistance in the pursuit of its aims. 

Note: TIT gaining help from other federal organizations is not the same as a Star Law marshal commandeering a space ship in the pursuit of a criminal. The cross agency assistance usually requires written requests, bureaucratic review and time consuming coordination with said agency.

The fact that the institute is independent of the mega corps does not mean that the mega corps are not involved. Traid is the headquarters for Cassidine Development Corporation (CDC) and Nesmith Enterprises of Triad (NET), both with heavy investments in the high tech field. Surprisingly many mega corps have established grants and endowments, for the university, recognizing that highly trained researchers and scientist graduating yearly is a benefit to their research programs. CDC, NET, and even Streel have become significant patrons of the institute. Pan Galactic Corporation, which supported the bid for Gran Quivera to host the institute has not. In fact PGC's Artifact Research and Development Team has become a significant competitor of the Acquisition Service.

The Acquisition Service works directly for the museum portion of the Institute. They acquire and authenticate artifacts as well as negotiate for collections in private hands to be loaned to the institutes's museum. The service is made up of scientist, technicians, adventurers and what one might even call mercenaries. Their duties range from the mundane; investigating counterfeiters, to the exciting; discovering alien artifacts on strange new worlds. 

The service has at its disposal the research capabilities of the institute as well as a modest inventory of equipment. For most assignments it contracts for interstellar transport on commercial vessels. If a mission is believed to be of significant importance a chartered vessel maybe provided. Rather than transport vehicles from Triad the service relies on locally rented vehicles unless travelling beyond the known Frontier.

Members of the Acquisition Service have the benefit of free training at the institute if its a skill that the referee rules is taught there. For example laser weapons marksmanship would not be while computer sciences would. In addition the service provides its teams with a credit line to cover mission expenses. Team members who are qualified (ie they have weapons skills) have a federally issued gun permit allowing them to possess and transport most pistols and rifles on interstellar transports. They still need to follow local laws and check proscribed weapons, like rifles on planets like Clarion. While it would be frowned upon for the team to walk around armed for razor tooths in settled areas it is recognized that security precautions need to be taken in wilderness and unexplored areas.

Truan’s Star Civil Service

Mentioned in Crash on Volturnus SF-0

Grod Technician
STR/STA 60/50
DEX/RS 45/45
INT/LOG 60/70
PER/LDR 40/40
PS +4 IM +5
Ranged 23
Melee 30
Description: Dralasite, 1.3 meters height, 65 kilograms weight, 85 years old
Skills: 5th level all skills
Background: Developer, hydro-magnetic stabilization system in Dralasite air cars; author, ''The Metaphysical Foundations of Dralasite Morality''

Vrusk Atlas Manufacturing Corporation

Mentioned in Crash on Volturnus SF-0

Itklikdil Cartographer
STR/STA 40/40
DEX/RS 50/60
INT/LOG 40/50
PER/LDR 30/40
PS +3 IM +6
Ranged 25
Melee 25
Description: Vrusk female, 1.5 meters height, 85 kilograms weight, 32 years old
Skills: Environmental 6
Background: Ph.D., experienced explorer and cartographer; loaned to exploration mission by employer in exchange for Volturnus mapping rights. 


WarTech Incorporated

The WarTech Inc. military and industrial complex control about 80% of all weaponry sold, and can influence planetary and system-wide military conflicts. Corporate warfare and miscellaneous battles on the Frontier are usually conducted by members of Galactic, MercCo, planetary militia, or Landfleet, who all buy their supplies from WarTech (or rent them from the Capellan Free Merchants). It is even reported that private dealers buy weapons for pirate or terrorist organizations from WarTech. It is also rumored that certain "Doomsday" devices were created by WarTech, but were deemed to be too dangerous for public consumption.

Headquarters: Heston, Hargut, Gruna Garu
Chief Executive: Lance "Gunner" Todd (Human)
Subsidiaries: Interstar Weaponry, Nova Explosives Unlimited, Newar Laboratories, Zik-kit Ordinance Industries

Referee note: Unknown to the rest of the mega-corps, WarTech actually has the largest annual income.


All your Referee needs!

Adventure Layouts

by [[Larry Moore]]

The following article provides a layout for building adventure modules. My goal is to provide a standard for adventure writing. This is useful for the Online Gaming project we are attempting to get started. Additionally if we have several Referees’ running the same adventure, with a standard layout they can easily pick up where the other left off. Of course standards help write the adventure themselves. A good start to adventure writing has been provided by Brian Conway in his article tilted Creative Refereeing, #7-p13. 

NOTE: The following section entitled “COVER” is optional. I included it to make the module complete from cover to cover. With my own writing sometimes I get bogged down finding just-the-right cover image to spending too much time writing the teaser text. The most important part is the adventure itself which begins at “REFEREE BRIEFING REPORT”.


This is the cover page of the adventure. It contains the following information including an image picturing an scene form the adventure.

Adventure Number
I use the following conventions; SFAD-Cxx or SFKH-Cxx. Refer to the following table.
Acronym Description 
 SFStar Frontiers 
 ADAlpha Dawn 
 KHKnight Hawks 
 xxModule Number 
Example; SFAD-C03 would be the third contributed module using the Alpha Dawn rules. If a module uses both AD and KH rules simple use the SFKH acronym and state in the introduction; “This module uses the Alpha Dawn Expanded Game Rules in addition to the Knight Hawks Campaign Book Expansion Rules.”

Gaming system name
Once you have the adventure number simply type out the game system that will be used. 
“Star Frontiers Alpha Dawn Adventure” 
“Star Frontiers Knight Hawks Adventure”

Name of the adventure
The adventure name should be succinct, something catchy and relative to the story line.

Table of contents
A table of contents (TOC) will be listed along with credits to the author, editor and artists.


This is the Referee's introduction to the adventure. It contains topics such as;
  • How to use this module
  • Number of players and skills required
  • Adventure overview and plot synopsis
  • Campaign Adjustment (optional)
Campaign Adjustments - If this is a continuing adventure module from an existing campaign this section covers details if the PC's have taken part in previous adventures or they are starting the campaign from this point.


These sections start with an introduction to the players and begin the encounters they will face. Each section is designed to provide a single-nights gaming session, about 3-4 hours of playtime and has the following layout. (In the example below I will use Alpha)

1. Session Introduction
This is always section 1 of the session, for easy identification by Referee's. This section is a recap of the previous session and an introduction to the current session. 
  • Alpha 1.0 Introduction
2. Encounters
This is always section 2 of the session, for easy identification by Referees. Sessions can have many events/encounters designed to eventually lead to session's main event. Each event/encounter is numbered as a subsection of section 2. For example: Alpha 2.1, Alpha 2.2, etc. Events normally lack mapped encounter areas, but may have images, sections to read aloud, or handouts.They are often of one of the following event types: encounter, role-playing, problem-solving, or skill challenge.
  • Alpha 2.0 Encounter
  • Alpha 2.1 Encounter
  • Alpha 2.2 Encounter
    (and so on)
3. Main Event
Always section 3 for easy identification. This is either a keyed map area location or simply a main encounter/event of the sessions. Each keyed map area is found as subsections of section 3. For example, a corridor on a map for Gamma session might be labeled with a "6" to be described in Gamma 3.6.
  • Alpha 3.0 Main event
4. Session Wrap-up
Always section 4 for easy identification. This is usually a final role-playing event or sometimes just a moment to rest the characters. Sometimes it is just a boxed section of text to read aloud. It always includes experience awards, along with any other things awarded to the character for their efforts.
  • Alpha 4.0 Session wrap-up 
Next I'll use Beta since the Alpha section is complete, then Gamma, Epsilon and so on until the module is complete. Example;
  • Beta 1.0 Introduction
  • Beta 2.0 Encounter
  • Beta 2.1 Encounter
  • Beta 2.2 Encounter
  • Beta 2.3 Encounter
  • Beta 2.4 Encounter
  • Beta 3.0 Main event
  • Beta 4.0 Session wrap-up


This section is dedicated to the Referee and may contain one or more of the following topics;
  • Abbreviations
  • Season and movement
  • Maps
  • Player character equipment *
  • NPC stats and tables
  • Random encounter tables
  • System brief *
  • Alien creature update report *
  • New rules
* Depending on the adventure these items may appear in the Player's Background Report.


This section is dedicated to the Players and may contain one or more of the following topics;
  • Handouts
  • Briefing Reports (Background information)
  • Maps (Only maps that characters would have before the adventure starts)
  • Pregenerated Player Characters
  • New Equipment


This section gives ideas for plot hooks and future adventures the Player’s may encounter down the road.


Teaser text and Image
The teaser text should appear on the last page of the book, something to draw in the reader but does not give too much detail away. It should also have a picture representing a scene in the adventure.
Sometimes the back cover is a crop of the front page image zoomed in. Tips on Writing Modules
I use a piece of graph paper or blank sheet and write a simple introduction. Under the text I draw a box and fill in the first main event (Alpha 3.0). The next box is the second main event (Beta 3.0); the following box is the third main event (Gamma 3.0) and so on. I connect the boxes with lines, off to the side I write down encounter ideas that lead to the main event. Sometimes I use a random encounter.

Adventure Layouts

Yazirian Literature and the Art of Writing Fluff

By Thomas Verreault/jedion357 

The purpose of this article is to demonstrate how to detail some background fluff for the Frontier setting and suggest ways to use it in your games. Creating bits and pieces of background fluff can be fun and it helps set the flavor of the game setting. Background fluff is basically anything that you create that is not absolutely necessary for a campaign or adventure but supports the atmosphere or theme of your campaign or adventure. It can include significant game information. Anything can be fluff; a computer file, a prophetic inscription, torn pages from an atlas, or a song lyric. Though I wouldn’t consider half the background material I create to be absolutely necessary, I find that all to often it inspires me with ideas for adventure, particularly when I start asking myself questions about it.

In the Volturnus campaign the writers created song lyrics that were sung by the mad pirate in the caverns. It was patterned after historic sea shanties probably because it was intended to support the theme of piracy. In the “Dramune Run” module the writers created computer print outs of information available for the PCs from the ship’s computer. In the first Robocop movie there were all these fake futuristic commercials that served the purpose of establishing the futuristic setting.

As a player in a play by post game I needed a bit of poetry for my character to recite during combat (kind of like the sniper in “Saving Private Ryan” who was always quoting “The Book of Psalms”). In particular it had to be yazirian poetry. Now I have written poetry before but didn’t really have a solid idea of what to write that wouldn’t sound really lame so I combed some poetry books. After spending hours looking at poetry to “yazirian-ize” I got bored and looked up a personal favorite from high school, “Charge of the Light Brigade.” Twenty minutes latter I had “Charge of Clan Renegade” and it became a center piece of an incredibly fun post. So what, that I ripped off Alfred Lord Tennyson, I didn’t feel up to writing the poem myself and the modified poem reads like something written by a yazirian.

Being the fruit of a favorite game post and a modified version of a favorite poem, “Charge of Clan Renegade” was just too good to leave alone. I kept coming back to it and asking myself questions about it which led to new material. Eventually it all came full circle when I used it in a post for a game I referee. Below is an excerpt from my game where I used a few lines from the poem to introduce a bit of plot twist. Note, that in just writing that post I created the idea that there are rich posers in the Frontier that get electronic copies of books printed to fill a library for show, which is in itself, another bit of fluff.

Tanar followed the house keeper into the library with its impressive collection of hard copy volumes. He knew that the owner of this particular library was no poser who had electronic copies printed to fill shelves and put on airs of looking rich and intelligent. Dr. Albrecht Zinasta’s collection was authentic, old, and the fruit of many years of collecting. Even more importantly he had read every book and probably could recall them all. It was also the reason for the gift under his arm, a pre-Yazerian Star Exodus edition the epic yazirian poem, "Charge of Clan Renegade." He didn't know how the ifshnit trader had come by it but he couldn't resist purchasing it knowing that his mentor would cherish it, relishing the exercise in puzzling out the archaic tongue it was written in.

"Sir Tanar Daagron!" Tanar winced at the new title and Dr. Zinasta smiled and winked, still obviously proud of his young protégé. They chatted and Dr. Zinasta robustly quoted a line form the poem pronouncing it far better than Tanar could have then translated the ancient Yazirian dialect it into Pan-Gal on the fly.

"Boldly they flew and well Into the Jaws of Death Into the Mouth of Hell"

"Pardon my use of the human term, “hell” as it is a close fit to the yazirian word and it rhymes better."

Tanar smile, "No I think the human term carries the sentiment as well as, if not better, than the original." To himself he said, 'Yeah this was a good gift.'

"Well, well, I too have a gift for you." With a wink and a smile he waved him over to his desk and activated the computer terminal. With a touch, the holo display activated and Tanar recognized scans of the sathar destroyer that had curiously buzzed through the system at sub void speeds during the recent GOC operations. It was a standard energy sensor scan and at a glance it looked to be from the stealth platforms in the outer system.

"Do you see anything unusual?" Tanar leaned into the display and played with refining the data. After a few minutes he leaned back and said, "This. This reading isn't right or rather it’s unexpected but I'm not sure what it means...unless...unless....oh Hell!"

Dr Zinasta frowned, "Hell in deed.” After a pregnant pause he continued, “…behold a pale horse and the name of him that sat on it was Death and Hell followed with him..."
A good way to create fluff is to start asking yourself the typical reporter questions of Who, What, When, Where and Why. For example in working on a new bit of sonic technology, I ask myself, “Who invented this?” In short order I had a page of material discussing the NPC inventor of a number of sonic tech discoveries. This bit of fluff in turn suggested adventure ideas and possibilities.

Fluff can branch out and take on a life of its own. After creating a historic ‘Clan Renegade,’ I began asking myself, “Why would a poem be written about a renegade clan? Who was Clan Renegade? What did they do to become immortalized?” As I answered these questions more material was created.

Not all of the fluff you create has to be paraded in front of the players. In the example above I only quoted a few lines from the poem and there is opportunity to quote a few more at another time or even build to a plot twist where the content of that poem is crucial to the adventure. By leaving some material to be just for the referee’s benefit it gives you a fall back place when the players go off script or push for more details. If you’ve given them the whole poem and then they dig for more, you either have to make up something on the spot (which can be difficult) or admit you that you are unprepared (embarrassing). Holding material in reserve gives you a back up position and should the players decide that the content of the poem or fluff is crucial to the ongoing adventure then you still have time to figure out how to work it in.

For me, one of my struggles with the Star Frontier’s setting is the lack of depth of detail. Sure the writers of the game painted with broad brush strokes with the intent that every referee would color in the details he or she needed but sometimes the lack of detail feels overwhelming, leaving you with a steep hill to climb sometimes just to get a adventure off the ground. It should not be that hard.

Take a little time and one important detail in your campaign and ask yourself a series of questions. Who? What? When? Where? Why? and How? Write your answers down and you’ll be surprised how much background you just created. When players inquire for details these very details can be what they discover. Before long you’ll have background material that is a personal favorite that you keep coming back to and expanding.

With the new material, I created on the yazirians, some interesting adventure ideas suddenly presented:

  1. A yazirian priest who is a dissenting voice opposing the top down control of the Family of One is seeking to get out of yazirian space for his own personal safety. He tries to hire the player characters to transport him. The problem is that the Family of One’s version of the Inquisition does not want him to get out into the Frontier at large. They exert powerful influence in yazirian worlds and systems in such a way that local authorities will usually buckle to their pressure rather than create a political incident. There is also a need to run down travel documents and forged identity papers for him as well as smuggle him to the Prenglar system. It turns out he’s even more important being the heir of a Clan Renegade leader which makes the opposition even more desperate to stop him. 
  2. An exploration ship discovers a drifting hulk of yazirian manufacture. It’s the cryo-ship of the colonial governor and his Clan Renegade body guard that was sabotaged by the original clan chiefs of the Family of One in their “bloodless” coop that saw them rise to power. The player characters can be the survey crew that finds the ship and they must unravel its mysteries or they can be hired covertly by the Family of One to steal the artifacts brought back to the Frontier by the survey crew. A plot twist is that Clan Renegade still exists as a secret cadre similar to popular belief about the Knights Templar being still around today in the guise of the Masons. 
  3. Seeds of Civil War! As the truths about the Family of One and the fate of Clan Renegade leak out civil war in yazirian society begins to simmer. The entire Frontier will be affected and what role will the player characters play in this? Gun runners to rebellious yazirian cadres. Rescuers of kidnapped yazirian resistance leaders? Or guns for hire for the Family of One doing “black” missions? 

Below are samples of fluff I created along these lines. Enjoy and write some yourself.

Charge of Clan Renegade 

by Clan Lord Tennishron 

Historical note: The epic poem, “Charge of Clan Renegade,” describes historic events occurring during The Great Clan War of the yazirian home world's Gunpowder Age. Clan Renegade was not originally a clan but a collection of small disaffected, outcast, or unrecognized clans. During the clan wars military units were all organized on the clan level but the outcast and unrecognized clans tended to be insufficient to organize proper clan units so they were lumped together under the designation Clan Renegade.

The Clan Renegade military units, when they were used at all, usually had the poorest morale and elan. The label of renegade became synonymous with deserters and criminals and few generals gladly added them to their order of battle. That changed with the charge described in this poem. It was a very typical Renegade unit led by a defrocked priest turned Clan Lord that saved an armies flank with a wild suicide charge. In the aftermath of the battle the decimated survivors of this unit swore blood oaths to each other and forged a new clan that would forever welcome outcast to its ranks. The victorious Warhon recognized the new clan and made them his personal body guards. Clan Renegade became an elite and highly decorated fighting unit with a storied history surviving up to the Great Exodus to the Stars.

Translator's note: As much as possible I've used archaic terms form human history for words that don't translate easily like league and saber as well as a few common words from PanGal to approximate the rhythm and rhyme of the original.

Half a league, half a league,
Half a league onward,
All in the Valley of Death
Flew the six hundred.

'Forward, the Clan Renegade!
Charge for the guns!' he said.
Into the Valley of Death
Flew the six hundred.

Forward the Clan Renegade!
Was there a clansman dismay’d?
Not tho' soldier knew
Someone had blunder'd

Theirs not to make reply
Theirs not to reason why
Theirs but to rage and die!
All in the Valley of Death
Flew the six hundred.

Cannon to the right of them
Cannon to the left of them
Cannon to the front of them
Volley'd and thunder'd
Raged at with shot and shell
Boldly they flew and well
Into the Jaws of Death
Into the Mouth of Hell
Flew the six hundred

Flash'd all their blades bare
Flash'd as they turned in air
Sabering the gunners there
Charging an army
While all the world wonder'd:
Plunged in the battery smoke
Right thro' the line they broke;
Clan and Yazirian
Reel'd from the saber-stroke
Shatter'd and sunder'd
Then they flew back, but not
The six hundred.

Cannon to the right of them
Cannon to the left of them
Cannon behind them
Were silenced of thunder.
Storm'd at with shot and shell
While winged hero fell,
They that had fought so well
Came thro' the Jaws of Death
Back from the Mouth of Hell
All that was left of them
Left of six hundred.

When can their glory fade?
Oh the wild flight they made!
All the clans wonder'd
Honor the charge they made!
Honor Clan Renegade!
Noble six hundred!

For other reading on Clan Renegade see Killick Toofrick's “The

Romance of the Renegade 

Killick Toofrick's, Romance of the Renegade, is a popular history of the storied fighting unit and clan. The work is well researched and documented. Though it lacks in critical analysis of some of the more controversial events covered it still represents a sound history with broad appeal to the general public if not to historians. Of particular value is Toofrick's documentation of the suppression of the clan by the Family of One and of the recent resurgence of interest in Clan Renegade and the explosion of claims of descent from members of the original clan. 

The Garden Of Hentz & the Yazirian Star Exodus 

Despite the title, this book only focuses on the rise to power by the Family of One during the Star Exodus. It gives cursory coverage to the yaz-i-forming of Hentz and the mass exodus from the yazirian home world. It represents the comprehensive history of the rise to power by the Family of One and its domination of yazirian society in the early days of the Frontier. The "bloodless" coop and rise to power of the Family by jettisoning the colonial governor and his Clan Renegade body guard while in suspended animation on the trip to Yast receives extensive coverage and is even handed in its treatment. The resulting suppression of Clan Renegade by the Family and the declaration of 'life enemy' of the Family by the clan read more like popular fiction than history. Several chapters cover the social reforms and reorganization of yazirian society on Yast and its impact on Frontier wide yazirian society. The volume ends with a serious evaluation of the "seeds of civil war," as the author coined the phrase, and a prediction of the eventual break away of all of Yast's daughter colonies. Romance of the Renegade.”


All creatures great and small.

Hull Scrapers

By [[Larry Moore]]
Scrapers are translucent creatures with no apparent brain or organs. It looks and acts like a single prokaryotic cell. They come in many shapes and sizes; most resembling a 1.5 meter cube, rectangular, cylindrical shape or whatever they squeezed through in the last ten minutes (they retain their shape for a time before plumping out back into their natural shape). 
Hull ScraperThey can dissolve any living organism quite hastily. Small creatures are dissolved in about 100 turns or 10 minutes. Only when a large creature, up to 75% of its mass, is engulfed the scraper stops to digest its meal, taking 200 turns or 20 minutes. After digesting a victim scrapers secrete a residue ball spitting it, (sounds like a pop) in a random direction up to 10 meters. The sticky ball adheres to almost anything.

Scrapers are kept away from ships consumables by resonating sonic fields around the room. Due to the expense of sonic resonation inside a ships hull they are typically not installed in passenger or crew areas. 

Scrapers will attack the nearest creature, attempting to engulf it and is oblivious to ranged attacks not knowing where the source is coming from. For unknown reasons Dralasites have been known to be repulsive. Most are able to walk away with nothing more than minor acid burns.

Since their feeding does not include electronics, plastics, rubbers or metal they are often used to clean the innards of ships, those hard-to-reach spots and hidden nooks. As mentioned above they leave balls of sticky droppings that mark their path. Biometric scanning devices are outrageously expensive, even for the wealthiest captain and it’s been near impossible to attach tracking devices, needles to say scrapers must be removed before flight lest the passengers and crew become food. Fortunately maintenance techs accidentally discovered a way to lure the creatures out. A mixture of Vruskian Bung-Beetle Cake, Dralasite Foglob Pudding, Human Escargot Sauce (with snail) and a sprinkle of Yazirian Ponjo Ale bring the beasties running. Well...if you call 10 meters per turn running.

Hull Scrapers
Type:   Carnivore
STR/STA:   55/75
DEX/RS:   30/30
Move:   Walk 2, Run 10, Hourly .5
Size:   Medium
PER:   60
Intelligence:   Basic
Attacks:   »  Grab +3 65% Acid:1d10 »  Engulf +10 85% Acid:3d10
Special Abilities:  Engulf; when the hulk scrapper makes a successful attack, it makes a secondary attack attempting to engulf its victim. Engulf +10 85% Acid:3d10 and the creature is engulfed in one turn. Engulfed creatures take 3d10 Acid damage every turn. Escape; A character may attempt a STR check with a -20 penalty (-0 if he can reach something to grab). A successful check results in freeing one-half of his body from the scrapper's gelatinous mass thus it takes 2 turns to escape. *
Defense:  1/2 Damage from lasers
1/4 Damage from auto weapons
x2 Damage from Sonic attacks (if set to correct frequency) Full Damage from gyrojets, rockets and frags.

Author’s Note: This creature was designed using the FrontierSpace™ Referee Creature Creation document.

Something to think about; It was said of Frank (Gilbert) Swansey, “So, if it gets you, could it be a labor dispute or job hazard?”


Lacosian Eel Fish 
Type: tiny herbavore fish (10-15cm);
Number: 5-50; 
Move: Fast (80m); 
Stamina: 1-10; 
Attack: -; 
Damage: -; 
Specail Defense/Attack: Poison barb (S3/T5) + 1 STA.
The Laconian Eel Fish has poor eye sight but excellent hearing. It feeds on algae in shallow waters. Upon detecting the presence of possible predators the eel fish will burrow into the muddy bottom leaving its poison barb exposed. Unshod individuals walking in the water will step on an eel fish barb based on the number of fish present: 5% for 5 fish or 50% for 50 fish. The barb is painfull and does 1 STA damage and the poison sets in immediately. The eel fish is otherwise harmless and good eating.

Lacosian Anaconda Eel
Type: medium carnivore fish (1-3m); 
Number: 1-5; 
Move: Medium (60m); 
Stamina: 60-120; 
Attack: 50; 
Damage: 1-10; 
Specail Defense: naturally camoflaged lurker 60% concealment (counts additional +20% concealment vs terrestrial animals walking in shallow water) 
Special Attack: on a successful bite makes an opposed RS check each turn to grapple (wrap the target in coils and constrict). Each turn the victim fails to break free (STR check versus 65) constriction causes 1d10 STA damage.
The Laconian Anaconda Eel looks like a larger version of the eel fish but without the barb. Its diet consists largely of eel fish but it will attack small to medium sized creatures approaching the shore.

Lacosian Devil Eel
Type: large carnivore (2-5m); 
Number: 1; 
Move: Medium (60m); 
IM/RS: +6/55;
Stamina: 100-150; 
Attack: 60; 
Damage: 5d10; 
Special Attack: Poison (S stun/T5).
The Laconina Devil Eel looks like a larger version of the anaconda eel but with 3 fins surrounding the head that ruffle out as they attack. Its believed that the devil eel will be extinct within a few decades due to habitat loss and hunting. On a successful attack the devil eel injects the victim with its poison which is a powerful neural toxin causing the victim to STA check each turn to resist being stunned. Once a victim has succombed to the stun effect it will attack another traget till all opponents have succumbed to the stun poison, then it will feed on them. 

Lacosian Dust Snake
Type: tiny onmivore (15-25cm); 
Number: 1-10; 
Move: Very Fast (110m); 
Stamina: 1-10; 
Attack: 30; 
Damage: 1d10; 
Specail Defense: Burrow (see below) 
Special Attack: Poison bite (S5/T3).
Native to most environments on Laco, the dust snake typically pack hunts using its tremor sense to localize prey and burrow up and attack. A victim must pass a RS check to successfully attack the dust snake before it burrows back underground to attack 1-5 turns latter.

Lacosian Flash Lizard
Type: small herbavore (30cm); 
Number: 5-50; 
Move: Fast (80m); 
IM/RS: +7/65;
Stamina: 10; 
Attack: -; 
Damage: -.
A harmless herbavore and the bottum of the food chain that is not really a lizard. The greatest threat it poses is to ground cars as it darts onto the road to become road kill and cause handling check for drivers.

Lacosian Hound
Type: medium carnivore (2m); 
Number: 2-20; 
Move: Medium (60m); 
Stamina: 75; 
Attack: 75; 
Damage: 3d10; 
Special Attack: Sonic Bark (Damage: 1d10 sonic + stun 1 round, Range PB 5/S 10m, sonic screen nullifies).
Lacosian Hounds are pack hunters with a gray motled hide, They employ a massed sonic attack before moving to melee. If severely wounded they will use the sonic attack and attempt to flee. 

The Lacosian Mawe
Type: large carnivore (2-5m); 
Number: 1-3; 
Move: Medium (60m); 
IM/RS: +6/55;
Stamina: 100-150; 
Attack: 60; 
Damage: 5d10; 
Special Defense: Stealth 50%,
Special Attack: Poison (S stun/T5).
Blind but extremely sensitive tremor sense and possibly psychic sense (controversial and disputed). The mawe have no orfactory or optical organs but show acute sensitivity to their surroundings and unerring ability to locate prey- they are never fooled by holo screens or sonic screens. Luckly they are not numerous but they are the apex predator of Laco.

Flute Flutters
Type: tiny omnivore avians(10-15cm); 
Number: 10-100; 
Move: Flying-Fast (90m) Crawling or Climbing Slow (25m); 
IM/RS: +7/70; 
Stamina: 1-10; 
Attack: -;
Damage: -; 
There are about 60 species of Flute Flutters on Laco that differ largely in coloration and beak structure. They have four bat like wings with clawed fingers at the wing knuckle and no legs. In flight they appear to be a mass of flapping wings. When predators are in the vicinity they emmit shrill fluting cries and fly away as a defense mechanism. They are otherwise harmless but a popular domesticated pet. The colonist of Laco use them as an early warning alarm against the more dangerous of Laco's predators. Easily tamed, some have their wings clipped while some are trained to return to the owner. They typically cling on the owner's shoulder and back. They will detect predators before their owners, though the fluting cry is sure to give the owner's location away. They also detect coming sand storms like an 1st level environmentalist (for details see the sand storms).

Distinctive species of Flute Flutter:
Black Lector Flute Flutterer: Black coloring with white markings streaking the neck and chest. Detects sand storms 100% of the time. Costs 500cr due to rarity.
Flute Hawk Flutterer: Patchy brown coloring (natural camoflage: concealment 40%) and aggressively swarms predators making an sonic attack. Attack 35; Damage 2 pts sonic. Can be trained to attack opponents engaged in melee with its owner but trained Hawk Flutes cost more. Cost 200cr/ trained:350cr.  
Mute Red Sparrow Flute Flutterer: This species is a bred variety. Some have escaped to the wild but have not faired well in the wild. Bred to not deafen their owners they emit a light chirp instead of the typical flutting cry. They have no sense of impeding sand storms but will not give away their owner's position when they detect a predator. They are also quite dull witted. Cost: 125 cr. 

If these flutterer is taken off planet the owner must take care to ensure proper diet. They can consume seed and insects not native to Laco but many such food sources on other planets can make a flute flutter quite ill or kill it. Referee determines chances of these food items affecting a flute flutter. Player characters would do well to buy supplies of seed and dried insects Cost 10-25cr/ Kg with the typical animal requiring 1-2kg/month. A PC can also take precautions by having an environmentalist scan new plants and insects for compatibility or by keeping the flute flutter caged while on other planets. Cages typically cost 5-10 cr.

Yazirian Fauna

Just a note to add this when jedion is done;




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.

Ammo Type
Cost (Cr) 
Mass (kg) 
Power Clip 
20 SEU 
Power Beltpack 

50 SEU 
Power Backpack 
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.



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.


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.
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.


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. 

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. 
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.). 

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. 

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.



Cost 90 Cr
Wgt  3kg
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.



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.



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.
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



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.
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.


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


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 


A list of robots in the remastered product line.


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.


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. 

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).





: 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 and defenses.



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.



Weapon Name Electrostunner
Skill Used
Beam Weapons
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
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!

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.

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
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


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
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


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
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
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


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
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


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. 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
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.)
Challenging throw
(throwing around an obstacle or bouncing once off a wall) 
Complext throw
(using air currents to make complex aerial flight path, or bouncing off multiple obstacles)

Heavy Laser

Heavy Laser

Weapon Name Heavy Laser
Skill Used
Beam Weapons (-10 to hit)
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


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.


Articles about the history of the Frontier.

Frontier Timeline

by Thomas Verreault/jedion357

Origin of the Species & the UPF -Or- The Age of Colonization

Author’s Note: This work represents my embellishment of the Star Frontiers game setting and
timeline. It does not strictly follow the original material but I feel it maintains the spirit of it. While I did make some changes in the details of the timeline, in the end  they represent what I like to call “zero sum change”. What zero sum change means is that despite the changes that are made, the classic adventure setting is unchanged in its details. For example, Fromeltar is still a world populated by vrusk and dralasites and has a heavy population density. Clarion is still a human world with a monarchy that has seen twenty or more rulers.

The history and timeline below only advance as far as what appeared in the Alpha Dawn book or to just after the founding of the UPF. The map of this era is strictly the classic Alpha Dawn map but excluding the Zebulon system. 

Where the original material had inconsistencies I put greater weight on the Alpha Dawn background and the published modules. Zebulon’s Guide was of course consulted but due to the way in which it was rushed into print and the fact that it is the largest single source of inconsistencies, I only used it as a guide. Dragon and Paragon magazine articles were also considered and judged on their individual merits as to what weight they should be accorded in this work. Special thanks, is due to Tom Stephens/TerlObar for assistance with astronomical details and feed back.Larry Moore/w00t was invaluable as a sounding board. Many others contributed through chat and forum post over the past many months though if I tried to list them all I would undoubtedly overlook someone.

Of Vrusk and Dralasites

In a star system called K’rik-Var, on a planet named Ren-Kit lived a sentient species whose name would
translate as vrusk in a language that had yet to be invented. The vrusk had cast off the shackles of their hive society and formed a new social contract based on belonging to a trade house (later conglomerates emerged). Where the hive system had failed to unify the planet, the new model ushered in a planet wide government; a council of the most prominent trade houses.

As the vrusk began to exploit their world and star system, they began to cast their eyes toward distant stars. Within decades they had developed effective theories of void travel and journeyed to a neighboring system. The new star system was named Kizk-Kar and a colony was started on a planet named Zik-Kit. 

Just when the debate over the cost of the new colony vs. the profit from its mining operations was raging, astronomers discovered an anomaly. There was an artificial object of immense size drifting in the edge of the Xagyg Dust Nebula three light years from K’rik-Var.  Converting a transport for scientific investigation, they sent a team that discovered a globe like ship, empty and drifting. It took a year but they managed to decipher and adjust its automated controls and bring it to K’rik-Var.

As they began to delve into the ships mysteries they discovered that the storage containers of what they had assumed was some form of bio-plasm were actually stasis chambers holding sentient life forms, the dralasites. The revived passengers had no memory of how they had come to be on the globe ship or where they were from. The vrusk, delighted with the discovery welcomed them into their society.

The dralasites for the most part struggled with the larger questions of whom they were and where they
came from and their integration into vrusk society was not without difficulty. Problems arose with the
government as the vrusk companies in control saw no reason to change the status quo and continued to exercise total executive control of their society. Eventually a second planet in the system, Groth, was turned over to the dralasites who found adjustment to life on Ren-Kit too difficult. The vrusk population of the second planet was induced to move with lucrative incentives for those who relocated to the new colony in Kizk-Kar.

The council of vrusk companies stoutly maintained its control of the K’rick-Var and Kizk-Kar systems with little concern for their alien guest. Unfortunately some dralasites were not content with allowing the vrusk to control nearly every aspect of their lives and they campaigned for the return of their cultural heritage, the globe ship. When it did not seem that the ruling council would acquiesce to their demands, a reactionary group stormed the ship and hijacked it. Armed with the astrographic data for a new system recently explored by the vrusk they took the globe ship there. 

Upon arrival they named the system Dramune and colonized the planet Reach. Being hijackers they were not well outfitted for colonization and were immediately forced to cannibalize their ship, dismantling it and bringing it to the surface. The vrusk council was incensed and sent ships to assert their claim to the system. However, having abolished war along with the hive system they were ill prepared for the intransigence of the hijackers. In short order the vrusk were forcibly expelled from the planet Reach. This event rocked the council as it had never considered that they would not be obeyed. The pacifist vrusk were forced to consider using force. 

The issue dragged on for a number of years and came to a head when dralasites on Ren-Kit and Groth
assembled a donation of relief material and contracted a ship to send aid to the planet Reach. The vrusk realized that armed conflict could lead to civil war. In a remarkable turn, the vrusk council instituted the election of dralasites to the governing council of Ren-Kit and recalled its monitoring and mining outpost on a planet that would eventually be called Outer Reach in the Dramune system. With the relinquishing of their claim to the Dramune system, relations stabilized and for a few years the dralasites of the K’rik-Var system sent yearly relief to Dramune while the vrusk turned a blind eye.

The dralasites of the Dramune system represent the more reactionary elements of their race as their actions demonstrated but in time members of the race had migrated back and forth from the two systems and the make-up of the race became homogenized despite spanning three planets. An interesting custom persists in Dramune, dating to the founding of the colony; the dralasites paint their bodies with washable dye to denote their mood for the day. This custom began with the reactionaries and only persists out of tradition but modern dralasites of Dramune are no more reactionary or any less philosophical then the rest of their race dwelling elsewhere.

Interestingly, the name of the vrusk home system has not entered into popular usage in the modern Frontier. When the dralasites first arrived they developed Dral speech equivalents to the Vrusk names. When Pan-Gal was created as a universal trade language, the lead linguist, being a dralasite, incorporated the names Fromeltar, Terledrom, and Groth instead of the original names. Since vrusk are forced to rely on a polyvox for communication they simply use the original names in their language and the polyvox translates it automatically to the Pan-Gal equivalents.

Yazirian Clans

By [[Richard Shadow Shack Rose]]

Roll d100 Planet of origin 
01-16 [[Hentz]], [[Araks]] 
17-31 [[Hargut]], [[Gruna Goru]] 
32-43 [[Athor]], [[Yast]] 
44-51 [[Hakosoar]], [[Scree Fron]] 
52-55 [[Histran]], [[Scree Fron]] 
56-70 Non-Yazirian World of Origin 
71-00Completely Untraceable

Hentz, Araks system

01-13 = "Anglann" --- a.k.a. "Family of One", a religious clan. CUrrent rulers of Yast and have held that title for over 240 years. Symbol is a seven pointed star, representing their creator 
14-16 = "Backa" a very sensitive and understanding clan. Noted for their shorter stature, 2d10cm shorter than average height. 
17-23 = "Brisara" a clan noted for their lust for flight, gliding is a past time taken very seriously and they often hold competitions. Symbol is a pair of golden wings, often printed across chest and back of any clothing worn. 
24-34 = "Gorlia" hot tempered clan, often feuds with Anglann and occassionaly challenges them for rulership. All Gorlians wear an ivory ear ring and add 5% to their Battle Rage 
35-38 = "Kesha" pranksters and jokers who love humor, get along well with Dralasites 39-46 = "Knar-Kenda" a very aggressive clan of warriors, allied with Unglann and have served them during most of their rule. Symbol is a silver star worn around the neck. 
47-52 = "Kuegla" a clan of music lovers, always carry a hand made instruement in pocket or around neck 
53-60 = "Tundaria" worshippers of the beauty of space, wear an ivory star cluster around neck or wrist. 
61-67 = "Turania" desert nomads sporting a very thin coat of fur that barely covers their skin. 
67-70 = "Vantaria" lovers of rare and valuable objects, wear a sable cloak or cape. Vantarians save 10% of their income to purchase rare goods. 
71-80 = "Zamoria" hunters noted for their animal skin wardrobes. 
81-00 = no traceable clan 

Hargut, Gruna Garu 

01-12 = "Barakha" a strong Yazirian clan noted for their stocky build, proud hard workers. No STR/STA penalty for Barakhan Yazirians 
13-28 = "Hargutia" original settlers and rulers of Hargut 
29-35 = "Khitala" a clan that favors blade weapons, members of this clan carry a slver plated blade weapon and cherish it as their prized possession (the weapon usually has a story behind it) 
36-44 = "Khordova" a highly respected warrior clan known for wearing spiked armbands, former enemies of Shurkian clan but have lived in peace with them for nearly a century 
45-48 = "Marala" sea dwelling clan able to hold breath for extended periods (#turns equal to STA) 
49-52 = "Nievara" known for their thick coats of fur adapted for colder climates, they don't tolerate heat very well (-5 STR, -10 DEX in desert climates) 
53-57 = "Nistaria" mysterious clan often seen performing odd rituals, members wear a multi-colored phosphorescent globe around neck 
58-64 = "Regaria" fierce and barbaric clan known for multiple life enemies, natural brown & tan camouflage pattern on dan (flaps) 
65 = "Rojoria" a clan that has nearly been driven to extinction by the Regarians during past feuds, noted for their deep reddish brown fur 66-72 = "Shurkia" another respected warrior clan known for their necklaces comprised of teeth removed from their slain enemies. Established the peace treaty with their former rival Khordova clan 
73-76 = "Velia" cruel and nearly evil natured clan noted for their jet black fur 
77-80 = "Xuthora" a fierce, wild, and uncivilized clan not known for using much in the way of technology. Max LOG score for a Xuthoran is 45.
81-00 = no traceable clan 

Athor, Yast 

01-18 = "Amona" a neutral minded clan that works well with any race, symbol is a gold leaf of trust 
19-20 = "Hyrkania" another clan nearing extinction thanks to space fairing mermbers cross breeding with other/non clan related Yazirians, known for their athletic build and uncanny speed & reflexes. Symbol is a silver lightning bolt, members of this clan have ambidexterity (similar to Vrusk) and human movement speeds. 
21-25 = "Ophiria" wood dwelles and nature lovers, members wear a plastic embalmed insect around their necks 
26-45 = "Pasamoria" a peace loving clan who willingly fights for freedom, noted for well groomed appearances and a feather cluster on a neck chain. If a life enemy is selected it is usually Sathar related or anyone else that threatens peace and prosperity. 
46-50 = "Styzhia" a clan of tribal "witch doctors" known for small horns growing from behind their ears and a prehensile tail capable of wielding small tools (but not weapons). 
51-65 = "Wastrala" a somewhat suicidal clan, members have a do or die mentality and when there is no hope of survival they are prone to doing extreme acts to take out their enemies with no regard to their own being. Symbol is a silver dagger worn around the neck 
66-80 = "Zigara" a warrior band known for dipping/plating their fangs and claws with metal 
81-00 = no traceable clan 

Hakosoar, Scree Fron 

01-15 = "Bakala" clan whose members are typically seen in groups of three all brandishing three weapons, symbol is a triangle 
16-40 = "Kabarla" a clan centered on the beliefs and basis of truth, justice, and law. On their homeworld they are often seen riding elegantly adorned horses, symbol is a prancing horse 
41-50 = "Polara" a clan that originated in the polar caps but have since adapted to most weather conditions, noted for their white fur 
51-65 = "Tuborga" a warlike clan known for grooming their hair into a mowhawk or top knot. 
66-80 = "Ziriya" a somewhat rational clan lacking the typical arrogant and pushy attitude amongst Yazirians, noted for dying their fur in non-natural colors 
81-00 = no traceable clan 

Histran, Scree Fron 

01-35 = "Invia" a taller breed known for their grey fur and icy blue eyes, add 2d10cm to height 
36-60 = "Norso" a religious clan that practices their "version" of human beliefs, symbol is a hexagon with a X through it. Forbidden to use weapons that shed blood, restricted to clubs and stun weapons, or non-HTH sonic arms.  
61-80 = "Venusia" seekers of beauty, love, and harmony. An unofficial clan comprised of genetic cross-breeding intervention with human genes, resulting in a mix-breed group often sporting features and abilities from both Human and Yazirian races (figure 50% chance for each Yazirian trait: flaps for gliding, battle rage, night vision, height, body fur, four knuckles, etc) 
81-00 = no traceable clan 

Non-Yazirian World of Origin 

01-10 = Roll again to indicate clan of origin, full-bred clan member transplant.
11-30 = Roll again to indicate clan of origin, half breed between two clans.  
31-60 = Roll again to indicate clan of origin, half breed from one clan, other clan untraceable. 
61-00 = No traceable clan. 
71-00 = Completely untraceable.


FrontierSpace is an upcoming RPG by DwD Studios.
Designer: Bill Logan
Co-Designer: Larry Moore
Featuring artwork by Shane Tyree


Knight Hawk's board game scenarios. 


Frontier locations.

City Tiles

Download Issue #5
by Bill Logan

City TilesCity Tiles
Print as many as desired, preferably on cardstock or project paper (the sticky stuff) to adhere to project board. Assemble in any orientation (they should all line up). Each square represents approximately five meters. The scale isn’t perfect, but it should give a good feel for being in a city. You can put names on the signs above businesses with a pen after printing. Future tiles may include interior tiles, which may have scales as small as 1-2 meters per square.


Cygnus Omnicron IX

Orginally mentioned in Crash on Volturnus SF-0, there has also been some discussion here.


The Zebulon star system was first investigated 20 years ago by an unmanned exploration probe launched by Truane's Star. This probe indicated that Volturnus was the only inhabitable planet in the Zebulon system. It also indicated that great mineral wealth might exist on the planet in the form of molybdenum, tungsten, gold, and other heavy metals. Truane's Star soon made a legal claim to the ownership of Volturnus, and completed exploration of a star route to the
Zebulon system one year ago.

The first manned expedition to Volturnus from Truane's Star was launched nine months ago. The four member team of specialists was instructed to set up an outpost, gather data on the possible  colonization and mining of Volturnus, and report back.

After passing into the star system, the starship carrying the specialists was never heard from again. The four members of this lost exploration expedition were:

  • Commander Louis V. Jameson ( [[Truane's Star Military Exploration Force]] )
  • Geekosur-Mang ( Professor of geology, [[Capital University]] )
  • Itklikdil Cartographer ( [[Vrusk Atlas Manufacturing Corporation]] )
  • Grod Technician ( [[Truan’s Star Civil Service]] )
Truane's Star has found itself short of personnel and funds due to colonial troubles and associated police action on Cygnus Omicron IX recently. They have hired you, a team of unknown adventurers, to mount a relief expedition to Volturnus. Your mission is to explore Volturnus, gathering as much information as possible about mineral deposits, life on the planet, and other items of interest to future colonists. You are also to find and rescue the members of the original exploratory mission if possible. 

The government has provided you with a minimal amount of equipment, and transportation to Volturnus aboard the starliner Serena Dawn. After dropping you on Volturnus, the Serena Dawn will return in three months to transport you (and, with luck, the original exploration team) back to Truane's Star.


Darkworld Station is an armed space station (ASS) in orbit around [[Outer Reach]], [[Dramune]]. It is the headquarters of the [[Malthar]]; and rumored to shelter the "home offices" of his massive crime syndicate. Darkworld is a hull size III station, rotating with enough speed to create about 0.5 G at the outer rim. The station is the headquarters of the Malthar's crime syndicate and security is tight given the nature of its inhabitants. 

Darkworld Station has an unusual construction, a massive silver cylinder extends below the station's hub. Unbeknown to many this large cylinder is the processing plant for Ixiol. It was designed to provide a weightless environment that Ixiol production requires. Great quantities of the drug are made here. Inside the station, loud, freaky music blares from numerous nightclubs and bars. Smoke drifts through the corridors. 

Lowlifes from all races reside here in a population of nearly 3,000. A large force of combat troops remains on hand for internal security as well as special situations.The docking bay of Darkworld has a capacity of eight ships of upto hull class 4. 

  • The Malthar is wary of intrusion, so hisfleet is in space, patrolling the approaches to thestation. 
  • In the cylinder attached to the hub (the Ixiol plant),nearly 1,000 chukkahs are held in an enormous,squalid cage. 
  • Over the years, a few animals havemanaged to escape. Now some 200 stray chukkahsare living in the ventilation ducts and maintenancecorridors of the station. 
  • The FPS (Froniter Postal Service) maintains a postoffice located on level 4 of the station. 

Evergleem Detainment Camp (Evergloom)

Situated among methane lakes on Evergleem, the colonized moon of Triad (in the Cassidine system), this prison was first designed to hold white-collar criminals from the industrious planet below. Today, however, it is bustling with hardened criminals from all over the Frontier. The security force is about 50% robotic, the restare employees of Cassidine Development Corporation and earn battle pay for their service to the company. The prison exists on a road between two colonies, both of which comprised mostly of people who work for or in the prison itself. The Thrivastine Colony has a space port that shuttles to Triad once per day. The lack of water is one obstacle to potential escapees, but the land is also home to Torsnakes, territorial toxic snakes that make homes in people’s bellies, laying their young and eating their host within days.
Evergleem Detainment Camp
* The hexagonal prison proper will hold 100 criminals per level, and is 20 levels above ground and 10 levels below. The worst criminals go underground, where the methane surroundings and moist environment lead to many health-related ailments. The 3000 prisoner limit has been exceeded several times since the prison’s inception, but currently the top level is closed off and empty. Word on the cell block is that they’re keeping someone important up there...

 Type  Small Carnivore
 Damage1d5 bite 
 Special AttackToxic Bite S5/T10 
 Special DefenseRemains hidden until attacks,
-40% perception to spot
 Native WorldEvergleem, methane coastal areas

Point True

By [[parriah (Jess Carver)]]

Point True
[[Point True]], [[Pale]], [[Truane System]] 
  1. Pale Government Center located in the exact place where the first exploration ships landed. 
  2. PGC Center, note the size compared to the Pale Government Center. 
  3. GVMPI, largest on any world not primarily populated by Vrusk. Oddly enough, larger than the one on Gran Quivera! 
  4. Star Law HQ, note proximity to PGC. 
  5. Streel, where there’s PGC, there’s a Streel office complex. It is rumored that Yan-SOON works in this office building, but has never been independently corroborated. 
Streel has grown remarkably in the last few decades and is fast approaching PGC in size and financial power. Streel offices are now spread throughout the Frontier and Rim, the latter an area the PGC has neglected. Streel backs technological reserach, banking systems, savings and loan institutions, and financial backings for real estate and agricultural areas. 
Headquarters: Point True, Pale, Truane's Star 
Chief Executive: Hilo Headow (Yazirian) 
Subsidiaries: The largers are Greater Vrusk Mutual Prosperity Institution, First Dralasite Savings and Loan chain, an the Yazirian Financial Co-op. All of these were once major competitors that Streel acquried. 
Allies: MercCo 
Enemies: PGC, Galactic Task Force Inc. 
Occasional Enemies: CDC 

Consensus has it that the PGC is the largest business entity in the Frontier, but no factual data has been released to support this belief. The PGC has offices on nearly every inhabited planet. 
Headquarters: Port Loren, Gran Quivera, Prenglar 
Chief Executive: Chang Kim Lee (Human) 
Subsidiaries: PGC owns innumerable small and medium-sized corporations, including Trojan Enterprises on Kraatar. 
Allies: Galactic Task Force Inc. 
Enemies: Streel Corporation, MercCo 
Occasional Opposition: CDC, Capellan Free Merchants


Port Loren

[[Prenglar System]]

Sathar Listening Post

By [[Scott Iles]]

One of the many covert operations the evil Sathar carry out against the UPF is clandestine surveillance of Federation planets. To accomplish this, small listening posts are set up on inconspicuous asteroids near inhabited planets. These installations are fairly standardized and have a crew of two. 

The post is accessed through a lift tube under the egg-like hull. The lift rises and opens into an equipment bay (1), with a curving wall of storage cabinets holding spare parts, space suits, and extra-vehicle equipment. 

Room 2 is a galley/refreshment area. Cabinets on the outside wall hold what are presumably Sathar foodstuffs, with preparation equipment and washing facilities on the counter area. 

Room 3 is a Sathar sleeping area. A trough leads from the galley wall around to the two sleeping tanks. 

Room 4 is the command center. From here the two Sathar crewmen can monitor and record the transmissions that are received from the Frontier worlds. A long, curving control panel lines the outer wall of the room. Two Sathar couches slide on tracks in the floor so all parts of the panel can be accessed. 

Room 5 contains the monitoring and recording equipment, as well as the power reactor. Maintenance and repairs to this equipment can be performed here. The spare parts are stored in Room 1.
Sathar Listening Post
Sathar Listening Post outside view

Torrent: Dinosaur Planet

By C.J. Williams


Just outside of Frontier space is a world known as Torrent. It is a world untouched by any civilization. It is timing with life both above and beneath its surface. Torrent a planet revealing the mysteries of the ancient past of every world. A planet dominated by dinosaurs. 

Sixty-four percent of Torrent's surface is covered by water. The air has a high concentration of carbon dioxide, making breathing difficult. Areas closer to the equator are near impossible to survive without proper breathing apparatuses. The air can be filtered, and with properly formulated pills, a person's lungs can be made to breath the air normally. Because of the humidity in those regions, an environmental suit is needed as well or else the person will collapse in moments from heat exhaustion.

In far southern and northern regions, near to the ice caps, most races can live and breath normally without assistance, though they have a -5 penalty (-1 CS) to all actions requiring any kind of exertion (Referee's discretion) on account of the humidity. When traveling long distances, character's distance traveled is affected by a .05 penalty per kilometer traveled.

An outstanding feature of Torrent is its wildlife. Torrent is home to an estimated 35,000 variations of dinosaur and an estimated 200 million species of plant and animal life, not counting the untold number of insects. It is a planet in its early stages of life. Soil samples reveal that the planet is barely 1.5 billion years old and life has only been on the planet for barely a fifth of that time. It has been suggested that the Tetrarchs likely respected the early stages of life development as otherwise they would have likely conquered the planet and transformed its life long ago. Others suggest that it is likely that the Tetrarchs created Torrent.

Dinosaurs of all kinds are the trademark of Torrent. You can see them herding along the planes, skirted by predators. Deep in the forests insects and small animals dash about, seeking food and scrounging for scraps. The Council of Worlds has identified Torrent as special and set it aside as a nature preserve.


The Southern Veil

The accompanying map is a landing zone on Torrent, a massive peninsula known as the Southern Veil. Each square on the map is 10 km. The map is an image taken by the Promenant in low orbit. You will note the rather large underwater coastline. Along the southern-most tip the water is only 3 meters deep at its lowest point. In other places around the peninsula, the water only goes as far as 10 meters deep. In some places this underwater coastline stretches as far as 30 kilometers out into the ocean. Beyond the underwater coastline is a steep dropoff.

The waters of the western coastline are known only as the Torrent, from which the planet gets its name. The name results from the fact that the waters cannot be traversed under or over its surface due to a massive and violent current caused by the warm current of the north end of the sea meeting the cold wastes of the southern cap. Attempts to pass through those waters will result in certain death. On the eastern coastline you will notice the calm waters of the Blue Ocean and its many underwater capes, islands, and barriers. Throughout this area is a massive system of unexplored underwater caves running for many kilometers under the land mass.

At the very southern-most tip of the peninsula you will notice a yellowish area in the water. This is an area with a high concentration of an algae known as cleat, which releases large amounts of sulfates, iodide, and urea. It has a distinct pleasant odor like clean soap. Bathing in the waters can rid characters of many pollutants, including radiation. Despite being in a cold region, the algae causes the waters in this area to be a moderately cold, but comfortable temperature around 4° C.

Herbs of Note 


Large Photosynthetic Plant; Tree. Drinking from this tree's roots or branches daily provides natural short-lived vaccination against most Torrent diseases and viruses. The plant apparently develops medicines by acquiring samples of saliva and blood from animals that sip its roots or branches to develop a drinkable panacea that defends against various biological infestations. This is a pansymbiotic relationship with all animals that ensures that the plant is able to reproduce by attaching its tiny seeds to the fur of animals drinking from its roots and limbs. Chewing the root or limbs also cleans teeth.

Tree Mold

Tree mold is a fungus that grows as tiny, plate-like leaves in tall trees and is a bright green in color. It produces a sweet pungent scent that is unavoidable to taller dinosaurs. They track down the trees with the most tree mold in it. The tree mold is high in nutritious elements and natural sickness fighters (colds, flu, etc.). 

Adventure Ideas

An adventure consisting entirely of survival amongst a planet of dinosaurs is different than the usual fare of intrigue and chasing villains. In this environment a Referee must throw creature after creature at his players to keep them on their toes until they adapt, are rescured, or die. This, of course, does not prevent a Referee from carrying on intrigue amongst the planet of dinosaurs. There are lots of ways to fit Torrent and its dinosaur inhabitants into your campaign: 

  • Expedition. Your party has been sent to explore the planet, observe its life, and most importantly find herbs that can be used for medicines, as well as identifying new genetic types for product research. Unfortunately, your shuttle crashes in transit far from destinatiion, destroying most of the equipment you had for keeping the wildlife at bay. Now you must fend for yourself until your ship can rescue you.
  • Lost in Transit. Your group of soldiers were en route to a military facility to bolster the ranks, when the ship is attacked by Sathar and left for dead. Your ship crash lands on a nearby planet where you must survive until saved by explorers or someone from the UPF looking for you.
  • Misjump. Your intrepid group of adventurers were attempting to go to Starmist, but a misjump landed you in a different part of space, putting you over Torrent. You land to find out if there is any culture that can help you, but what you find is an entirely unexplored world with endless potential only just starting its trek through the developmental battlefield. 
  • Hunters and the Hunted. Your group has been hired  by a rich gamer to track down and hunt a large dinosaur when all goes wrong. Little did you realize the cunning intelligence of the enormous Retributosaur. 
  • Pirate Treasure. Your adventurers have stumbled upon a treasure map on a ship's computer that leads them to Torrent. On their way to the treasure, they stumble across pirates, perhaps having been in hunt of the treasure themselves, or maybe to recover the booty they burried.
  • Saboteur. The ship has clearly been sabotaged and your players are in the midst of the investigation when the ship is forced to crash land on Torrent. Now, not only must they survive against a deadly planet, they must find out who the saboteur (or saboteurs) is before they kill off the entire crew or the crew succumbs to the inhabitants of torrent.

Creature Manifest

There are many, many more creatures on Torrent, but these are the ones to watch out for at the Southern Veil, or which your players may be able to do something with.  he truth is, this is only a small cross-section of the creatures you'll find on Torrent. There are many other landing zones on Torrent, and each one has its own dangers and things of interest. 

Torrent has many, many more creatures on it, many of which are just variants of the ones presented in this article. Feel free to make your own dinosaurs and dangerous plants to add to the list of creatures inhabiting this lost world.

See links below

Other Sources

There are great sources for adventure ideas with dinosaurs that can be found in classic literature. 

Anne McCaffrey's Dinosaur Planet/Planet Pirates series' with Elizabeth Moon, and Jody Lynn Nye, where a team of geological investigators look for ways to exploit the planet's resources, only to find a planet of few resources and many dangers.

Xenozoic Tales (a.k.a, Cadillacs and Dinosaurs), an underground comic by Mark Schultz that has been made into a TV series and an RPG published by GDW, where men went underground after environmentally devastating the planet and come up four centuries later to discover that the world has reclaimed itself. 

Editor’s Note: This article has a lot of stuff for use in your games. Even if you don’t locate these creatures on the planet described in the article – it’s fourteen fully-detailed creatures! Dinosaurs can scare the heck out of an adventurer. They’re big, sometimes fast, and you don’t really know just how smart they are. Will they work as a pack like wolves? Will they chase you beyond their established territory? Is there a way adventurers can learn to identify the markings of that territory? Are they just as curious about you as you are about them? What if one can actually befriend a dinosaur, like domestication of some household pets where the animal will consider the character a part of its family? These questions and more all await you on planet Torrent – or wherever you use these great resources.

Thanks Corjay!

Armagor (Ceratops)


Armagor (Ceratops)

TYPE: Large Quadruped Herbivore
MOVE: Fast
IM/RS: 4/40
DAMAGE: 4d10 Gore, Trample
SPECIAL ATTACK: Charge at full speed
SPECIAL DEFENSE: Armor, Needler weapons do not penetrate hide
DESCRIPTION: An armagor is over 1 metric ton and a thick skin covers the armagor's body protecting it from all manner of attack. It has a single horn on its snout that it uses to gore anything it perceives to be a threat. Quick-tempered, the armagor can run around 60 kph and is exceptionally territorial. Only a mateable armagor can get in the vicinity.

Clamorbeak (Pterosaur)


Clamorbeak (Pterosaur)

TYPE: Medium Carnivore
MOVE: Medium (flying)
IM/RS: 4/40
DAMAGE: 1d10 claw, peck
DESCRIPTION: These pterosaurs clack their beaks at many very loud clacks per second, producing what  sounds similar to a jackhammer pounding on marble for several seconds. The sound is amplified by a resonating chamber on their very pronounced snout. If woken at night, they will resume their clamoring. The problem is, it attracts carnivores, as they know the sound means moving animals.


TYPE: Large Carnivore
NUMBER: 2-10
MOVE: Very Fast (Special)
IM/RS: 8/75
DAMAGE: 4d10 claw, bite
SPECIAL ATTACK: Charge and trip
DESCRIPTION: A gainer is a cat with a narrow head and long legs designed to make ever magnifying charges, increasing speed as it runs until it overtakes its victim or dies of heart failure. It looks like a long-legged cat mixed with a deer.

Hitchhiker (insect)

TYPE: Small Omnivore
NUMBER: 1 (or 40 gnats)
MOVE: Medium (flying)
IM/RS: 7/70
DAMAGE: 1d10/hr
SPECIAL ATTACK: Lays eggs in a host that begin eating the host after 1 day.
DESCRIPTION: A hitchhiker is a .1 m long flat fly that flies silently and gently attaches itself to a host in transit, laying eggs in the host, resulting in disease and larvae infestation that slowly kills the victim, and the larvae continue to feed on the corpse long after death until they morph into around 40 gnats.

Klastidon (Treerake)

TYPE: Giant Herbivore
NUMBER: 1-10
MOVE: Medium
IM/RS: 5/45
DAMAGE: 3d10 toss, gore, trample
SPECIAL DEFENSE: Needler weapons do not penetrate hide
DESCRIPTION: The klastidon is a noble-looking elephant with large, flesh-covered, dull, flat tusks extending out to either side that it uses to pull down trees, challenge suitors, and defeat threats. It stands approximately 3.5 meters tall at the shoulders.

Langet (Avian)

TYPE: Small Carnivore
NUMBER: 2-20
MOVE: Medium (flying)
IM/RS: 4/35
DAMAGE: 1d5 claw, peck
DESCRIPTION: The langet is a carrion scavenger with dark blue to black feathers and a pale yellow beak. Its wingspan is approximately 1.5 meters. It only has interest in picking the meat from already dead carcasses.


TYPE: Giant Herbivore
NUMBER: 3-20
MOVE: Medium
IM/RS: 3/30
DAMAGE: 2d10 trample
SPECIAL DEFENSE: Needler weapons do not penetrate hide
DESCRIPTION: It is believed that a polyceratops can be domesticated and rode similarly to an elephant. It has a long neck and tail and the trademark ceratops plate with spiked points. Those with riding skill may do a skill check for riding a polyceratops. A polyceratops moves at 4 kilometers an hour and can run as fast as 40 kilometers an hour for 1d5 minutes despite its awkward shape. Its front legs apparently pull the dinosaur's body into the run while the hind legs bear the weight of the polyceratops's mass when coming down. It uses its front legs for pushing or pulling tall trees down to its mouth level to feed, not off of the leaves, but from tree mold that has taken root on the leaves and branches.


TYPE: Medium Carnivore
NUMBER: 2-10
MOVE: Medium (flying)
IM/RS: 6/55
DAMAGE: 2d10 claw, bite
DESCRIPTION: A dangerous hunter, the pteribak seeks out medium size prey for feeding to its young. It has a long, pointed snout, oblong head, and sharp, saw-like teeth. It has a conspicuous waddle used to store up to 50 lbs of meat to feed to its young. 


TYPE: Giant Carnivore
MOVE: Very Fast
IM/RS: 7/70
DAMAGE: 7d10 claw, bite
SPECIAL DEFENSE: Needler weapons do not penetrate hide
DESCRIPTION: An impressive pear-shaped dinosaur with large back legs designed for fast charges and small forward arms designed for tearing and holding prey in place for feasting. It has a latter-like stripe pattern down its back, but no other distinguishing features.


TYPE: Medium Carnivore
MOVE: Fast
IM/RS: 7/70
DAMAGE: 3d10 claw, bite
SPECIAL DEFENSE: Needler weapons do not penetrate hide
DESCRIPTION: The ripclaw is lean dinosaur armed with large razor-sharp claws on their hands and feet. It also has horny protrusions and bumps on its scull and down its neck and some parts of its back and tail. They sharpen their claws on the wetting plant, a bamboo-like plant that thrives on being sliced apart or crushed. When you see a wetting plant that has been sliced apart, then a ripclaw is likely near by. The ripclaw's lower jaw is not joined, so it can disconnect its jaw and swallow large portions or even whole victims.


TYPE: Giant Herbivore
MOVE: Medium
IM/RS: 3/30
DAMAGE: 3d10 trip, trample
SPECIAL ATTACK: Trips with its tail and stomps 
SPECIAL DEFENSE: Needler weapons do not penetrate hide
DESCRIPTION: A large dinosaur with plates on its back facing in chaotic directions, apparently used for confusing predators and protecting it against a predator's bites, as well as camouflage. The plates are also used for mating, filling with blood to produce a bright red display. 


TYPE: Large Carnivore
MOVE: Fast
IM/RS: 8/80
DAMAGE: 4d10 claw, bite
SPECIAL DEFENSE: Needler weapons do not penetrate hide
DESCRIPTION: STerrorsaurmeters tall, and having ridges and a few spikes all over its body, with a course, plated, reddish skin. The terrorsaur releases a blood-curdling screech to terrify its victims into shock and submission. At which point it charges the stationary, mewing, and shivering creature and eats without resistance. 


TYPE: Medium Carnivore
MOVE: Medium
IM/RS: 7/65
DAMAGE: 1d10 claw, bite; 1d5/turn acid
SPECIAL ATTACK: Spitting acid causes damage, blindness, and eventual paralysis (-2m/turn)
DESCRIPTION: A multi-colored dinosaur standing approximately .7 m tall and has a multi-colored skin flap that flairs out around its neck for mating and intimidating. It has yellow and black mottled stripes down its spine and tail. 3-10 trapesaurs will surround a hapless victim, giving off the sound of a gelding dinosaur. They attack all at once clawing and biting their prey until it succumbs to exsanguination. They attempt to eat the prey while still alive. 

Tybor Monkey

Tybor Monkey
TYPE: Small Omnivore
NUMBER: 2-20
MOVE: Medium
IM/RS: 6/60
DAMAGE: 1d10 claw, bite
DESCRIPTION: The tybor monkey is a social scavenger and forager, subsisting on bugs, some plants, and stolen meat. It looks like a lizard in the shape of a monkey with large round eyes. Careful, these mischievous monkeys can wreak havoc in a camp. These semi-intelligent creatures are poised to be the dominant species on the planet.


Star Frontiers list of NPC's from the Malthar to the Star Devil!

d100 Mood Table

d100 Mood Table

1 Affectionate and jealous. 51 Jealous - which deliberately conceals being ambitious.
2 Aggressive, but many mistake it for being assertive. 52 Jubilant on the surface, but impulsive underneath.
3 Agitated and confident. 53 Loving and envious.
4 Ambitious 54 Loving and humiliated.
5 Ambitious and sad. 55 Loving on the surface, but embarrassed underneath.
6 Ambitious, but many mistake it for being antisocial. 56 Low, but many mistake it for being warm.
7 Antisocial and excited. 57 Mean-spirited
8 Antisocial on the surface, but excited underneath. 58 Mean-spirited - which deliberately conceals being sociable.
9 Antisocial, but many mistake it for being intent. 59 Melancholy - which unconsciously conceals being earnest.
10 Bored and warm. 60 Melancholy, but many mistake it for being sociable.
11 Fascinated, but many mistake it for being furious. 61 Mildly aggressive
12 Contented, but many mistake it for being withdrawn. 62 Mildly cruel
13 Courageous on the surface, but somber underneath. 63 Mildly loving
14 Creative - which unconsciously conceals being dull. 64 Miserable, but many mistake it for being humble.
15 Cruel 65 Pessimistic on the surface, but ambitious underneath.
16 Cruel, but many mistake it for being earnest. 66 Petrified - which deliberately conceals being sociable.
17 Cuddly on the surface, but antisocial underneath. 67 Powerless, but many mistake it for being assertive.
18 Despairing on the surface, but earnest underneath. 68 Preoccupied and contemplative.
19 Disoriented and affectionate. 69 Puzzled - which unconsciously conceals being intent.
20 Dull - which deliberately conceals being contemplative. 70 Relaxed on the surface, but envious underneath.
21 Earnest - which deliberately conceals being weak. 71 Slightly furious
22 Earnest and cruel. 72 Slightly humble
23 Earnest on the surface, but weak underneath. 73 Slightly social
24 Ecstatic, but many mistake it for being preoccupied. 74 Slightly understanding
25 Embarrassed 75 Sociable - which deliberately conceals being aggressive.
26 Embarrassed and close. 76 Sociable - which deliberately conceals being petrified.
27 Evasive and earnest. 77 Sociable, but many mistake it for being furious.
28 Extremely affectionate 78 Sociable, but many mistake it for being hateful.
29 Extremely despairing 79 Sociable, but many mistake it for being offended.
30 Extremely preoccupied 80 Social on the surface, but wavering underneath.
31 Extremely torn 81 Somewhat nervous
32 Fearful 82 Somewhat preoccupied
33 Friendly - which unconsciously conceals being jealous. 83 Somewhat uncertain
34 Frightened - which deliberately conceals being social. 84 Stubborn, but many mistake it for being affectionate.
35 Frightened - which unconsciously conceals being contemplative. 85 Sulky , but many mistake it for being intrigued.
36 Frustrated, but many mistake it for being relaxed. 86 Suspicious
37 Glad - which deliberately conceals being embarrassed. 87 Torn
38 Grumpy - which deliberately conceals being jubilant. 88 Torn and warm.
39 Hateful, but many mistake it for being intent. 89 Uncertain
40 Humiliated - which unconsciously conceals being sociable. 90 Uncertain - which deliberately conceals being thrilled.
41 Impulsive and social. 91 Uncomfortable on the surface, but courageous underneath.
42 Incredibly despairing 92 Unfriendly - which deliberately conceals being contemplative.
43 Incredibly evasive 93 Unfriendly on the surface, but creative underneath.
44 Incredibly focused 94 Unfriendly, but many mistake it for being relaxed.
45 Incredibly hateful 95 Uninspired - which unconsciously conceals being intrigued.
46 Incredibly jealous 96 Vaguely miserable
47 Inquisitive on the surface, but weak underneath. 97 Very irritated
48 Intent 98 Warm - which deliberately conceals being suspicious.
49 Intent on the surface, but angry underneath. 99 Withdrawn - which unconsciously conceals being happy.
50 Intrigued and hateful. 100 Withdrawn, but many mistake it for being confident.

d100 Tables - Names

Table column one and two by Larry moore, column four first appeared in Star Frontiersman #4, Thugs, Mooks and Goons

Name d100 Name d100 Name
01 Cedcen 01 Ranica 01 Bimlem
02 Karria 02 Elcen 02 Bindun
03 Dakgent 03 Srirek 03 Boffo
04 Nun 04 Shiler 04 Brils
05 Hana 05 Tenann 05 Buras
06 Wen 06 Ooron 06 Byrid
07 Skyine 07 Ardlla 07 Catar
08 Lenke 08 Srimi 08 Chaff
09 Moran 09 Mocus 09 Chenton
10 Srido 10 Jan 10 Chryn
11 Ardke 11 Sharia 11 Chups
12 Recus 12 Jodra 12 Cikban
13 Cedmel 13 Morin 13 Cinds
14 Ryin 14 Tenen 14 Clum
15 Bella 15 Miric 15 Crodusk
16 Reodia 16 Jorek 16 Donack
17 Morek 17 Celhuff 17 Dozer
18 Jey 18 Wilan 18 Drednal
19 Oolena 19 Akacen 19 Drent
20 Shaler 20 Jabatt 20 Drit
21 Pakrax 21 Jolla 21 Dyrik
22 Anay 22 Nabna 22 Feghl
23 Alan 23 Nabann 23 Fothos
24 Shireen 24 Tenhuff 24 Goltwos
25 Jolena 25 Pahuff 25 Hannat
26 Karler 26 Tyrmel 26 Hog
27 Melria 27 Gandra 27 Hyqus
28 Tria 28 Akaron 28 Jamach
29 Oocus 29 Mika 29 Lavar
30 Morn 30 Karreen 30 Lendsam
31 Jomel 31 Ganbatt 31 Lessard
32 Elan 32 Shibatt 32 Liddom
33 Nulis 33 Melrek 33 Lith
34 Daksati 34 Reeema 34 Loddo
35 Raine 35 Lany 35 Loru
36 Rhyin 36 Arden 36 Loss
37 Corka 37 Miran 37 Lozar
38 Anaron 38 Tenron 38 Lulridge
39 Srigent 39 Ryron 39 Lutt
40 Sricus 40 Zania 40 Mansel
41 Ceden 41 Jaine 41 Milfo
42 Racus 42 Reran 42 Nasroth
43 Trkef 43 Haen 43 Nelit
44 Zan 44 Ardlena 44 Nem
45 Morler 45 Marke 45 Nichckach
46 Ooron 46 Daken 46 Nig
47 Pan 47 Allena 47 Nolloque
48 Rasati 48 Lubatt 48 Non
49 Landge 49 Dakcen 49 Norc
50 Nukin 50 Pakeema 50 Numir
51 Cedhuff 51 Trytrin 51 Packer
52 Aekin 52 Kutma 52 Pagwar
53 Nueema 53 Horqus 53 Pesat
54 Marreen 54 Leesyn 54 Phete
55 Nurek 55 Skyria 55 Phidsak
56 Rhyke 56 Nerkin 56 Quikit
57 Anacen 57 Fams 57 Raddo
58 Melann 58 Cyneel 58 Ragroth
59 Nuann 59 Krael 59 Rant
60 Savna 60 Kragana 60 Retick
61 Mireen 61 Torant 61 Rickard
62 Savin 62 Andus 62 Rith
63 Celbus 63 Kratrin 63 Rocher
64 Jokin 64 Facin 64 Rosl
65 Srilif 65 Risus 65 Runk
66 Srinica 66 Losiri 66 Rymd
67 Reria 67 Zarker 67 Schatowe
68 Shadge 68 Nayant 68 Schert
69 Nutrian 69 Thrakin 69 Secath
70 Pan 70 Andqus 70 Shez
71 Jen 71 Trydine 71 Shilt
72 Lanbatt 72 Skylan 72 Shyqs
73 Akalif 73 Soell 73 Sif
74 Ardrek 74 Faezsh 74 Siggard
75 Luy 75 Tarrott 75 Sladon
76 Bebatt 76 Kutgana 76 Smuz
77 Srien 77 Quellan 77 Snirk
78 Moann 78 Cyneus 78 Sockque
79 Akamel 79 Faia 79 Sonds
80 Alke 80 Darkgana 80 Sulrad
81 Milla 81 Thrabaoth 81 Sylden
82 Oonia 82 Kuthek 82 Sylphin
83 Shaos 83 Lighterre 83 Sytinn
84 Aeran 84 Lorkin 84 Theb
85 Skydra 85 Skykin 85 Thellum
86 Savdge 86 Antross 86 Thrik
87 Srihuff 87 Risezsh 87 Thryfe
88 Keldra 88 Tavel 88 Tornys
89 Weler 89 Terrprin 89 Tova
90 Beia 90 Fams 90 Triddel
91 Rhycus 91 Nexrus 91 Tunsia
92 Aesh 92 Archng 92 Tyck
93 Elnah 93 Tarkvold 93 Werbel
94 Gania 94 Makia 94 Whament
95 Akaan 95 Darkross 95 Whot
96 Ardnia 96 Zarvold 96 Ysntai
97 Been 97 Antbaoth 97 Zhild
98 Pakron 98 Orus 98 Ziqiss
99 Cedine 99 Cynegana 99 Zoder
100 Quelbaoth 100 Talng 100 Zorner


Impossibly large for a Dralasite; the disgusting bulk of his flesh droops in globs over the arms of his chair. This is the Malthar, head of one of the largest crime syndicate in the frontier only rivaled by the Star Devil. 
The Malthar

Willem Koon

[non-cannon article]

Willem Koon (120 PF – 35 PF) was a Clarion abstract expressionist painter. He was one of the youngest to attend the Royal Academy for the Arts. Born on Clarion he later migrated to Cassidine in 110 PF where Willem started an Art School embracing artistic elements of the core four races.

Cassidine was the first mixed race colony, established in 115 PF. Willem's school thrived at the colony, soon he received grants from many frontier worlds. Students from all races and walks of life entered the school, many returned to teach their craft that would propel the frontier into the golden age of expressionism. 


What follows are optional rules found in the Star Frontiersman.

A Skilled Frontier

Download Issue #9
by Bill Logan

Note, this is a modified version of the original article, a new skill called "Vehicle weapons" was added.

Table of Contents

Character Generation

All players must decide which PSA is primary to their character concept, and which two are secondary to it. List one PSA with a "P:" next to it. List two PSAs with an "S:" next to them. All other PSAs are tertiary to your character concept.


Your character will begin with three level 1 skills. One of which must be from your character's Primary PSA. The second can be from any Primary or Secondary PSA. The third can come from any PSA (even one tertiary to your character concept). 

For example, your character's primary PSA is Military, and your secondary PSAs are Tech and Agent. You begin with three level 1 skills. One of which must come from your Military PSA, the other may come from any primary or secondary PSA (Military, Tech, or Agent). The third can come from any PSA you want. You select Beam Weapons level 1 from Military, Robotics level 1 from Tech, and Survival level 1 from Scout.

Skill Checks

1/2 Ability + 10% for each Level of skill.

For example, if your ability is 60 and you have a 4th level skill the skill check would be 60/2 = 30 + 40 = 70%

Unskilled Skill Checks

1/2 Ability 

Skill Notes

  • Medic - a successful Medic skill roll will heal a number of d10 equal to the medic's skill level, but require a like number of hours of recovery (thus a 3rd level medic might roll 3d10 and get 15... meaning he heals 15 STA if the patient rests 15 hours afterwards). If the full period of rest isn't taken, the healing will be halved.
  • Tech - use the standard AD repair rule

Skill List

Note the ability next to each skill, if there are two listed you must choose one. This choice remains throughout the characters career. Make sure to record the ability next to the skill.

Ron chooses Persuasion for his dralasite character. The skill lists PER or LDR. Ron's LDR is higher, however he imagines his character uses PER more than LDR when trying to persuade others (and he plans on raising his PER score faster than LDR). He records PER next to this Persuasion skill and then calculates the score.  

The Agent professional skill area governs those specialty skills associated with activities often outside
the law. They deal with deception, coercion, theft, and espionage. Skilled agents can slip into an area, carry out a mission, sense any traps you've prepared for him, and if caught convince you to let him go. The Agent PSA consists of the following skills: 
  • Stealth [DEX] (rolls apply to prowling, hiding, shadowing, concealment, etc.)
  • Persuasion [PER or LDR] (rolls apply to con, charm, convince, intimidate, etc.)
  • Thievery [DEX] (rolls apply to lock picking, pocket picking, forgery, sleight of hand, etc.)
  • Detective [INT] (rolls apply to listening, spotting clues, gathering information, surveillance, searching for weapons, reading body language, etc.)
The artist professional skill area covers skills designed to create and interpret various forms of expression. Effective professional artists have a creative streak that permeates everything they do in life. Creative individuals have an easier time learning to play musical instruments, write elegant speeches or songs, sculpt things from various materials, and draw/paint their visions to canvas or paper. The Artist PSA consists of the following basic skills:
  • Visual Art [LOG or INT] (rolls cover creation or interpretation of drawings, paintings, photographs, holovideos, etc.) 
  • Structural Art [LOG or DEX] (rolls cover creation or interpretation of sculptures, pottery, woodcraft, leatherwork, etc.)
  • Composition Art [LOG] (rolls cover creation or interpretation of poetry, stories, articles, music scores, songs, etc.) 
  • Performance Art [DEX or RS] (rolls cover acting, singing, musical instruments, dancing, mime, or other forms of performance art) 
The linguist professional skill area is for those individuals determined to speak, read, and write every language in the Frontier. Although few player characters would select this as their Primary PSA,
many may wish to purchase individual skills. Purchasing languages is handled simply: level 1 allows for basic/halted/limited conversation, level 2 allows basic/limited reading and writing, level 3 means your character is fluent with a strong accent but can read/ write effectively, level 4 is completely fluent and completely literate, level 5 is able to pick up and simulate local dialects, and finally level 6 is a mastery normally reserved for those raised to speak to the language, indistinguishable from a native. If you want to get around in an area, building a language skill to level 2 is typically sufficient. Starting players are automatically considered level 6 in the languages of their native race and level 5 in Pan-Galactic. The Linguist PSA consists of the following basic skills, but more languages can be found throughout the Frontier:

Ability: LOG
  • Human Languages
  • Dralasite Languages
  • Yazirian Languages
  • Vrusk Languages
  • Pan-Galactic
The military professional skill area represents the specialized form of destruction practiced by soldiers, mercenaries, and even private bodyguards. Military specialists are unfortunately common throughout the Frontier. Effective military specialists can take out their enemies with speed and precision. The Military PSA consists of the following skills:

Ability: Ranged use DEX, Melee use DEX or STR and Demolitions uses LOG
  • Beam weapons (roll defines chance to hit with beam weapons)
  • Gyrojet weapons (roll defines chance to hit with gyrojet weapons)
  • Projectile weapons (roll defines chance to hit with projectile weapons) 
  • Archaic weapons (roll defines chance to hit with archaic ranged weapons) 
  • Unarmed Combat (roll defines chance to hit while unarmed) 
  • Melee weapons (roll defines chance to hit with hand-held weapons)
  • Thrown weapons (roll defines chance to hit with hurled weapons)
  • Demolitions (roll includes chance to set or deactivate an explosive charge)
  • Space Energy Weapons (roll defines chance to hit with energy-based starship weaponry) 
  • Space Rocket Weapons (roll defines chance to hit with rocket-based starship weaponry) 
  • Vehicle Energy Weapons (roll defines chance to hit with energy-based starship weaponry) 
  • Vehicle Rocket Weapons (roll defines chance to hit with rocket-based starship weaponry) 
The Pilot professional skill area covers the operation of vehicles, military or otherwise, in stressful situations. A skilled pilot can maneuver his vehicle through tight confines, across dangerous terrain, and recover from losses of control. The following skills comprise the Pilot PSA:

Ability: DEX 
  • Ground vehicles (roll for control of ground cycles, cars, and transports)
  • Hover vehicles (roll for control of hover cycles, cars, and transports)
  • Water vehicles (roll for control of boats, ships, and submarines)
  • Air vehicles (roll for control of rotor-wing, propeller-, or jet-based air vehicles)
  • System vehicles (roll for control of shuttles and fighters and short-range transports)
  • Space vehicles (roll for control of large spaceships capable of FTL speeds)
The scholar professional skill area involves skills that are all about knowledge. Even if that knowledge isn't quite scholarly, it falls under this skill area. Effective scholars can draw parallels between literary and historical events and apply them to what is going on around them, giving them an insight that unscholarly people might lack. Note that all rolls for scholarly skills can be made twice: first to see if you know the fact, and second to research it if you don't know it. The Scholar PSA includes the following skills: 
  • Literature  [LOG]  (rolls involve knowledge of authors and their writings)
  • History [LOG] (rolls involve knowledge of the past, or researching past events, people, or places) 
  • Politics [LOG or INT] (rolls involve knowledge of the inner workings of politics and bureaucracies) 
  • Economics  [LOG]  (rolls involve knowledge of the financial infrastructure of the Frontier)
  • Pop Culture  [LOG or INT] (rolls involve knowledge of present people, places, and events) 
  • Law [LOG] (rolls involve knowledge of and around the laws throughout the Frontier)
  • Philosophy/Theology [LOG or INT] (rolls involve knowledge of the religions and philosophies of the Frontier)
The scientist professional skill area covers those skills that deal with the living, chemical, or physical laws of the universe. Scientists give names to the unknown, bringing them into the realm of the known. A skilled scientist develops ideas or diagnosis, plans experiments, and proves theories. Whether they're in it for the discovery or for the glory, scientists are part of what makes the Frontier an exciting place. The Scientist PSA is comprised of the following skills: 
  • Medic [LOG] (rolls deal with the diagnosis and treatment of infections, disease, toxin, and injury)
  • Psycho-Social [PER or INT] (rolls deal with the study of the psyche, hypnosis, and the unconscious mind)
  • Environmental [LOG] (rolls deal with terrestrial land, water, and air sciences)
  • Space Science [LOG] (rolls deal with astrogation, spatial physics, and starship engineering)
The scout professional skill area includes those skills the outdoorsman would require. Effective scouts can live off the land and survive adversity off even complex environments if they have the right materials handy. The following skills comprise the Scout PSA: 
  • Animal Handling [PER or INT] (rolls include influencing animal behavior, riding, husbandry, etc.) 
  • Athletics [DEX] (rolls include climbing, running, jumping, etc.)
  • Survival [STR or INT](rolls include procuring shelter, hunting, tracking, building fire, etc.)
  • Navigation [LOG or INT] (rolls include finding way in wilderness, charting new courses).
  • Mariner [STR] (rolls include swimming, diving, operating terrestrial watercraft, etc.)
The Tech professional skill area includes those skills that deal with the repair, configuration, programming, and engineering of technology. Effective Techs can repair damaged goods in adverse conditions, operate technological devices to their fullest, and reprogram captured enemy or alien technology for their own use. The following skills comprise the Tech PSA: 
  • Technician [LOG] (rolls include operation, accessing, and repairing vehicles and machines)
  • Computers  [LOG]  (rolls include programming, interfacing, hacking, and repairing computers)
  • Robotics  [LOG]  (rolls include programming, accessing, configuring, and repairing robots)
  • Spaceship Tech [LOG] (rolls include programming, accessing, configuring and repairing spaceship engines)

Spending Experience Points

Table: Experience Point costs
Level 6 
 Primary12 15 18 
 Secondary12 16 20 24 
 Tertiary16 24 32 40 48 
To raise a skill it costs a number of XP shown on the table. For instance, if you have a level 3 skill in your Primary skill area to raise it to level 4 it would cost 12 XP. If it were a Tertiary skill (not in your Primary or Secondary) it would cost 32 XP 

Ability cost 1 for 1.
For instance, if you spend 3 XP you can raise one ability by 3. 


Adventure Bots

by [[CJ Williams]]

Part One: Roleplaying Robots 

Author's Note: In the article Star Questions by Penny Petticord and Ed Greenwood in the December 1984 issue of Dragon Magazine (Issue #92), it says “Robots and cybots cannot be player characters; they have personalities but have no free will. Freedom of choice puts excitement into the game. No one would want to run a character that could only do what someone else told him to do.”
Is this true? Are robots unplayable?

Special Thanks: Bill Logan for his invaluable input. 

Can You Roleplay a Robot? 

The above articles made a presumption that overlooks one thing: even entities with free will follow orders, so following orders and free will are two different things. Thus, two different robots with two different groups of programs and experience will do the same task two different ways. 

A corporation could give commands and programs to a robot that will benefit a party of characters, but that robot will act within its orders by the corporation instead of the characters, and will act as a unit with free will in the company of those characters because it is under orders by an entity that is not in their presence.Even if one of the characters in the group owns the robot, the robot will still only be subject to that character, but will act with free will in regard to the other characters where such free will does not contradict orders from its master. 

Also, when you consider the opportunities to raise havoc with a robot character, you see there can be lots of fun in roleplaying a robot. Just because your brain is made of microchips does not mean you can’t make decisions. Just because you have no emotions to call your own does not mean you can’t be responsive. Just because you serve a master does not mean you can’t express individuality. Such restrictions only affect how you express your robot’s uniqueness, but have no effect on whether you can express that uniqueness. 

Finally, not all robots are designed for simple functions. Many robots, in fact, are designed with a limited interactive A.I. This A.I. allows them to interact with sentient beings and respond within certain set parameters through programmed personalities and simple reasoning, even learning to some degree. This allows them to demonstrate unique characteristics that may be roleplayed. While it does not make them sentient, it does make them more present and interactive. 

This information not only helps with roleplaying robots, but it can also help the Referee with roleplaying computers, as computers may also have varying personalities and quirks, though such is not typically necessary, unless some kind of social interaction is appropriate to the computer’s purpose. 

It’s a Robot’s Life 

Robots are property, that’s unavoidable, but just as one might come to have affection for a pet or even a servant, one can come to have an affinity for their robot. Even still, most robots are incapable of reciprocating friendship beyond their programming. On the other hand, loyalty to its master, personal assistance, and useful advice often comes to be a comfort to a robot’s master in a similar way to friendship. 

A robot performs tasks that are normally too laborious, tedious, or dangerous to sentients. Except for their upkeep, they make life easier and may even save lives. Their many and varied uses put them in high demand anywhere high technology can be found and even in many low tech environments. Robots are also a status symbol dependant on its program level. 

What’s Different About Roleplaying Robots? 

Robots have several advantages and disadvantages over normal player characters: 
  • Need no sleep, but do need to recharge their parabatteries. 
  • Do not develop any mentalist abilities and are immune to most mentalist effects, but can be equipped with things that simulate mentalist effects. 
  • Can be reprogrammed and repurposed. 
  • Can be disabled by EMP’s. (Note: Star Frontiers robots have moved beyond magnetic storage, using solely three dimensional laser storage, so their memory is not affected by the EMP pulse.) 
  • Can have its memory easily wiped, making it a basic model of its type, causing it to lose all information and bonuses from programs and experience.
  • Are immune to all organic effects, such as disease, poison, radiation, and suffocation, but can suffer water damage, electrical damage, viruses and worms, rust, rot, disrepair and foreign particles such as dust and sand. 
  • Feel no pain, but do experience the ill effects of hardware damage and program corruption.
  • Can’t improve their physical or mental abilities, but can be upgraded or altered with new parts.
  • Do not gain skill levels through training, but must be programmed with skill-equivalent programming, and their experiences may mildly improve their operations. 
  • Must be carefully balanced against the party to prevent preferential desirability as characters.

In addition to these differences, robots actually need more detailed character information than normal characters for the specific ways of dealing with its environment. Developing and maintaining your robot character's distinct characteristics is an important part of robot character design and roleplaying. 

Who Roleplays the Robot 

As with pets, the Referee usually controls the robots. That is, the Referee dictates its actions. However, the Referee should also know how the robot responds to its master. The Referee may also choose to assign the robot to a willing player different than the player of the robot’s owner if the Referee does not feel comfortable roleplaying the robot or if another player expresses interest in doing so. 

With the Referee’s approval, a player may create and roleplay a robot, but one of the other players must be its owner, though the Referee may choose to let the robot be the property of a corporation or other nonpresent entity. This will give the robot more freedom and autonomy within the adventure. Robot Personalities 

A robot does not need a personality matrix to express unique traits that give it a distinction from other robots that have the semblance of personality. Being experienced with a variety of mechanical objects, you know that devices do not always act the way they are supposed to and even sometimes seem to act in a way as if it knows what we’re saying or thinking. That is why people tend to personify inanimate objects, especially old cars. This would become even more pronounced with an autonomous robot, especially when you throw in the quirks that can arise in a computer’s programming. The one playing the robot is in charge of how the robot’s personality is expressed in the quirks, sayings, directions, and predispositions. 


Try to come up with some lines and catch phrases that a robot of its type would likely use liberally. This will help distinguish the robot. 

Robots of levels 2-3 will always react the same way to the same stimulus regardless of situation. (If your robot is programmed with emotive expressions, write down its pat reactions.) Level 4 robots will have a small library of responses to choose from at random to express each situation, but the library is still easily recognizable and not always the most appropriate, but simply what is available. Level 5 and 6 robots with emotive programming will be able to select responses most appropriate to the circumstances. See Example 1. 

Do not be random. Have a distinguished time and circumstance at which the robot says its queue. This doesn’t mean you need to be predictable. On the contrary, if you queue from obscure, but specific reasons, your robot can respond in ways that fellow players might not expect. 

What can make it further random is queuing not from a long-term command. This is done when the player playing the robot’s master gives the robot a specific command indicating that the robot will need to follow that command in all future instances until the command is rescinded. See Example 2.

Command Triggers 

Command triggers are keywords and phrases that trigger the robot’s functions. These do not have to be spoken by the robot’s master to trigger the function. Think of some words or phrases that trigger the robot’s functions. The master should be familiar with these terms, and so should the one playing the robot, but they should not be shared with other players. These triggers can also lead to the occasional humorous confusion. See the example robot character at the end of this article. 

The trigger must be programmed by a robotics technician for robots of levels 1-3; when first operated, the owner will be asked to speak the commands for voice recognition. But with robots levels 4-6, the command trigger can be inputted through a voice command by its owner. See Example 3.

Example 1

Carol creates a level 4 ERoL-9 Servebot with emotive expressions. She then writes down 6 pat expressions to reference:
  1. Encouragement. “Very good, sir/ma’am.”
  2. Unexpected result. “That is most curious.”
  3. Interrupted. “How rude.”
  4. Protecting master. “Ma’am, there is a ___% chance that you will [Most gruesome description possible]. Perhaps you should…”
  5. Options present. “Ma’am, I have calculated several options that I think will be optimal for success…”
  6. Reply to appreciation. You are very welcome sir/ma’am. Is there anything else I can do for you today?
Then, during the game, she uses those expressions liberally. During one such instance, when confronted by a sentinelbot, the robot says to its master, Varik: “Sir, there is a 23.4% chance that you will be torn limb from limb and pulverized into a fine sludge. Perhaps you should turn around now and find a new route to the city.” 

Example 2 

Xarin commands Exthree, saying: “If you or I are ever in danger, and I have not already acted violently to the situation, and we are outnumbered, make me sound impressive. It may be our only chance to get out alive”.

On one such occasion, as Xarin and Exthree are menaced by three pirates with various weapons in hand, Exthree recognizes that the situation is dire and its master has not acted violently in response. Thus Exthree speaks up, saying: “Sir, perhaps it is time for you to do that thing you do like where “Jagged – The Golorian’s” spleen ended up in a jar on the nightstand at your home and you shoved ‘Goro – The Vile’s” T-.48 Gyrojet in an unmentionable place on Goro’s person. And I just don’t know how to describe what you did to the mouthy one that was with them. Tsk. Poor chap. I calculate a 112% chance of repeating that circumstance within 14.8 seconds, if you are up to breaking your record, that is. Should you do that, we can get on with our task more expediently.” Exthree then steps aside (just far enough for it to jump in the way should a pirate attempt to attack his master) in order to appear as though it is giving its master enough room to do battle without its assistance. 

Example 3 

Similarly to Example 2, Xarin commands Exthree, saying “When I make a ‘psst’ sound, you take up position behind me. If I also hold up a finger and shake it back and forth, you must also bring your audio receptor near to my head in order to receive a statement.” Some time later, when they are in Colvera’s study, Exthree is pooring tea and Colvera and Xarin are seated. Xarin is frustrated at a mistake that Colvera has just made him aware of. Xarin goes “psst!” And Exthree looks to see that it is his master, and then walks over and takes up a position behind his master. Xarin then shakes a requesting finger backward and forward at Exthree who bends down to Xarin to listen to his next statement. Xarin then slaps Exthree on his cranial plate, and Exthree stumbles back slightly. Xarin says, “Tthat’s all”.

Military Ship Design

by Adam Moffett
Author’s Note: This write-up is by Adam Moffett, incorporating ideas worked on collaboratively by Adam Moffett, Sean Moffett, Darren Moffett, and Eric Moffett in our parents’ basement around 1993(?) or so.


First off, I don’t know if TSR’s writers really had a system in mind when they came up with stats for the UPF and Sathar ships in Knight Hawks. I do know however, that players or referees who want to make a new type of warship will find it helpful to have something to go on. What my brothers and I did some years ago was look at how weapons are applied to civilian ships (using the minimum hull size, “MHS” number of the weapon), and extrapolate a similar system for military ships.

In Knight Hawks, each weapon and defense system has a minimum hull size or MHS value. That value represents a cost associated with installing that weapon, where the ship builder gets 1 unit per hull size of the ship. For example, a torpedo launcher has an MHS of 5 so a hull size 10 ship can install 2 of them. Spending over your limit causes severe penalties to ADF, MR, and cargo capacity.
If you add up the number of points spent on UPF/Sathar ships which are described in the book, you’ll find that they spend way over their MHS limits without any penalty at all. This is attributed to more advanced technology which is only available to the military.


  1. Ammo and Other Costs - The book provides no cost for ammunition (other than monetary). Why then, do the gigantic battleships only carry 8 torpedoes? Why not carry 200 and not have to worry about running out? I have assigned MHS values for ammo to account for this. I have also assigned values for upgrades which provide extra Hull Points and changes to ADF/MR.
  2. Atmospheric Flight Penalties: The Assault Scout Problem - When plotting the number of points spent on weapons and ammo versus the hull size of the ships, it was obvious that the assault scout was out of line with the rest of the universe. On the chart below you’ll see that the assault scout does not fit on the curve with the rest of the ships. Then it occurred to me that the assault scout is also the only military starship made for atmospheric flight, and that perhaps that is the source of its penalty.

    To fly in an atmosphere, a ship needs to be balanced and streamlined and it needs control surfaces. It may also need reinforcing to survive a high speed lift off and heat shielding to survive the initial descent through the atmosphere. My position is that all of these additional things limit the amount of mass and volume that can be devoted to weapons. So for ships hull sizes 2-5 I have provided a heavy penalty for making the ship capable of atmospheric flight. Hull size 1 gets it for free…..that’s one advantage to being so little.
  3. Hull Points, ADF, & MR - Some ships don’t fit the normal amount of Hull Points, ADF, or MR for their size, so methods of trading MHS for any of these values were created. I also added methods to trade them for each other in some cases.
  4. Is MHS truly “minimum hull size”? - The Warriors of White Light introduced a pirate corvette, which was a hull size 4 ship equipped with a laser cannon (MHS 5). So apparently some minimums are more minimal than others. If the referee wants to allow a larger weapon on a smaller ship that wouldn’t be allowed using civilian rules, then I say go for it.
  5. Technology differences: The Heavy Cruiser Problem - Like the assault scout, the heavy cruiser does not fit on the curve with the rest of the UPF ships. I attribute this to their age. The book states that heavy cruisers were battleships which were reclassified as heavy cruisers when the new and larger battleships were built. Therefore I say that all heavy cruisers are old ships and have weaker capabilities due to inferior technology. Referees should feel free to apply penalties to MR/ADF/MHS/HP or whatever else makes sense to ships which are very old, or also to account for technology differences among factions. You may also notice that UPF frigates and destroyers come out just slightly better than what you could build with these rules (they have 4 or 5 extra MHS points), so referees should also feel free to grant bonuses to very new and/or high tech ships.


This table gives the number of MHS points that ships of various hull sizes receive toward armament and defenses.

Hull Size 
Number of
MSH Points 
1-10  Hull Size * 8
11  82 
12-20  Hull Size * 7 


Base hull points are the same as civilian ships: 
Hull Size * 5


DCR is calculated the same way as for civilian ships, but then doubled.
Hull Size * 3 + 20 * 2

Example: HS 3 ship has 3*3+20*2=58


This section lists the cost in MHS points for the various parts of the ships:

Original KH Items

These are unchanged from the original rules.

Defense or Weapon MHS Point Cost 
Reflective Hull 
Masking Screen 
Electron Screen 10 
Proton Screen  12 
Stasis Screen 10 
ICM Launcher 
Laser Cannon 
Laser Battery 
Proton Battery 10 
Electron Battery
Disrupter Cannon 12 
Assault Rocket Launcher
Rocket Battery
Torpedo Launcher
Mine Spreader  7
Seeker Missile Rack


Ammo Type MHS Point Cost 
 Extra water for Masking Screen
 Batch of 4 ICMs
 One unit of ammo for any weapon

Reinforced hull

Add up to 60% more hull points using the following cost scale; this is a much better buy for smaller ships, though it is also worthwhile for battleships because their base hp is so high.

Hull Size HMS Point Cost 
1-6 1 per each 10% increment 
7-14 3 per each 10% increment 
15-20 10 per each 10% increment 
* Each 10% boost will provide at least 1 HP

Example: UPF Frigates have a base of 25 hull points. A 10% boost is 2.5 extra hp. After buying the extra hit points the maximum number of 6 times, the UPF Frigate now has 40hp (25 + 2.5 + 2.5 + 2.5 + 2.5 + 2.5 + 2.5)


Sacrifice MR or ADF for extra hull points. This is only worthwhile for ships whose speed is less important than their durability, such as minelayers and assault carriers.

Hull Size HP Gained Remaining MHS Points 
1-10 5 HP 1 MR or ADF lost 
11-20 10 HP  1 MR or ADF lost 
* Round down ADF/MR

Trans-atmospheric Penalty

This is the cost in MHS points to streamline the ship for atmospheric flight. This is not possible for ships larger than Hull Size 5.

Hull Size MHS Penalty Remaining MHS Points 
No penalty 
 4/8 penalty
3 5/8 penalty9
4 6/8 penalty8
5 7/8 penalty 5

Fighter Bays

The cost of a fighter or shuttle bay is 8 MHS points. I think the difference would only be in how the bay was equipped. Ships can of course carry shuttles or fighters docked to the outside, but then any repairs or maintenance require extra vehicular activity which we can assume is more time consuming.

Extra MHS

If you still need more room for weapons and equipment you can trade off maneuverability or hull points for a little extra space using the following two rules:
  1. Overloaded: Trade 1 MR or 1 ADF for a 10% MHS bonus. This does very little for small ships, but big ships have less MR and ADF to spare, so it’s tough to justify using this option. This rule was made to make the Assault Carrier fit the rest of my model.
  2. Light Hull: Trade 10% of ship’s original hull points for a 10% MHS bonus. Also a hard trade to justify. None of the UPF ships do this. Can’t be used with reinforced hull, and unlike reinforced hull this option can only be taken once.


I think it is unclear how the number of crew members on a SpaceFleet ship is arrived at. I think a bare minimum crew would consist of the following: 
  • 2 pilots (so someone can be at the wheel day and night) 
  • 1 gunner per weapon 
  • 1 operator per defense system (except reflective hull) 
  • 1 technician per engine 
  • 1 commanding officer 1 navigator
On small ships like assault scouts, jobs can overlap, so the captain could also be a pilot, an engineer can double as a gunner, etc. I would probably double everything for any ship of frigate size or larger. People will need downtime so they don’t burn out.

As the ship gets larger, you’ll need to add more techs for everyday maintenance, a handful of marines for security, and probably at least one medic. Once you have more enlisted people you’ll need more officers too. Referees should try to use common sense as to the number of people required to crew any ships designed by them or by players.


You may notice that I did not assign credit costs to any of the new ship features. Since military ships are built by governments, the exact cost of its armor and weapons will not usually be relevant to player characters.


Maybe. Changes in MHS versus hull size are almost linear, where changes in the ships’ volume and surface area are exponential. So if it’s a matter of physically stuffing the weapons into the available area, then everything is way off. A destroyer should be exponentially mightier than a frigate in that case.

On the other hand, mass should also increase exponentially with hull size, and the fact that large ships get less ADF and MR means that thrust does not increase to match. My explanation for the difference then is that it’s really a matter of how much extra mass we can attach to the hull without impairing its speed more than its own size already does.
But then again it’s also more about having fun and keeping the game balanced. If the player characters’ frigate is exponentially weaker than their enemy’s destroyer then there is very little difference that heroic characters can make in the battle. So a linear progression of strength is more appropriate for gaming.


My brothers and I added extra factions to the game outside of the Frontier Sector, having a system to design ships allowed us to differentiate factions without just making stuff up. Equally cool is that the players were able to design the ship that their characters were assigned to. It was fun and gave them more of a stake in their ship’s survival.

Spacer Skills Revisited

Download Issue #10
By [[Menoitios]]

Modified Prerequisites for Knight Hawks

It has been pointed out that the prerequisites for spacer skills are burdensome and such levels are rarely met by players in normal game-play. I have heard of many people that have modified the prerequisites for Knight Hawks’s skills, so I present my system with a fair amount of humility. It enables new characters to go to the stars more quickly and lowers the levels of NPCs who the characters encounter; do you really want to have a brand new PC fight a pirate with a 6 Beam weapons skill?

Recall the original requirements for first level in spacer skills:

Spacer Skill Prerequisites

Technician 6
Computer 6

Technician 4
Robotics 2

Computer 6

Energy Weapons 
Beam Weapons 6

Rocket Weapons 
Projectile Weapons 4
Gyrojet Weapons 2

If a NPC with a Tech skill of 6 is at the highest possible level of intelligent species technical ability, might not employment other than pilot of a pirate ship be found for such a being? Not to get too realistic, in a game that does not aim for excessive realism, but being a pirate is rather desperate work for rather desperate people.

In addition I find that the high levels required for most KHs adventures require overly powerful player characters and NPCs, and imbalanced interaction with low level PCs.

Indeed often the requirement that players have spacer skills means that new players have to use a pre-rolled character rather than start their own from scratch and get the enjoyment of earning and spending those precious XP points. 

Instead of requiring a high level of skill in the prerequisites before achieving even a low level spaceship skill, I propose a different system that allows you to get your beginning level of spacer skills with only a low level prerequisite skill. However, in order to increase your spacer skill, you must also increase you level in the foundation skills as well. 

The following table lists the required prerequisite skill level in the foundations skills needed before acquiring the specified level of the spacer skill:

   Skill Level
Knight Hawks Alpha Dawn 56 
PilotTechnician2 2
 Computer 1
Engineer Technician 
Energy WeaponsBeam 
Rocket WeaponsProjectile 

For example, a PC could get his first level pilot skill after only achieving a level 2 Technician skill and a level 1 Computer Skill. However, in order to get a level 2 Pilot skill, he must first advance his Computer skill to level 2. Then he will have the prerequisites needed for a level 2 Pilot.

With these skill levels prerequisites, players can level up in a few adventures and take to the stars with ease, or referees can give players spacer skills at character creation without worry of unbalancing the game too much. 

This creates a more "space opera" feel to the game allowing dirt farmers on back worlds to have the pilot and weapon skills necessary to destroy the enemy battle station, with a well placed shot, at the apex of their first adventure.

If a more restrained and slightly more realistic game world is desired, where only highly trained people have  spacer skills, one can use the original system or some compromise between the above system and the original.


The Frontiers of Design

A new shipbuilding system for the STAR FRONTIERS® game.
by Mike Lane
Dragon #74 April 1988
Many STAR FRONTIERS® game players have problems when it comes to designing nonstandard military ships for use with the Knight Hawks board game and, as I can testify, it becomes rather nerve-wracking to be constantly asked “How many laser batteries can I put on this minelayer? Well, then, how many rocket battery salvos can it carry? Well, then. . ." and so on. Over many hours and some calculator thumping, a system that pleased everyone in my gaming group was generated. This system creates starships compatible with (if a little tougher than) those given in the board-game rules. The new ships also have a great variability in weaponry, which can make even a simple assault-scout duel quite interesting. The following sections deal with the shipbuilding formulas and overall system in depth. Tables 1-6 give details on the items discussed below.

Hull points and DCR 
A civilian ship’s Hull Points and DCR (Damage Control Rating) are determined as per the Knight Hawks rule book — i.e., 

Hull Points = Hull Size x 5 
DCR = (Hull Size x 3) + 20

Milistary and Star Law
Hull Points = Hull Size x 10 
DCR = (Hull Size x 9) + 20

Military and Star Law ships multiply hull size by 10 to determine hull points and by 9 to determine DCR. The greater values generated show the toughness and technical superiority of the secret military hardware over the civilian/ militia equipment, and result in fewer attacking ships being vaporized in the “Defensive Fire” phase of combat.

Weaponry and defenses 
All weapons and defenses on a ship are placed according to the amount of space they occupy in cubic meters, as per the statistics on page 61 of the Knight Hawks game rules, rather than using the MHS (Minimum Hull Size) method. The MHS is still used as a measure of how many weapons of one type may be mounted on a certain hull. 

The maximum number of each type of weapon on a ship may not exceed the hullsize rating divided by the MHS of that weapon system. However, any ship with the necessary space may mount any one weapon despite its MHS. (Yes, you can have an assault scout with a laser canon!) 

Defenses are also bought by the cubic meter, though no ship of less than hull size 5 can mount a powered defense screen because of the screen’s heavy energy demands, which require the larger “B” engines. 

The cubic meters of space for each hull size is determined by a decreasing percentage scale, with figures rounded to the nearest useful amount. This effectively reduces the free space on a battleship to about 1.6%, as compared to a fighter’s 97%, which reflects the squeeze on space as life-support systems, crew quarters, storage areas, and so forth expand with ship size and potential patrol duration.

Table 1 Space Available by Hull Size
1 30 20
2 50 30
3 75 40
4 100 50
5 175 90
6 250 125
7 300 150
8 350 175
9 400 200
10 450 225
11 500 250
12 550 275
13 600 300
14 700 350
15 800 400
16 900 450
17 1000 500
18 1100 550
19 1200 600
20 1300 650
  * All spaces given in cubic meters.
Table 2 - Weapon and Space Needed
Weapon Cubic Meters MHS
Laser cannon 40 5
Laser battery 25 3
Proton-beam battery 30 10
Electron-beam battery 30 6
Disruptor cannon 60 12
Assault-rocket launcher 10 1
Assault rocket* 10
Rocket-battery array 40 5
Rocket-battery salvo 10
Torpedo launcher 75 5
Torpedo 20
Mine spreader 60 7
Mines (5 fields) 20
Seeker-missile rack 40 7
Seeker missile 40
Grapples 60 5
* Assault rockets for rearming fighters kept aboard an assault carrier are kept in cargo space. Up to 15 per cargo unit can be carried.

It should be noted that noncombat ships such as freighters, research vessels, liners, and the like have only 40% of the space listed, since their primary functions demand nearly all available space. This is not to say that there could not be smallcapacity, heavily armed liners used to move VIPs; this simply means that such ships would not be self-sufficient and would thus be very rare.

Weapon magazines 
Rather than saying that a certain number of rounds can be kept in a launcher, the cubic-meters system is used to determine the number of rounds carried. Thus, ammunition for assault rockets, rocketbattery arrays, torpedo launchers, mine spreaders, seeker-missile racks, maskingscreen launchers, and ICM launchers are figured on a cubic-meters-per-shot basis, though one round (or one array, or 20 meters of mines) may be kept at no space cost in any launcher except a maskingscreen launcher. This is because a masking-screen charge is larger than the launcher itself.

Space stations 
Space stations come in four main categories: fortresses, fortified stations, armed stations, and unarmed stations. The last title is something of a misnomer, as even the smallest freight station is likely to have a laser battery to discourage piracy. 

Military stations fall in the fortress and fortified-station categories, while megacorporations have only a few fortified stations and many armed ones. ?Free? stations not belonging to any one group or cartel are usually armed, though a few fortified and unarmed stations can be found. Small freight stations, scientific stations, and automated stations are usually unarmed. 

Space-station weaponry and defenses are mounted in exactly the same way as they are on starships, with two differences: No forward firing weaponry may be mounted, and MHS restrictions are ignored with respect to the maximum number of one weapon type mountable. The statistics given on Table 6 refer to a single space-station hull of a given size. It should be remembered that more than one hull may be joined to create megastations, as per page 8 of the Knight Hawks rule book, though such huge stations are prohibitively expensive for all but the military and megacorporations of the largest size.

Miscellaneous items 
Players and GMs will undoubtedly find new things to put on ships. By carefully determining an item?s size, it can easily be integrated into this system. Remember, though, that addition of any item beyond the listed maximums reduces the ADF or MR of the ship by one.


Willpower checks

The STAR FRONTIERS rules do not include a specific an ability for "willpower". This optional rule allows a Refreree to decide what better represents the willpower of an NPC (or character). 

Using LOG is based on reasoning and logic, meaning the character's willpower is based on rational thought. 

Using LDR draws on the link between natural leadership and force of will. 

Whichever you choose the choice should be consistent throughout the campaign.

LOG - Logic
LDR - Leadership
WIL - Choose LOG or LDR


List of spaceships

Eagle Transporter

Download Issue #8
By Scott Iles
The Eagle Transporter is a size class two system ship. It has rudimentary astrogation equipment and basic flight controls. Its unique feature is the detachable payload module, which can be swapped out quickly to convert the ship for various missions. Three of the most common modules are detailed below.

The Eagle is not equipped to enter the dense atmosphere of a Class-M planet, or to land on anything with more than a .1g gravitational field. It is used to transfer personnel and material between stations and trips between nearby planets. 

1. COCKPIT MODULE - This is the control center of the ship. There are seats and consoles for the pilot, co-pilot and communications/navigator. Note that the center position (Comm./Nav.) does not have a forward viewport. 
2. ACCESSWAY - This access passage connects the cockpit with the module in the center. The main life support systems can be accessed in this area. There are pressure doors at either in in the event of atmosphere loss. 
3. ENGINEERING - The monitoring equipment for the chemical drives is in this small area. Only two humansized beings (or 1 Vrusk) can fit in this compartment.

4. PASSENGER COMPARTMENT - Forty-six comfortable seats allow the passengers to relax as much as possible on flights between bases. Video panels on the forward bulkhead display entertainment and flight status information. 
5. AIRLOCK - Most modules have two airlocks, one on either side. Storage lockers in each airlock have four standard spacesuits. It takes one minute for the airlock to cycle either way (pressurized to vacuum, or vacuum to pressurized). 
6. GALLEY - This small compartment contains foodstuffs and prep equipment. Normally, only the food for the next meal is stored here, with the rest of the supplies kept in underdeck storage compartments.
7. HEAD - These are small, but fully equipped refreshment stations. A retractable curtain converts the outboard half of the space into a zero-g shower.

9. PATIENT WARD - Eight double bunks provide bedspace for up to sixteen patients. This module is used for responding to disasters and transporting patients to more advanced care facilities. 
10. LOUNGE - This is similar to the lounge in the passenger module, but replaces one of the tables with two double bunks for the medical staff to use or additional patient space. 

8. LOUNGE -This area allows the passengers and crew to get up and move around during flights. Entertainment displays and tables allow for socialization and recreation. 
11. CARGO BAY - This module opens up as much space as possible for the transport of cargo. Note that this module only has one airlock, on the starboard side. The hatch on the port side is used for loading in a pressurized environment. 
12. CREW LOUNGE - This small area allows the crew to rest during long flights. An Eagle with this module normally operates with only two crewmen.

Eagle Transporter

Hull Size: 2 
 Engines: 1 Chemical (four thruster nozzles) 
 Life Support
 6 (Cockpit Pod), Module capacity varies 
 Computer: Level 2 (17 function points) 
 Programs: Drive 1; Alarm 1; Damage Control 1; Astrogation 2; Information Storage 2
 Equipment: Videocom Radio, Radar 


Explorer-Class Heavy Scout Craft

Download Issue #8
By Bill Logan

Explorer-Class Heavy Scout
The civilian sect is ripe with explorers looking to make a name for themselves. Scientists from all walks look for an opportunity to find a new discovery and claim it as their own. Over time, they’ve relied on paying the high costs for modified military vessels dumped by the UPF or cycled out of production by corporate executive orders. The civilian scientific community, tired of getting hand-me-downs not actually created for exploration, are happy to hear the news of the release of the Explorer-Class Heavy Scout.

Design Goals

Designed specifically for private UPF-contracted exploration teams, the Explorer-Class Heavy Scout is
an interstellar-capable starship capable of performing most localized experiments and procedures when
surveying foreign soil, be it asteroid, rogue planet, comet, sun, or world. The ship is basically a hull size 5 long cylinder, roughly 100 meters from bow to stern. It’s twice the size and displacement as the ever-popular Assault Scout, but is nearly as quick and maneuverable thanks to its twin type B Atomic engines (unusual for a civilian craft because of the affordability factor).

Being able to land on a planet is normally a high priority for an exploration vessel. However, being able
to sustain faster-than-light speeds normally requires a vessel too large to enter an atmosphere. This ship is no exception. 

However, to allow explorers and scientists to land and carry out their missions, a smaller lander module, nicknamed the Expedition mounts to the top of the ship, mating with it. A valid hull-size 1 ship in its own right, the Expedition serves a multi-faceted role as escape launch, planetary lander, cargo and personnel ferry. 

Finally, the ship was designed with exploration missions in mind. Its ten decks include the normal
array of crew accommodations and control decks, but a surprising amount of laboratory space. The outside of the ship includes a decent amount of instrumentationclusters as well. It is a ship designed to seek the unknown and put a name to it.
Explorer-Class Heavy Scout
Explorer-Class Heavy Scout
Since so much of the internal space is taken up with scientific and technological equipment, the cargo hold is located externally in a detachable bin, that can be jettisoned into open space so that the Expedition can detach from the starship and mount to the cargo bin and ferry it to wherever it is needed (between vessels, to dock at a planet’s surface, etc.). 

The diagram shown at right highlights the detachable Expedition and Cargo module locations, and the images at show the detachment and cargo carrying features via photographs taken live during maneuvers. 

Incentives to Private Groups

The United Planetary Federation wants to encourage private groups to undergo peace-time exploration.
Additionally, corporations like Pan-Galactic Corporation, Streel, and others are similarly interested in neutral third-parties offering up their exploration skills for hire.

Because of this, the Explorer Class Heavy Scout starship is the first of its kind to have its sale subsidized by the UPF and seven mega-corporations, reducing the cost to the consumer. This basically cuts the price to half normal.

Getting Around on Deck

The starship is designed using the standard Knight Hawks perpendicular concept, with the “bottom” deck being at the tail of the craft. The top-most deck (Deck 1) is the smallest, and is located at the nose of the craft. Access to the Expedition is via a hatch on Deck 10, while access to the detachable Cargo Module is on Deck 7.

Hatches have standard airlocks. Internal doors slide into the walls at the push of a button on the door itself. Doors can be locked by typing a code on a key panel on the door, though a master key number is known to the ship’s owner (and can be changed only by him or at a repair center).

Doors marked with a yellow and black border (on the deck plan maps on the following page, they’re shown colored in yellow) are locked by default, and must be unlocked by someone trusted with the security key number.

The deck plans found on page 31 are typical, though individual designs may vary. Squares on the map are 2 meters across. 

Elevator. A single elevator shaft runs through the entire length of the ship. It is relatively small in size. Eight human-sized occupants are possible, though this is less a weight limitation as it is a space limitation. The elevator can traverse one deck per 6-second turn. Since the ship has ten decks, the longest one would have to wait for a lift is one minute, assuming the elevator wasn’t being held open at a given floor. The ship’s owner is given a master override that allows him to take control of the elevator, locking out all others, if he needs to.

Crew Cabins. Deck 6 has crew accommodations. Each room varies in size and shape, but all share a few common features: a modest bed, a small personal desk with computer terminal, intercom, and small night stand. They lack portals of any sort, though the conference lounge on this same deck has a single portal to view the planet around which the ship is orbiting.

Deck 9 also has some accommodations, though these are not quite as stately as the crew’s own cabins. This open area lacks personal space, and is typically used to house scientists or technicians hired on (or who booked passage) for specific exploration missions.
Explorer-Class Heavy Scout


The ship is not a military one. Its framework and superstructure lack the strength to take much damage, and the number and power of defenses are limited. However, even a civilian ship runs into trouble now and then, so the Explorer Class Heavy Scout vessel is equipped with only to defenses: a laser battery (controlled from Deck 1) and a Masking Screen dispenser (controlled from Deck 8). A Reflective Hull rounds out the defensive power of the craft.

Buy One Today!

Because of the subsidies paid by several megacorporations, the Explorer Class Heavy Scout ship is
quite affordable. With a basic set of science and technical labs, ion drives, and not much in the way of
luxury, the entire package will cost you less than a million Credits. 


When you purchase an Expedition Class Heavy Scout, you can take the option of purchasing it
“under contract.” 

Gambling on the intrepid success of private exploration teams, the special interests (private investors, mega-corps, etc.) worked together to set up this special economic aid package. 

What’s in it for you 

The core ship (not the Expedition) will cost the characters only sixty percent of the price the ship
would normally cost using the Knight Hawks rules. 

What’s in it for them

But of course, this isn’t a grant, it’s a binding agreement; there’s something in it for them as well.
For ten years after purchase, forty percent of the value of all findings are given to the investors,
divided up among them according to the percentages they all contributed. The end result: more adventurous private explorers, less expense for the investors. Everyone wins. If the characters bound by the contract don’t make any discoveries or stake any claim over any resource before
the ten year period is over, they become responsible for paying back the forty percent that was paid, with one hundred percent interest.

Contract Buy-Out

Some characters may not like being bound like indentured servants to unknown parties. They might
not enjoy being the pawns of the kings of space. Heck – they may even find one or more of those
megacorporations clashing with them over some of their findings! After all, Streel would love to have 100% of the mining rights on that moon you just discovered! Therefore, there is an option to get out of your contract. All it takes is money… lots and lots of money. 

But if you fear this, don’t enter such a contract. Space is a big place full of Credits – find a way to get some, and just buy this wonderful ship full-price! 
Explorer-Class Heavy Scout  Deck Plans

Personal Runabout

Download Issue #7
By Bill Logan

Author’s Note: I’ve used this in my games for a long time, and though it’s not strictly compatible with Knight Hawks, it serves an important but missing role in Alpha Dawn games. All of the math here is derived from the Alpha Dawn book. The only assumption made by me is the amount of energy required for 1LY of travel. Whether or not there is artificial gravity or food or whatnot is all abstracted, just like it was in Alpha Dawn. 
The Alpha Dawn Expanded game has rules for covering all
manner of ground and air vehicles. If your characters
need to get from star system to star system, there really
seems to be only two solutions: book passage on a
starliner, or buy Knight Hawks and build a ship.
The vehicle presented here is a missing-link alternative to
those two options. It’s a small shuttle capable of entering
orbit, flying around like an aircar, and short interstellar
trips. It’s a runabout – and it’s available to wealthy
travelers and adventurers who don’t like public
transportation or who need to live life off-the-grid.

Speed. Substantially less expensive than a starship, it
travels at a rate of 1 LY per two days (using the Alpha
Dawn methodology of star travel). Thus a trip from Araks
to Athor would take 16 days from port to port.

Range. The vessel is not capable of sustaining life support
or operating its engines past 20 days of continuous
operation. Therefore, it is not possible to take a voyage
beyond 10LY distance. For this reason, you will not find
Personal Runabouts in systems like Lynchpin whose
nearest neighbor is 14 Light Years away.

Power. The Personal Runabout uses a Type 2 Power
Generator. Operating and maintaining any type 2
generator requires a cost of 200Cr per day of use. The
generator creates 1,000 SEU (we’ll call that 1kSEU) per
hour (that’s 20kSEU per day). The Runabout consumes
40kSEU to travel 1 LY, which amounts to two days worth of constant generator output. Therefore, it costs 400Cr per LY traveled for generator fuel and maintenance consumables. The maximum cargo capacity for fuel and consumables is 400kSEU (10LY distance, a total cost of 4,000Cr to “fill ‘er up” from empty... 10Cr per 1kSEU). Additionally, the engine compartment has 2 type 4 parabatteries (a total capacity of 8kSEU). These allow for travel within an atmosphere, at a speed and range equal to that of an aircar. Because of the added mass, it uses these two parabatteries at the same rate an aircar would normally use its one. A runabout normally has a range of 1,000 km on its 8kSEU supply, meaning it drains 1kSEU from the parabatteries every 125km. The power generator can recharge the parabatteries in 8 hours but this drains 8kSEU from the remaining power.

Damage Capacity: If shot at, it uses the same rules as
would an aircar while in an atmosphere. If it is hit in
space, it will be destroyed with 1 hull point worth of
damage. Its small size allows it to dock on other ships (in
Knight Hawks rules, any ship of hull size 5 or greater) and
refuel there, or on space stations.
Crew & Cargo: In Alpha Dawn rules, the Personal
Runabout is treated like an aircar while in atmosphere,
and like a slow-speed starliner while in space. It has a
maximum crew capacity of 6 passengers, and enough
cargo space for 2,000kg (up to 4 cubic meters) of
additional equipment (not counting fuel and generator
consumables, detailed above).

Example: Gruno Trel has a price on his head, and
doesn’t trust anyone to supply him with an illegal ID.
He has the money and so purchases a Runabout for just
under half-a-million credits. It has room to bring along
up to five of his buddies, and carry around most of his
possessions in its cargo compartment.
He fuels up for a long voyage, filling up the Runabout’s
fuel compartment at a cost of 4,000Cr. This give him
400kSEU of power. He takes a trip from Prenglar to
Dixon’s Star (a 5 LY voyage). The trip takes 10 days
and drains (40x5=) 200kSEU from his supply. He has
200kSEU remaining.
He then has a long-range adventure on Laco (an
outpost planet in Dixon’s Star) where he travelled
300km in-atmosphere. This drains his parabatteries
around 3kSEU (1kSEU per 125km) leaving his
parabatteries at 5kSEU.
Gruno spends 3 hours recharging his parabatteries
while he sleeps, which drains his main generator’s
supply by 3kSEU. His main supply is now at 197kSEU.
He needs to refuel before his return trip to Prenglar.
Gruno refuels his generator supply for the return trip.
He goes to any shop that sells power generator supplies
and fuels. Since he wants to fill up his Runabout, he
notes that he is currently (400kSEU – 197kSEU =)
203kSEU short. This costs him 2,030Cr.
Fuelled and ready, Gruno takes off and heads back to
Prenglar to collect his payment for his mission on Laco.
He calculates his expenses and realizes he better ask
for more money from his employer... the trip cost him
4,030Cr in fuel and supplies, not to mention
ammunition and other costs.

Summary: A Personal Runabout costs 550,000Cr and
includes a type 2 generator and two type 4 parabatteries,
without fuel. In atmosphere, consider it just an oversized
aircar. In space, it travels 1LY per 2 days. Fuel for the
generator is 10Cr per 1kSEU. It requires 40kSEU to travel
1LY. Max capacity 400kSEU.



Original dicussion:

The Essential Frontier

Frontier History Primer 

Near the center of a great spiral galaxy, where stars are much closer together than Earth's sun and its neighbors, a Human race developed. They were not identical to the Humans of Earth, but they were not very different, either. When these Humans discovered that waves of sub-space pi-tachyon particles could cross interstellar space faster than light, they realized they had found a link to the stars. A radio message that would have taken years to travel between stars could be sent with subspace communicators in months or even weeks. The Humans started broadcasting news of themselves to the neighboring stars, and soon found they weren't alone.

The Humans made contact with an inventive race of insect-like creatures called Vrusk, who had developed limited space travel decades earlier. One of the Vrusks' mining colonies had already contacted another race, the shape-changing Dralasites. The two races had been exchanging information for several years. The Vrusk and Dralasites were pleased to learn of another race. They sent a wealth of scientific information to the Humans. Using this new knowledge, the industrious Humans quickly developed interstellar spaceships.

The three races met in a large area of space known as the Frontier. There they also discovered the Yazirians, a race of tall, maned humanoids. Soon settled, worlds in the Frontier became melting pots for the four races, with dazzling mixtures of architecture and alien cultures. To supply the needs of these worlds, the first interstellar company, the Pan-Galactic Corporation, was formed. It developed interests everywhere, from scientific research to farming to spaceship building. PGC even created its own language, Pan- Galactic, which soon became the most common language of all races on Frontier worlds. Many large companies which started later were modeled on PGC, but none approach the size or power of the Pan-Galactic Corporation.

Then the Sathar appeared. No one knows where they came from or why. They attacked and destroyed lonely systems on the edges of explored space, moving slowly inward. Survivors described Sathars as wormlike creatures 3 to 4 meters long. That was all that was known about them, because they would rather kill themselves than be captured. As the danger increased, the Humans, Dralasites, Vrusk and Yazirians formed the United Planetary Federation (UPF) to defend their worlds. The mysterious Sathar were forced back, but before long they returned in a more sinister form.

The Sathar had learned that they could not beat the UPF in battle. Instead, they began hiring Yazirian, Human, Dralasite and Vrusk agents to sabotage interstellar trade and interfere with local governments. The UPF created the Star Law Rangers, an interstellar police force, to track the Sathar's agents from planet to planet and fight them on their own terms. But despite the efforts of the Rangers, the sly Sathar agents have become the most dangerous threat ever to face the United Planetary Federation and the frontier corporations.

Today's Frontier 

STAR FRONTIERS adventures take place in an area of space called the Frontier Sector, or simply the Frontier. The Frontier contains 17 inhabited star systems, with a total of 23 colonized planets. Some of these planets have been claimed and settled by only one of the four races, while others were set up in cooperation and have mixed populations.

Besides these settled areas, the sector contains 21 unexplored star systems that could have habitable (or inhabited) planets. No one has explored the routes to these stars for navigational hazards, so no one knows whether these stars even have planets. Even the settled systems are not fully explored. There are many moons, asteroid belts and uninhabited planets that are largely ignored in the day-to-day business of earning a living in the Frontier. These areas could hold lost alien treasures or rich deposits of precious metals and gems. Because they are isolated, these spots quickly become hiding places for outlaws and space pirates.

Many of the settled planets themselves are not fully explored. Most have been mapped by spaceships and satellites that take pictures from orbit. Very few have been explored on the ground. When adventurers travel more than a few hundred kilometers from a settlement, they are entering an area where very few people have ever been. They could be the first people ever to cross that land, or they could be walking in the footprints of a race that built a civilization and then collapsed, leaving its relics to be discovered centuries later. It’s a frontier waiting for discovery and adventure.

Goverments - Most goverments rule over a single planet and it's sattelites. Some entire star systems. 
Star Law - Organization dedicated to finding and eliminating sathar threats. 
Family Structure, educational institutions, culture, racial weapons, religion, philosophy, general out look 
Commerce - The credit both in paper and electronic form is the main currency. All star system recognize it's value. 

Communication and com tech
star ship tech (no artificial gravity) 


The Frontier Worlds

System/Planet ColonyPopulationTradeGravity Moons Day 
HentzYazirian HeavyIndustry 0.7 25 
YastYazirian  Moderate Agriculture  1.0215 
Venturi-- Outpost Gas Mining -- 20+10 
Rupert's_HoleHuman Moderate  Industry, Agriculture0.90 20
 TriadMixedHeavyIndustry 1.11 30
Dixon's Star 
 LacoHuman Outpost  1.41 60
Inner Reach Dralasite Moderate Agriculture, Industry 0.820 
Outer Reach Mixed Moderate Industry, Resource Mining 1.0 35 
 GrothDralasite Light Agriculture 1.2045
 TerledromDralasite, Vrusk Heavy Industry 1.0360 
Gruna Goru       
HargutYazirian Heavy Resource Mining 1.1120 
Ken'zah Kit VruskModerateAgriculture 0.925 
Kawdl-Kit VruskLight  0.7  30
Zik-kitVruskModerate Industry, Resource Mining  1.0 65 
Madderly's Star
KdikitHuman Moderate Industry, Agriculture1.0 530 
Gran QuiveraMixed Heavy Industry 1.0 15 
Morgaine's WorldHuman Outpost --1.540 
 Alcazzar --OutpostResource Mining  0.81 4,000
Scree Fron      
HistranYazirianOutpost --0.6 25 
HakosoarYazirianLightAgriculture, Industry0.950 
 Starmist --Outpost   -- 0.93 21 
MinotaurHumanHeavy Industry 1.2 15 
LossendHuman LightAgriculture, Industry0.7 070 
 KraatarHuman Medium Farming, electronics, metal extraction and glassware 0.6  2 18
Truane's Star
PaleMixed Medium Industry, Resource Mining 0.9 55
New PaleHumanLight Agriculture 1.4 20 
White Light
HumanHeavy Resource Mining 1.0 50 
VolturnusMixedOutpost -- 1.0 24 

Araks System

Star Type ..........................G4 V Yellow Main Sequence
Radius ...............................6.98x105km (1.00xSol)
Mass................................. 1.66x1030kg (0.83xSol)
Temperature........................5,500 degrees Kelvin
Luminosity ......................... 5.94x1026 W (1.55xSol)

Araks I
Type: Jovian
Orbital Radius: 4.57x107 km (0.31 AU)
Year: 1.62x103 hours (0.18 standard years)
Gravity: 2.76
Notes: Ringed, many moons, 18% extremely volatile magma
Araks I is a gas giant that has planetary rings. 38 small moons and 2 large moons revolve around it in odd cycles. None of the moons are habitable, though the fourth moon (Araks Id) may have some minerals for mining. Future expeditions are necessary to verify initial scans. Araks I is 18% volatile magma, mostly on its southern axis pole (which faces the star most often).

Araks II
Type: Jovian
Orbital Radius: 9.18x107 km (0.61 AU)
Year: 4.61x103 hours (0.53 standard years)
Gravity: 2.72
Notes: Many moons, one has trace atmosphere and polar caps but is uninhabited
Araks II is also a gas giant. It has 4 small moons and 13 large moons. The largest of the moons (Araks IIc is the current name) has a trace atmosphere and some polar caps, but is far too hot for life to exist safely.

Araks III, Hentz
Type: Terrestrial
Orbital Radius: 2.23x108 km (1.49 AU)
Year: 1.74x104 hours (1.99 standard years)
Gravity: 0.70
Notes: Theocratic terraformed home world of Yazirians.

Day ............................. 25 hours
Hydrosphere................ 41% (8% Ice)
Atmosphere..................Dense, Breathable
Climate.........................10°C-46°C, Average 20°C
Trade........................... Industrial
Native Life.................... Special
Government ................ Theocracy
Population Density ....... Heavy, 95% Yazirian
Life Forms
Records show that no intelligent life originated on Hentz. During the time of the Yazirian Relocation, the planet was terraformed using the flora, fauna, and environments from Waloo (in the Pavor system).

Discovered in 341 pf, Hentz was the first colony world established by the Yazirians. It was merely a mining colony for 50 years. After the discovery of the weakening orbit of Levo, the planet became the first terraformed world during the Yazirian Relocation. This lasted, in full force, for 30 years, the first 23 during which Waloo was still intact, and the latter during which environments were still being reconstructed and synthesized on Hentz. There were some changes made due to the new environment and new geography of Hentz, as well as several environmental rejections, but aside from the change the size and color of the sun and the absence of the moon, the planet is much like the original. This was a time of great social cohesion for the Yazirians as well as a time of great scientific learning about both systems, the life on the planet(s), terraforming, and transportation. The government of Waloo was similarly transported in whole to Hentz. At the end of the 30 years, the governments returned to their pre-disaster states. 

Hentz is ruled by a religious clan, the Family of One. This government evolved from that of the transplanted government from Waloo (Pavor). The head of the government is a high priest, but local politics are handled by Priests, appointed by the High Priest and overseen by the High Priest’s network of clandestine Overseers. 

Although the Mentalist rules found in the back of the game manual are not canon in a Star Frontiers campaign, referees wishing to add some spice to their game may wish to allow the High Priest and his network of Overseers and Priests to be Mentalists with the Telepath skill (but no other). The source of their power is unknown by the masses, but they maintain they are anointed and marked by their god with these miraculous abilities. Their abilities wane (treat their Telepath level as half, round down) when they get away from the Araks system, and may diminish further over time. Some people maintain that the mystery of the false uranium readings on Araks IV and the amazing mental powers of the High Priest and his Overseers are somehow connected. If these rules are used, the level of Telepath skill helps define a person’s political power as well as his general legal enforcement ability; use his Telepath level as the legal enforcement level shown below.

The law of Araks III is purely in the hands of the priesthood, and organized into six general levels, as
shown below.
  1. Acolyte: No political powers. Used as public servants to learn humility. Dress in a white tunic with one gold band at the hem.
  2. Templar: Governs Towns. Has a body of 5 personal bodyguards. Dresses in a white tunic with two gold bands at the hem.
  3. Priest: Governs Cities. Has a body of 20 personal guards and can call on 100 soldiers at any given time. Dresses in a white tunic with three gold bands at the hem and a holy symbol emblazoned across the chest.
  4. Bishop: Governs Provinces. Has a body of 50 Personal guards with him at all times. Can call on 1,000 armed and trained Yazirian soldiers at any given time. Dresses in a white tunic with four gold bands at the hem and a holy symbol across the chest, outlined in red.
  5. Overseer: Governs priests, bishops and templars. Feared throughout the land because they are, themselves, judge and jury and sometimes executioner, sanctioned by law and beyond contestation (except for the whim of the High Priest, of course). They dress in red tunics with five gold bands and a holy symbol on the chest. Always travel with a single Level 6 security robot armed to the teeth, but can call on the bodyguards or armies of any city or town in which he currently resides. Passage, housing, and sustenance must always be granted to an Overseer.
  6. High Priest: Governs all of Hentz. Dresses in a red tunic with six gold bands at the hem and a holy symbol across the chest. A white cape with the same gold bands completes the outfit. 
The law is swift and severe on Hentz. Hand weapons (melee, that is) are allowed to be carried as personal defense and in the event of duel challenges. Firearms are outlawed except in the wilderness between cities and towns. Special permits are available at the temples at a cost of 1,000 Credits annually, but only for those with proven legal enforcement status from other worlds. 

Death due to honorable dueling is not uncommon and generally accepted with no retribution, though rivalries between various clans are entrenched. The Yazirians of Hentz often duel using the Zamira. They hold the Zamira (and dueling in general) as a sacred institution, only to be used among Yazirians. 

Argonian is the language of the Yazirians of Hentz. It was believed that this language was given to all of their god's chosen. When the Yazirians finally met non-Yazirians the realization that all sentient
creatures did not speak the same tongue led to a dissident group forming. This group adopted a reconstructed ancient sub-language and eventually emigrated to Yast (Athor).

As a result of the uniforms worn by everyone who lives or works on Hentz (or works for GODCo).
which displays their job and social position, the inhabitants of Hentz are generally very private with
all other personal information. This leads to a view of them being secretive to outsiders. Generally they
will be much more open with any beings that are of the same divisions.

Prominent Locations
Onehome: Headquarters of GODCo. and the only city with a star port, though it is used only for the priesthood (shuttle ports exists in several other cities to ferry cargo to Highpoint). It is said that all roads lead to Onehome. This was also the location of the original mining colony. There are rumors that under the city, in the old foundations of the original outpost, the High Priest hides secrets of an eradicated race that once inhabited Hentz, wiped out by GODCo as a form of cleansing. Of course, this is only a rumor. 

Highpoint: There is a fortified space station in orbit around Hentz. It acts as customs and immigration, and is a living area for many who await acceptance into the cloistered existence of The Family of One. There are several shuttles that come and go daily, but docking starships are limited to one per day. This causes a back-up of ships parked in orbit around the planet at all times, prioritized by the whim of security personnel. Security is maintained by GODCo. employees who answer to the High Priest only in theory. 

Hullheal Station: Bothered by the number of ships that stop on their way to other star systems, the High Priest decreed that a new station be built, in an opposite orbit to Highpoint (so the two would never be in view of one another). This station is devoted to refueling, repairing, and supplying passersby. The prices are high, but GODCo’s technicians are surprisingly knowledgeable. All crew must deploy while services are rendered to ships (up to one crewman – presumably the captain – can remain behind), where they are ushered to the trading gallery, a large mall where they may spend their credits on tech and simple entertainment. Alcohol is limited, and fanatics are an eternal presence here, enlightening the weary traveler.

Araks IV 
Type: Rock Planet
Orbital Radius: 1.10x109 km (7.36 AU)
Year: 9.84x104 hours (11.26 standard years)
Gravity: 2.04
Notes: Failed mining planet, crashed starship, false uranium readings.
Araks IV is nothing but a cold, rocky mass. Its surface is covered with craters proving that it has seen much abuse in its existence. Initial scans showed uranium veins running through the rock, but mining expeditions failed to turn up anything at all. There are ruins of abandoned mining outposts littered everywhere on Araks IV. Additionally, a mining ship (the Ex-Cavator) crashed on its surface twenty years ago when it had engine trouble. Araks IV is known as a miner’s pipe dream, and scientists currently doubt the validity of the initial uranium scans.

Belnafaer System

Star Color: Blue
Habitable Planets: None
First Exploration: Survey Ship Astrolabe (report file: BF/119/G).

Belnafaer has only three planets orbiting it. Two of these (Gog and Magog) are in close orbit around the
star and are small, hot, rocky and barren. The third planet, Venturi, is a cloud gas giant that orbits Belnafaer at a much greater distance and has an extensive system of moons and rings.


Planet Type: Gas Giant
Moons: 20+
Diameter: 129,000 km
Temperature: -180ºC (at top of atmosphere) to - 50ºC (at top of liquid layer).
Rotational Period: 10 hours

Venturi is a gas giant planet. This means that it is a massive, spherical cloud of gas that becomes denser and denser towards the center until it gradually becomes liquid and finally solid. Because of this, Venturi does not have a surface in the way that other "rocky" planets do.

The outer part of the gas giant (its "atmosphere") is composed mostly of hydrogen with some helium, methane, ammonia and traces of other compounds. These trace compounds include a number of very complex, unstable bio-chemicals which are highly valued as catalysts for industrial processes. The atmosphere is cloudy, very cold, swept by winds of up to 2000 km/hr and frequently blasted by violent
magnetic storms.

Cassidine System

Star Type: G8 V
Stellar Radius: 629,184 km (0.904 Sol)
Stellar Mass: 1.332697 x 1030 kg (0.67 Sol)
Stellar Temperature: 5,140 K
Luminosity: 1.99982 x 1026 W (0.52 Sol)
Planets: 8

The Cassidine system was discovered in 249 pf by Malcolm Cassidy, founder and CEO of Cassidy Dynamics, the forerunner of Cassidine Development Corporation.  Cassidy named the star Cassidyne after his company; the star was often misspelled until it eventually was officially listed as Cassidine.  The initial settlement in the system was a conglomerate of human, vrusk and dralasite business entities, which gave the third planet the name Triad.  In the same year, Malcolm's brother Rupert built a small base on the second planet, which served as a combination bar, settlement and outpost which was named Rupert's Hole, which the world is still called to this day.  

Malcolm Cassidy named the planets in the Cassidine system after animals, places and people in his family's history.  The innermost world of Emu after a large flightless bird, Dingo and Koala likewise after after animals, while the gas giant Canberra after an ancient city on Earth.  Sheila was named for Cassidy's ex-wife, for whom he had no positive emotions.  Bunyip, an eccentrically orbiting world, was named for a mythical creature of Earth history, which could often be heard but never seen.  Bunyip's orbit and immense gravity causes many Kuiper objects and asteroids in the system to shift their orbit suddenly, sending them into the inner system or out into space.

The people of Cassidine are of two kinds; first, those of [[Triad]] are very business-like and accustomed to the refinements of a high-tech society.  Triadians are very cosmopolitan, as they are a mixed society. 

Those of [[Rupert's Hole]] are of a different sort altogether.  Holers are independent, free-wheeling and used to living by their own labors.  Holers are almost all human, and while they bear little animosity around non-humans, they are not necessarily as open as Triadians.  Triadians often view Holers as backwards, unkempt and unruly, while Holers see Triadians as elitist, slick and banal.  Despite this disparage in opinion, the residents of Cassidine are proud of each other and the achievements they have made.

The Planets
Emu (Cassidine I)
[[Rupert's Hole]] (Cassidine II)
[[Triad]] (Cassidine III)
Dingo (Cassidine IV)
Sheila (Cassidine V)
Canberra (Cassidine VI)
Koala (Cassidine VII)
Bunyip (Cassidine VIII)

Cassadine System image

Rupert's Hole

Rupert's Hole (Cassidine II)

Type: Arid terrestrial
Mean Orbital Radius: 0.6 AU (89,758,722.6 km)
Local Year: 248.87 galactic standard days (165.91 local Triad days; 248.87 local Rupert's Hole days)
Local Day: 20 standard hours
Gravity: 0.9 g
Mean Diameter: 14,000 km
Hydrosphere: 20% (0.02% ice)
Atmosphere: 77% nitrogen, 18% oxygen, 3% carbon dioxide, trace others 
Climate: Desert, arid and dry terrestrial climates, from temperate to tropical, with mediterranean climates along some coasts and rivers. 
Mean Temperature: 18.9 C
Rupert's Hole
Trade: Industry – various chemicals and machined goods; agriculture – while much of the world is arid, there is sufficient grazing land for herds of animals, as well as farmland which produces some excellent wines.

Government: Democratic Republic; the people of Rupert's Hole elect representatives to serve in a Congress, overseen by the President.  The government is intended to be as small and unobtrusive as possible, as the population values independence, though the needs of the growing population has bred a certain amount of bureaucracy.  

Population: 95 % human, 5 % others; 2.5 billion
Space Stations: ASS, TS

Notes: Founded by Rupert Cassidy, this world was populated by those who valued freedom, independence and self-sustenance.  That spirit exists still today, even though much of the planet has been settled.  There are still large tracts of untamed land, set aside as natural preserves.  Most of the population lives in the dozen or so large cities concentrated around the rivers and sparse coastlines. 

The planet has one large inland ocean, with a few small seas, though there is a sufficient river and lake system to provide fresh water for life.  The flora and fauna are well-adapted to the dry climates of Rupert's Hole; of particular note are the treasure-berry bush, which is delicious and nourishing, and the parasitic aore fly, which is a nuisance to all living things in the bush.  Predatory zaliss birds roam the Vista Plains, and Gorlan's hunter, a slug-like creature with color-changing abilities haunts the waterways of Rupert's Hole.



Colonizers:Mixed races 
Population:Heavy, Industry 
Length of Day:30 hours GST 

Triad is a major industrial planet where very high technology items are manufactured and sold. 

Triad in Cassidine is one of the trade and industrial centers of the Frontier, generally referred to as one of the Hub Worlds. Nearly all the large corporations have offices and production facilities on planet or in close orbit.There are several smaller corporations with facilities on Triad and in orbit. All of these companies are limited to the Cassidine system at present, but are attempting to expand their activities outsystem. 

[[Aramax Power Factors]] (APF) is one of these smaller corporations, with interest in a number of fields including mining, shipping and, of course, power generation and distribution. 

[[Evergleem Detainment Camp (Evergloom)]]

Dixon's Star System

Stats here

Laco's World

DIAMETER: 6,625 kilometers
GRAVITY: 1.395
LENGTH OF DAYS: 59 hours, 52 minutes
ATMOSPHERE: 56% nitrogen, 24% oxygen, 1% argon,
16% carbon dioxide
(equatorial region), 45 degrees C (Polar Regions)
CLIMATE RANGE: arid and dry
COLONIZERS: Predominantly Human
NATIVE LIFE: Mostly small reptiles


Laco is an outpost world, a pit stop along the Prenglar/Truane's Star travel route. The system itself was discovered by the humans 220 years prior to the formation of the UPF, but the planet was sparsely populated one hundred years afterwards. The planet's axis is perpendicular to its orbit, so the surface receives an equal amount of sunlight year round (and lots of it thanks to a slow rotation). There isn’t a resulting seasons, although the polar regions are cooler and nearly hospitable. Aside from the two polar seas, typical landscape is sand and rock, with a mountain range in the equatorial region and several smaller outcroppings of rock dotting the rest of the world. Desert plant life grows abundantly. 

Being a rather inhospitable environment, it wasn't an ideal world to settle down on. As such it became a scientific research center and only one major settlement was ever established: Point Glass. Point Glass is not a city, rather a small town of roughly 50,000 inhabitants located along the southern coast, but it does have a starport.

Four smaller settlements are scattered across the surface: Laconia borders the northern shore and boasts a population of 10,000. Dixon's Peak is located in the southern foothills of the Lavaback Mountain range, yet far enough away from its series of active volcanoes and is home to 5000 inhabitants. East of Laconia are a pair of oasis settlements in the sandy regions, Haven being the closer of the two and Castle Station just east of the terminator axis. Both are home to no more than 1000 beings each.

Laco Station orbits the world, a size 3 docking station. A squadron of six fighter craft is stationed at Point Glass as the solitary measure of defense. 


Laco is not a governed world, although they are represented at the Council of Worlds. Star Law and several of the more prominent mega-corps have offices in Point Glass as well as in the orbital station. 

Industry would be considered as the primary economical movement, although the degrees of such production pale in comparison to civilized worlds. The mountain regions host rich deposits of aluminum, iron, magnesium, and tungsten; but barely sufficient to support the minimalist industrial activity and certainly not in sufficient quantities to support a civilized world.

Environmental Brief: Laco's World

Seas: Shallow small and typically ground zero for native life on Laco. Often choked with algae like plant growth near shore and eel like fish in the depths. A few in low lying depressions have concentrated large quantities of salts and minerals long ago killing of all life and are generally surrounded by salt deposits and salt flats.

Plains: dusty, barren, only sparse clumps of short grass mats with deep roots running 1os of meteres deep to tap the auqifer. dust storms and dust devils common occurances.

River carved canyons: (think grand canyon on slightly smaller scale but 2 dozen such mini grand canyons the world over). River carved canyons, evidence of a more lush environment in eons past, have left numerous giant canyon complexes the world over. Many are dry, devoid of the water courses the formally carved them, some are dotted with small lakes and ponds that can nolonger drain out to sea and a few have active streams still running down their length. These canyons are typically riddled with caves and cavern complexes radiating out from the main canyon. Some are prone to have to have slot canyons instead of caves radiating away from the main canyon course and water is more often located in these caves and slot canyons making them niches for wildlife. Caves and slot canyons can offer protection from dust storms depending on conditions. The canyons typically experience less severe dust storms and only infrequent dust devils.

Hill regions- offers greater opportunity to deep rooted mat grass to colonize hollows and depressions. some protection from severe weather effects

Zoology: fish are typically eel like, limited avain life, dominate terrestrial animal forms- mammal like with a hide with short thin hair thought most appear hairless from the distance. unique features of Laco Zoology is that most are blind with highly developed tremor or sonic capabilities and possiblie the controversial psychic capabilities.


Creatures can be found here.

Weather Effects

In the harsh Lacosian environment characters need 4 liters of water per day to survive. Characters can reduce this requirement by 1 liter by taking 4 salt pills per 60 hour Lacosian day and another 1 liter by only being active at night. 

Characters on foot can move their maximum rate but must double their water intake (after taking into account any precautions taken to reduce water consumption). Thus a character moving at maximum speed during daylight without taking salt pills would need 8 liters of water a day to survive. If, however, the character werre taking four salt pills per day he could survive on 6 liters of water. Finally, a character moving at maximum at night while taking 4 salt pills could survive on 4 liters of water per day. 

Characters who do not have enough water to survive quickly become dehydrated suffering -5 to all abilities. Dehydrated characters who continue not getting enough water become heat exhausted -10 to all abilities inaddition to the penalty for dehydration. Heat exhausted characters who continue to not get enough water will suffer heat stroke -15 to all abilities in addition to the former penalties and unconsciousness occurs if stamina drops to 0. Even if a heat stroked character does not become unconscious it will happen soon without medical help followed by death. 

Dust Storms
In a typical dust storm the wind can blow 120 kph. Any character with an environmental skill should make an Intuition check; modify this roll by +10 per level above one; -15 if in a canyon, and +10 for most species of domesticated Fluter Fluter being present. If any character makes a successful INT check, the party will be able to improvise shelter and survive the storm without taking damage.

If the characters happen to be in a hex with an unusual  rock formations, canyons or caves the characters can find shelter quickly and avoid taking damage from the storm. 

If the characters have no advance warning and are not in one of the hexes listed above, they will take damage from the storm. Have each character roll a Reaction Speed check. If the check is unsuccessful the character takes 4d10 damage from the storm. If successful, the character only takes 2d10 damage. 

Dust Devils/Whirlwinds
When these occur the referee should place a counter on the map and roll for the whirl wind's strength, duration, and speed: S is 2d10, duration is 3d10, and speed is 5-10m. The dust devil will move in random directions (use the center grenade bounce table to determine) every turn. If it comes within one square or hex of a character, at anytime during its movement, it will do the damage rolled by the referee but the character gets a RS check for half damage. If it enters the square or hex of a character, at anytime during its movement, it will do the double the damage rolled by the referee but the character gets a RS check for half damage. When the duration is reached in turns the dust devil disappears suddenly.

The local colonist speak of dust devils that have a mind of their own or frequently turning up during combat. Some even talk of them being posessed and an independent scientist alleged that they are more frequent in proximity to the Tetrarch ruins. PGC adamently denies this. It's hard to say what is the truth concerning dust devils on Laco as hard data is sadly lacking.

Mysteries on Laco

Besides the vast enigma of the tetrarch ruins their are other mysteries on Laco
  1. The atmosphere: it has been estimated that the amont of mat grass, algae and other sea weeds are insufficeint to maintain oxygen levels on Laco. No explanation exident for the consistent oxygen levels despite the ammount of CO2 produce by colonist, native wildlife, and PGC's industrial centers.
  2. Frequency of Dust Devils: whirl wind atmospheric effects are much more prevelent near archaeological sites. No explanation exident.
  3. Magnet field fluctuations: The magnetic field fluctuates wildly and frequently with magnetic north and south reversing often. A typcial saying on Laco is, "If you dont like witch way your compass needle is pointing just wait a few hours. No explanation exident. Before and after Laco's War PGC maintained global positioning & communication satellites to aid with land navigation. No explanation exident for the field fluctuations.
  4. The alledged psychic abilities of a few Lacosian animals is a hotly debated topic. No explanation exident. 
  5. Persistent rumors of lost sathar stockpiles.
  6. Persistent rumors of dead people being seen and empty graves being found. No explanation exident.

Wonders of Laco

  1. Ruins
  2. Tire fountain of Namoth Canyon
  3. Artifacts of the Tetrarchs
  4. Psychic animals?


Big Mo: owner/proprietor of Mo's Easy, originally a UPF encampment during the liberation of Laco's World from the sathar during SW1. Latter it was a Streel supply depot and staging area during the corporate war. Big Mo, a dralasite, who is rumored to be a mercenary that may have fought for both sides in the corporate war (though he make a human style smile on his face and never says when asked) reopened the abandoned canteena not long after the war. Its in an otherwise desolate location but is strategically located to be a way stop for archaeologists traveling from the closest shuttle port to the Tetrarch ruins as well as for wild cat prospectors headed to one of the many canyon systems. The beer is wet and though cheaper than water it still a bit pricey. There perpetually seems to be a few down on their luck prosecutors, mercenaries, and other unsavory types lingering around the bar and the dancing girl can be real hard on the eyes and ears with her scars and raspy horse voice.

Some editions of Encyclopedia Galacticana have a picture of Mo's Easy under the listing for "wretched hive of scum and villainy". Big Mo is huge by dralasite standards and well able to bust heads and doesn't tolerate disturbances that break things in his place. Non the less, his bar is a place that sees a lot of mercenaries, smugglers, artifact counterfeiter, and pirates (Devils Canyon is rumored to be a pirate hide out). While the archaeologists working at the ruins will come in for a drink when they transport artifacts they tend to blow right by the bar or air lift them.

In addition to Mo's Easy there are a few temporary buildings left behind from the corporate war and these have become shacks/lodgings for the various denizens the perpetually hang around the Easy.


I was driving when I realized that one bit of canon I overlooked for this planetary brief/ article:

Tote that Barge, Dragon 107

Except when I checked, it said that Laco imports 95% industrial products from Gran Quivera which was ok before Zebs as its listing in AD said Outpost with no economic listing.

Zebs came along and said Moderate pop with industry, its yet another example of a Zebs inconsistency

before consulting tote that barge, I specified PGC having set up some automated factories for churning out goods as a reflection of what Zebs specified.

So heres the justification: before SW1 Laco was an outpost with no decernable economy and very few ships even slowed down for a layover. This is when 95% industrial goods were imported.

After refugees poured into Dixon's Star from Truane's Star and the sathar landing on Laco it became necessary to commense ground operations to deal with the worms- PGC, in the roll that it played supplying the rapidly organizing Land Fleet decided to bring in a robotic factory after the initial defeat of the sathar on Laco at Battle of the Ruins.

The reason for bringing in the robotics factory was that all void capable ships were being commandeered for the war effort, principly focused on mopping up the worms on Pale, and bringing the factory to Laco simplified the logistics chain- making Laco a forward supply depot 1 void jump from Truane's STar. It also supplied munitions for the continued but minor mopping up on Laco.

After the war PGC decided to leave the factory in place especially because it "inherited" the infrastructure that was built to support the military operations. PGC retooled the factory and expanded its operations. The decision to expand its presence on Laco was also fueled in no small part by the Tetrarch ruins. During this time PGC exported finished goods first to Pale during its rebuilding (95%) but as Pale got its economy back up and running (Industry and Resource), PGC's operation on Laco lost its economic viability. Still the manufacturing continued despite the need to import resource for industry. All of the import and export was a cover for the artifacts that PGC would smuggle out to secret labs- PGC had the charter to investigate the Tetrarch ruins partly assigned to it for its seemingly altruistic efforts to support the war against the worms. PGC got to investigate the ruins but had to share its discoveries with everyone- It much prefered to pretend that it had made a new discovery on its own and patent it which meant making the occassional working artifact disappear.

As Streel became a rising economic power its CEO, Hilo Headrow, knew that PGC had to be losing money on its Laco operation and suspected why, He initiated a campaign of suppying leads to reporters about artifact smuggling and began to insinuate Streel into the Laco community, feigning altruism for the still suffering population. This would lead to the collision between PGC and Streel known as Laco's war.

During Laco's War the PGC manufacturing plant was destroyed and PGC chose to not rebuild after the war. Today Laco is a sleepy outpost planet with no official exports (the unofficial export is of course alien artifacts)

Dramune System

Data Readout: 9/15/61
System Name: DRAMUNE 
Star Color: Orange-Yellow
Habitable Planets: [[Inner Reach]],  [[Outer Reach]]

System History: The Dramune System was first colonized in 302 PF by the Dralasites, whose race expanded into the Frontier from the direction of Fromeltar. Within several decades of the founding of the first settlement, members of all four races were living on both Inner and Outer Reaches. 

At first, the two planets developed in peaceful harmony. Trade flourished between them, as this is one of the few systems having more than one habitable planet, and cheap system ships could be used for commerce. After several centuries, however, philosophical differences began to separate the two societies. The dramatically different living conditions on the two planets caused them to develop along dissimilar paths, creating one of the most bitter and long—standing conflicts in the Frontier. 

System Display: Four planets orbit Dramune. The middle two are habitable. Tendrils extend from the Xagyg Dust Cloud into the system, reaching even beyond the orbit of the outermost planet.

Dramune System

Inner Reach

Data Readout: 9/15/61
Planet Name: Inner Reach
System Name: [[Dramune System]]
Climage: warm to hot; mostly humid; average temp: 29 C
Diameter: 8,892 km GRAVI1Y: .8101
Length of Day: 20 hrs
Atmosphere: 70% nitrogen, 21% oxygen, 9% inert gas
Moons: (1) “Dayhigh,” blue, completes orbit in 20 days

Physical and Geographical Aspects:
Inner Reach is a world that most creatures would describe as”pleasant.” Temperatures are warm, and a stable orbit creates little climate change from season to season. Large lakes and seas break up the land masses with an ever—flowing pattern of water. Rain usually falls at night, leaving days that are sunny and hot. The land masses of Inner Reach vary from rugged, snow—capped mountains to lush flat grasslands and towering forests, Flowers, in thousands of brilliant varieties, bloom year—round on every terrain. 

A rich and varied animal life has evolved in this prime habitat, including insects, reptiles, mammals, and fish, the most intelligent animal is the [[chukkah]], a mammal 1—1/2 meters from its nose to the tip of its tail. The chukkah does not have a high reasoning capacity, but it is far more intelligent than most animals.

Political and Cultural Aspects:
Inner Reach is perhaps the most successful example of the ancient ideal of an enlightened society. Poverty and disease are almost nonexistent. A robust economy produces fruits, vegetables, and a wide variety of unique spices. The planet is famed for its many fine food products, some of which are so valued that they are shipped to all parts of the Frontier. A small industrial segment of the economy processes these foods and produce the Machinery needed for farming Inner Reach’s lands. A republican democracy forms the planetary government, which takes a remarkably casual approach to rule. 

Laws stress individual rights above all else, The system works because the population, by and large, is very responsible. Crimes are rare on Inner Reach, and punishments generally involve reeducating the offenders. Surgical rehabilitation is used in only the most extreme cases. 

Inner Reach’s original [[dralasite]] settlers have long been obscured by the many immigrants who continue to arrive, the planet’s population isapproaching half a billion, but vast expanses of unsettled land have
prevented any problems of crowding. The government has enacted strict lawsthat protect the environment and set aside several small continents as planetary parks and preserves. Several
decades ago the chukkah became the planetary symbol. To protect their beloved mascot, the citizens of Inner Reach enacted stiff laws to deter any who might molest or harm the creature. 

Several commerce stations orbit Inner Reach, providing a base for the planet’s militia and the trading vessels that cross the system dozens of times each day. Majora Station, the largest commerce station, also serves  as a base for [[Spacefleet]] vessels in the system.

The inhabitants of Inner Reach harbor a burning hatred for their neighbors on [[Outer Reach]], regarding them as a crude collection of lawless hoodlums and thugs. Friction is high between the governments of the two planets; every 20 or 30 years, the tension erupts into a shooting war. The last of these wars occurred in 36 FY. [[Outer  Reach]] can muster a large force of warships, and only the intervention of
the [[UPF Spacefleet]] has saved Inner Reach from conquest by its militant neighbor.

Because of its lively economy, Inner Reach is well—represented in the Council of the United Planetary Federation. It is this influence that has allowed the planet to acquire the Spacefleet’s aid; the fleet normally does not participate in interplanetary conflicts. Aside from the rather infrequent shooting wars, the pleasant environment and great personal freedom combine to make Inner Reach one of the most desirable of the Frontier worlds for living, working, or playing.

Outer Reach

Where does this go?
outer reach clicked on from Dramune System in Digitally Remastered

Prenglar System

Gran Quivera 
Morgaine's World

Gran Quivera

Gran Quivera is the hub of the Frontier Sector. The Star Law Rangers, Pan-Galactic Corporation and the United Planetary Federation all have headquarters at Port Loren, the major city.

Local Business
  • Sutherland's Used Shuttles 
  • Soller's Chile Parlor (located at 723 Milky Way, Armadillo 555)

Tristkar System

SYSTEM NAME: Tristkar 
CONFIGURATION: sunlike star 
COLOUR: orange yellow 
  • Denzart - unihabitable, scorched 
  • Kraatar - inhabited planet 
  • Shridkai Belt - asteroid belt 
  • Tridar - gas giant with many moons


NAME: Kraatar 
TYPE: Habitable 
DAY: 18 hours 
LENGTH OF YEAR: 272 local days (68-day seasons, affecting ave. temp¬erature by +/-10°C) 
AVE. TEMPERATURE: Temperate zone: 20°C (day = 30°; night = 10°); Equatorial zone: 30°C (day = 50°; night = 10°) 
DIAMETER: 9800km 
% WATER: 20
% ATMOSPHERE: Thin (see below) 
POPULATION: Medium (60% Human; 38% Vrusk; 1% Dralasite; 1% Yazirian) 
SATELLITES: 2 moons (see below) 
TRADE: Farming, electronics, metal extraction and glassware 

ATMOSPHERE: None None GRAVITY: 0.2 Negligible 
DIAMETER: 1200km 120km 
% WATER: 0 0

Tristkarr System
The first Human colonists landed at Gozzorf, on the shores of the Yatiz Sea. Soon small communities were estab¬lished here, at Quazzt's Depression and in the other flatlands. Searches were made in the planet's mountains for heavy metals, but no rich deposits were ever found, and only a few iron and copper mines were established. isolated in their communities many of the colonists took to a quiet life, tilling the land for crops and herding a few imported animals. As the years passed, the colonists lost many of their technological skills, and as machinery wore out, they were unable to replace it. Gradually they were reduced to a simple, self-sufficient existence where high technology was a thing of the past. 

Few ships visited Kraatar until 80 years ago, when a Vrusk trade ship landed at Gozzorf. After a hesitant meeting, the two races struck up a rapport and the Vrusk traded technological hardware for agri¬cultural produce. The Vrusk soon left Kraatar, only to return later with more machinery to trade with the Humans. Equipped with the latest in farm machinery, the Humans were able to increase production, and buy more Vrusk goods. 

Soon more Vrusk ships arrived at Kraatar. Many came to trade, but others brought settlers and with them Vrusk trade houses eager for new markets. The trade houses began to establish manufacturing plants and to conduct comprehensive surveys of the planet. This research revealed that the sands of Kraatar's deserts could provide an ideal source of silicon for computer manufacture, as well as producing some of the most beautiful glass ever seen by Vrusk. If cut and polished, the glass scintillates and sparkles with all the colours of the rainbow. Soon Kraatar glassware was sought by Vrusk art lovers all over the Frontier, and rapidly became one of Kraatar's major exports. 

At the same time, the two seas were discovered to be rich in mineral deposits. As news of these finds spread, more Vrusk trade houses came to Kraatar to exploit its new found wealth. In the early years, both races benefited from these developments. The Humans were supplied with much needed technology, and the Vrusk had markets both on and off planet with which to enrich themselves. The Vrusk trade houses established hospitals and a university at Gozzorf. They discovered the remains of the original Human settlers' ship, and set about restoring it. It would never fly again, but it was lovingly rebuilt by the Vrusk with a museum around it to honour the Humans on Kraatar and to display Vrusk art collections.

Zebulon System

MOONS: Leo: Completes one orbit every three days, reddish-orange in color, Lulu: Completes one orbit every 27 hours, bluish-silver in color

CLIMATE RANGE: Hot, arid to humid
ATMOSPHERE: 78% nitrogen, 21% oxygen, 1% argon
GRAVITY: 1.0013
DIAMETER: 12,895 kilometers
LENGTH OF DAYS: 24 hours, 03 minutes

COLONIZERS: Unsettled; presently claimed by the government of the Truane's Star, explorers of the Zebulon star route.  

  1. The Ul-Mor, desert-dwelling novepi (nine-limbed creatures). Number and range unknown. 
  2. The Kurabanda, forest-dwelling bipeds similar to tarsier monkeys.(Encountered in a later module.) 
  3. The Edestekai, hill-dwelling bipeds, bilaterally symmetrical. (Encountered in a later module.) 
  4. The Mechanons, a mysterious race of intelligent machines. (Encountered in a later module.) 
  5. The Eorna, a race of dinosaur-like bipeds. The original intelligence on Volturnus. (Encountered in a later module.) 

Named after the Greek god of the southwest wind, Volturnus is a hot, dry world with many types of hostile terrain. The endless deserts, rugged mountains, volcanic wastes, and dangerous salt flats are constantly scoured by a strong southwesterly wind. Despite these harsh conditions, rare patches of forest and even a few lakes have managed to maintain a perilous existence. 

The government of Truane's Star opened a star route to the Zebulon system recently, sending an expedition to the planet nine months ago. Unfortunately, all communication with the starship ceased shortly after it passed into the system. No clues as to the whereabouts of either the crew or the ship have been found. Because of the cost and time involved in preparing an expedition, nine months have passed since the original mission disappeared. Nonetheless, the player characters have been assigned to locate the remnants of the first expedition, if any can be found. In addition, they are also charged with exploring and mapping the planet. Only the future can tell what they will find, but the story of Volturnus is a strange one. 

Once the home of a gentle race of intelligent dinosaurs, it is now a barren, harsh world. The history of its downfall is outlined below for your reference. The story of the fall of Volturnus begins when the Eorna, a race of intelligent dinosaurs, developed star travel. As soon as the Eorna launched their first colonization starships, they were attacked by a Sathar space armada. Like most Sathar attacks, this one came with no warning; the Eorna were not even aware of the presence of the Sathar until the mysterious worms invaded their system. The Sathar space armada quickly overwhelmed the Eorna, wreaking destruction across the planet. Within a matter of days, the worms had nearly driven the gentle Eorna to extinction. Still, the Eorna fought valiantly, and were able to resist complete annihilation because the Sathar had overextended their supply lines. The Sathar retreated, hoping they had destroyed enough of the Eorna civilization to prevent the gentle creatures from ever attempting interstellar travel again. In case they had failed, however, the Sathar left a mysterious artifact behind to alert them of any interstellar travel in the Zebulon system that might occur in the future. Less than 150 Eorna survived the Day of Death. They soon realized they were doomed as a race, for they knew that their numbers were not large enough to provide a viable gene pool. The survivors chose to dedicate what remained of their lives to the evolution of other intelligent races on Volturnus. The Eorna hoped to prepare these races to meet and defeat the Sathar. The Eorna are using a subtle process of hypnotic indoctrination and DNA manipulation to accelerate the development of three races toward intelligence. Most of the Eorna survivors have undergone cryogenic sleep, waiting to be awakened until they are needed to continue the project. Despite the fact that most of their young are born physically or mentally deficient because of the limited gene pool, the Eorna continue to breed, relying upon the few normal children to help continue the project. 

The development of the star route by Truane's Star has completely upset Eorna plans. Though three races are intelligent, they have advanced only to a primitive state of technology. More importantly, the presence of Truane's Star starships has triggered the Sathar's artifact, and, unknown to any, the Sathar are already travelling to Voiturnus as the adventure begins. This time, the worms are determined to annilihate all life on Volturnus. 

Meanwhile, a race of intelligent machines has evolved in the secret caverns. These machines, the Mechanons, are determined to eliminate or control the organic life forms infesting Volturnus. They will stop at nothing to insure their utter and total domination of the planet. 

Yet, as merciless as the Mechanons and as wicked as the Sathar are, neither of these races had anything to do with the disappearance of the first Volturnian expedition. A ruthless band of space-pirates have established an illegal mining operation on the planet, and have enslaved Edestekai farmers and many members of the first expedition to work in their mines. As the player characters explore Volturnus, they may discover all of this information, or none of it. As the referee, you must decide how much of this background information to release to them.


Various technical topics, some of the items may reappear in other pages of this document. 

Don’t Tango with the Tangler

by [[Larry Moore]]
Star Frontiersman #5-p1
Tangler grenades are a staple for any would be traveler. Not only are they harmless, but in the right hands can be effective in capturing NPC's you wish to interrogate. Depending on the situation, they are simply a way to subdue a misguided enemy from harming you or your party... or even himself.

Delivery Systems

Like other grenades, tanglers are normally thrown after pulling a pin. However, there are other types of delivery options, as discussed below. Note that these options don’t change the cost of the grenade; they are just types of grenade delivery systems that may be selected on purchase. Referees may wish to require specification of grenade type, or may assume any modern grenade in the Frontier can do any of these as desired. These delivery systems can be used with any grenade but this article is mostly focused on the Tangler grenade.

Pin-Pulling – A removable pin is pulled from the top of the grenade while a handle lever is held in place, but nothing happens. The pin can even be reinserted without anything bad happening. When the operator releases the handle, however, the grenade is set and the charge will fire in 3-4 seconds (just enough time to hurl it away). This is the standard, classic form of grenade delivery.

Variable Timer – These types of grenades lack either a pin or a handle lever. Instead they have a small dial (with a setting between 1 and 10) and a pushbutton. When the dial is set and the button is double-pushed, the variable timer begins its countdown. A setting of “1” results in a countdown of 1 turn (six seconds) while a setting of “10” results in a countdown of 10 turns (1 minute). Once the button is pushed, the timer is committed and cannot be modified. If a character has a demolitions skill and spends a turn doing it, he may disassemble the variable timer from the grenade before the time expires with a successful Defuse Charge roll. When the timer expires, the grenade explodes. Adventurers often use variable timer grenades to set impromptu charges to damage doors and such. For a Tangler grenade, this makes an excellent booby trap for when you’re being followed!

Detonation Button – This simple type of grenade delivery system has two buttons, one for the thumb and one for the forefinger. It’s not possible for the forefinger button to be accidentally pressed while in a pocket. When both buttons are pressed at the same time and then released simultaneously (as in a throwing motion presumably), the charge is set and will explode within 3-4 seconds – just enough time to hurl it at an enemy. This detonation method is very popular and found readily throughout the Frontier because it’s mechanically simple and quite compact.

Voice Command – This higher-tech delivery system has a button on it’s top, and a highly amplified microphone receiver. It has a small amount of electronic memory. The character presses the button and speaks a command word into it, then release the button. From that point on, if the microphone senses the voice pattern speaking the command word, it will detonate. The voice command detonation option isn’t all that popular because it has a limited range (the microphone won’t detect the character’s voice past 15 meters). Additionally, there have been some isolated cases of accidental detonation when improperly stowed. Voice recognition technology is more popular in the Voice Command Mine kit (see below).

Impact Detonation – This type of grenade delivery system has no identifiable button, handle, pin, or technology. It has tail fins to force proper orientation in flight. Inside the body of the grenade, it detects sudden impact when the grenade hits its target at a significant velocity, as if it had been thrown. This type of grenade is dangerous to drop accidentally!


A small charge in the center of the grenade is surrounded by hundreds of polymer threads made of an adhesive elastomeric material. Upon contact with oxygen, the hardening process begins. It typically takes mere seconds for the liquid threads to harden. The charge inside is harmless even when discharging next to a character.

As hundreds of sticky polymers shoot out in all directions, they entangle anything in they touch. The solidifying of the polymers is a sticky affair and adheres to characters, creatures, wood, metal, stone, and even glass. Its effects are messy, and can cause destructive effects to moving mechanical parts when their servos become overworked. The strands are strong enough to stop a fan blade from spinning... and can stick a character or NPC to a wall and keep them there.

The typical blast radius for a tangler grenade is 3 meters. Tangler mines (see below) can be much larger depending on the manufacture but typically its 5 meters.

Avoiding Entanglement

The only real way to avoid being entangled by these nonlethal grenades is to avoid being struck by the solidifying sticky strands. This is accomplished by making a Reaction Speed avoidance roll and either diving out of the blast radius (must start the next turn prone) or interposing something between the blast and yourself (like ducking behind a wall or a crate).

Partial Entanglement

This is an optional rule and may be ignored by Referees who want to keep entanglement simple. Using this rule, a player’s character isn’t necessarily doomed to become a slave on a pirate ship (or whatever) just because he failed his Reaction Speed avoidance roll and became entangled. It’s possible he’s not fully tangled. It can add a dramatic element to the story when the opponent thinks you’re bound and gets a nice surprise when he learns (the hard way) that your gun hand wasn’t bound at all... Whenever your character becomes tangled, roll 1d10:


Entanglement Effect
1 One leg partially entangled. Character cannot walk, but can still have use of his other limbs. His inability to maneuver gives opponents a +5 to hit him and gives him a -5 to hit others.
2 Both legs entangled. The Character is unable to walk or dodge, though he still has use of his arms. Reduced mobility gives opponents a +10 to hit him and his lack of coordination causes the trapped character to have a -10 to hit others.
3 One of the character's hands (determine randomly) has become stuck to his weapon (or other item) and is stuck to a wall, post, door, floor, etc. Of course, he is unable to use that limb to do anything, but the rest of his body is still free to act. Reduced mobility gives opponents a +10 to hit him and his lack of coordination causes the trapped character to have a -10 to hit others.
4 The character's arms are stuck to his own torso. He can still walk or run, but his entire upper body (except head) is stuck solid. Reduced mobility gives opponents a +20 to hit him and his lack of coordination causes the trapped character to have a -20 to hit others.
5 The character's head has been covered by tangler threads and he is having trouble seeing or breathing. Because he can't see, his ability to fight is extremely restricted (-20 to hit, +20 to be hit). Because he can't breathe but never got a proper breath to hold before the tangler hit, he'll have to make a Stamina check every turn or else take 1d10 points of damage due to suffocation. Of course, since Dralasites breathe through their skin, they are immune to this suffocating effect.
6 Attempt to dodge failed - character is prone and stuck to the floor quite thoroughly. He can't move or attack, but can look around and talk and breathe normally.
7-9 The character is stuck fully to a nearby table, chair, crate, wall, creature, etc. He is quite vertical but held fast. He can look around, talk, listen, and breathe quite well.
10 The character is stuck fully in an awkward position (perhaps he was trying to succeed in his avoidance roll and got tangled in mid-leap). His awkward position will cause him great discomfort during his captivity. His breathing is labored and his blood is rushing to his head. He can talk but finds it difficult. He may even lapse into and out of unconsciousness due to his blood pressure and breathing.


Characters or creatures with a maximum STA score of 100 or more can break out of entanglement in a single turn. Those with a lower stamina must wait for a friend to administer solvaway (a small vial with enough dissolving agent to free one character from captivity) or for the strands to begin breaking down.

After 30 minutes, the material strength of the hardened strands begins to break down. The decay is quite rapid, and stuck creatures or characters will be able to break it apart and let the pieces crumble around him.

Some scientists claim that large amounts of exposure to tangler threads and/or solvaway can have negative effects on health, though the amount of exposure would have to be extreme for even a minor health-related malady. For game purposes, assume the threads and solvaway are both perfectly safe.
Next Article: [[Mine Kits]]

TSR - Dragon - Ares

List of articles.

Blastoff! First Look at SFAD: ReviewDragon 65
The SF 'Universe'AD: Detailed ReviewDragon 74
[[The Zethra]]AD: New RaceDragon 84
StarQuestions: Q&ADragon 85
Fast and DeadlyKH: StarshipsDragon 86
Freeze! Star Law!AD: Law EnforcementDragon 87
Battle of Ebony EyesKH: Mini-Mod, Black HolesDragon 88
StarQuestions: Q&ADragon 88
Yachts and Privateers ReturnKH: StarshipsDragon 88
The Mighty Mega-CorporationsAD: Mega-Corps History(in Zeb)Dragon 89
Mega-Corporations of the FrontierAD: Mega-Corps History(in Zeb)Dragon 90
Careers in Star LawAD: Law EnforcementDragon 91
Day of the Juggernaut: Mini-Mod, Huge ShipDragon 91
StarQuestions: Q&ADragon 92
Rare Wines and Ready CashAD/KH: Agricultural TradeDragon 93
From Anarchy to EmpireAD: GovernmentsDragon 94
The Zuraqqor Strike BackAD/KH: New Race, Mini-Mod shipsDragon 95
The Coming of the S'sessuAD/KH: New Race, Sathar-likeDragon 96
StarQuestions: Q&ADragon 97
StarQuestions: Q&ADragon 98
The Volturnus ConnectionAD: VolturnusDragon 98
Tanks a Lot!AD: Vehicle CombatDragon 99
SilverTwinAD: Star Law Vehicle/EnforcemntDragon 102
The SauriansAD: New RaceDragon 103
Tanks Again!AD: Vehicle CombatDragon 103
Star Law ReturnsAD: Law EnforcementDragon 104
Expanding the FrontierAD: ExploringDragon 105
Tote That Barge!: Interstellar EconomicsDragon 107
Old Yazirians Never DieAD: Age and AgingDragon 108
Patriots, Terrorists, & SpiesAD: CultsDragon 109
Going For a Swim?AD: Underwater AdventuresDragon 110
For a Fistfull of CreditsAD: New ItemsDragon 112
An Interstellar ArmoryKH: New Starship ArmsDragon 115
Here Comes the CavalryAD: WarfareDragon 120
The Leader of the PackAD: LeadershipDragon 122
The Whole-Earth EcologyAD: AliensDragon 123
A Shot in the ArmAD: Damage SystemDragon 124
Second Look at Zebulon's GuideZG: Zeb Guide ErrataDragon 125
Armored and Dangerous: Powered ArmorDragon 129
The Frontiers of DesignKH: Starship Building SystemDragon 132
Sage AdviceAD/ZG: Q&ADragon 135
Damage Control--Report!KH: Starship CombatDragon 136
"Jetboots, Dont fail me now!"AD: revised movement rulesDragon 139
Sage Advice: Q&ADragon 144
From Freighters to Flying BoatsAD: Ships, Boats, OceanDragon 149

The Zethra

The Zethra
An NPC race for the Star Frontiers game

by Ed Greenwood
Dragon Magazine, #84, pg. 76

From Pan-Galactic File 009887615AR211Open:

This report is filed upon completion of a preliminary study ordered when Agent 00969H "Quillanson" asserted that the being Hhon of Prenglar, Stulta of Dramune, and Mlaqaq of Truane's Star were common members of a single race. Questioning of these individuals, and the being Urloth and Vrendu of Cassidine, has yielded little information, save that all, though they have no detected regular intercommunication, think of themselves as Zethra, and originated on a single, unknown planet beyond the borders of the Frontier sector in the direction of the Xagyg dust clouds.

As far as can be determined, the Zethra (the name is used in singular and plural forms) derived the theoretical knowledge of interstellar spacetravel mechanics, but lacked heavy metals with which to construct spacecraft (Ref: Security File Catalogue, "Zethra Briefings"). At length, they acquired a derelict space vessel, thought to be an abandoned Vrusk "Sarsk" explorer starship (Ref: Security File Catalogue, "Vrusk Explorations, Xagyg Sector"), mastered its controls, science, and maintenance, and several hundred Zethra set out to explore surrounding space with it.

Information as to their precise route and adventures remains undisclosed, but the ship has apparently moved out of the sector, after leaving an unknown number of Zethra on various Frontier worlds. Such planetfalls seem to have been by choice, rather than by any military or colonization plan, but the intractable and enigmatic nature of the Zethra has thus far limited the information gathered on this possibly dangerous race. Agents are warned that the Zethra themselves constantly gather information, possibly for future military use, and news of a sensitive nature should on no account be allowed to reach them.

Agents are also warned to beware the personal powers of such individuals when encountered - an excerpt from a report filed by Agent 00616Y "Umbryl," ordered to question Urluth of Cassidine, is appended:

"The alien was initially approached by Agent 00982H 'Samber' and a recording robot 00151R 'Tencode' Level 5 modified Security Type, and it seemed intrigued. It accompanied them to Brazil's Hubstar Saloon, but upon seeing the follow-up guard take position behind it - two Vrusk, four Humans, and a Dralasite, all field agents of some experience and good reports - the alien grasped both Agent 00982H and the robot and appeared to shock them with such force that the Human agent collapsed and the robot went haywire, dancing about jerkily on the spot.

"It then forestalled the guards' attack by transmitting a jolt through the metal floorplates of the Hubstar's lobby that stunned all seven into unconsciousness. An electrostunner fired by myself from within the Hubstar appeared to do it no damage, and it touched the robot again. The robot spoke, obviously to me and at the command or instigation of the alien: 'Don't try this again. I go now. Do not follow.' Contact with my superior, Agent 00812D 'Asimit,' resulted in orders to do just that. Report concludes with film and robodata…"


Physical appearance and structure

Zethra are rubbery, ball-like creatures with high elasticity and durability, possessing a number of tentacle-like appendages. Six of these are retractable, strong, dexterous arms, capable of manipulating both large, heavy objects and tiny, intricate controls or items; their length varies from one to four meters. These project from the body in a ring about its widest circumference. A ring or "crown" of four small (.5m long) sensory tentacles projects from one end of the ball, parallel to (but separated from) the rings of arms.

Zethra are a mottled greenish-grey with a few orange patches, but they can alter the pigmentation of their skin cells by rearranging internal supplies of chemical substances, to blend with their surroundings. Although they are able to match all color hues exactly, they cannot alter their low reflectivity or the soft texture of their skin, and so cannot gleam or become rigid.

Of the five major spacefaring races, Zethra most closely resemble Dralasites internally, due to the amorphous nature of their body parts. A Zethra's brain is located beneath its crown; feelers from the brain's green, oval mass extend down throughout the rest of the body like countless tiny threads, directing body activities and supplying the necessary energy. Energy storage nodes, resembling star-like clusters of green threads, are located about a Zethra's body. They can be moved by the brain to avoid loss, if particular body areas are threatened or injured. Zethra move by rippling and rolling their ball-like bodies, pushing themselves along, or pulling at their surroundings for propulsion.

Zethra are hermaphroditic. They mate by tentacle contact, and one or both partners may give birth by budding. A "bud" grows in a bubble-like shape from the skin wall of the parent, until at length it breaks free to become a miniature, independent, and fully capable Zethra.

Particular information on Zethra:

Average size: 1.5m diameter

Average mass: 60 kg

Average lifespan: unknown; thought to be 400+ years

Reproduction: hermaphroditic, budding

Body temperature: 4 C; wide tolerance of changes in environmental temperature


Zethra sense heat, light, and electrical energy, and can distinguish variations in the same with great sensitivity through their four "see-feelers," or "seefers" (as Humans call these organs). They can also sense vibrations and energy fluctuations through parts of their bodies, but entirely lack a sense of small. Like Dralasites, they also lack the ability to see or appreciate colors, detecting them only as differences in shade.


Zethra have no audible speech, instead using a rapid, complex language of electrical energy pulses with which they communicate with other Zethra through any good conductor (e.g. ferrous metals), or through direct seefer contact. Zethra can communicate with Humans, Dralasite, Vrusk, and Yazirians through a code-like series of "clicks"; they "hear" sounds in return by sensing and interpreting air vibrations.

Zethra create "clicks" by silently tapping someone with a tentacle, or by banging on a surface with a held object. They may also pass electrical pulses or mild shocks through conductive materials (a painful form of communication!), or cause a machine to emit sounds by the use of electrical impulses. Any Zethra who has practiced with a polyvox can cause it to emit a message through the use of energy pulses. They appear to comprehend unfamiliar languages rapidly and with ease.

Society and Customs

Zethra appear to be very self-interested and amoral. Rare in the extreme, they seem to lack any organized society or racial goals, although they will readily cooperate with their own or with other races for rewards. Zethra desire supplies of energy, or organic matter with which to produce it.

Zethra also like information, and appear fascinated by trivia from all races and planets: odd bits of poetry, music and lyrics, catch-phrases, rumors, and apparently inconsequential facts. Such information is used for personal enjoyment and to achieve some unknown goal or future scientific development, but they will divulge nothing of their personal plans or preferences. All information can be retained perfectly for later recall and use.

The few Zethra encountered have readily joined Frontier life. As noted above, they appear to have come from a planet in an unidentified sector, spreading through space by using a derelict spacecraft built by Vrusk, which they found, studied, and then piloted by use of their special abilities. They do not appear to have had the materials necessary to construct their own spacecraft.


Zethra are not allies of any particular race, and refuse to cooperate with either the Sathar or any UPF organization, such as the Star Law rangers, the Pan-Galactic Corporation, or the smaller interstellar companies. Their true feelings are difficult to identify, but they seem to get along with all creatures who do not hinder their activities. Zethra do not appear to understand humor on the part of any creature. Rarely offended by the words or deeds of others, they are commonly thought of as emotionless. They can, however, become the friends or enemies of individuals of other races.

Special Abilities

Zethra can, at will, consume organic matter and convert it to energy, using it for continued activity, healing, and rejuvenation. This is done by some inexplicable natural process which remains a mystery to Frontier scientists of all races, even after exhaustive physical and field examinations. Zethra can store such energy in internal battery-like organs, using or releasing in when necessary to move, think, act, manipulate items, or as a weapon against other creatures.

An adult Zethra can store 220-440 SEU in its body, and requires approximately 20 SEU daily for movement, thought, and functional stability. Prolonged combat, complex mental effort, and the healing of injuries can double a Zethra's daily energy consumption. Zethra can heal minor wounds by resting in the normal fashion, or by releasing energy (50 SEU will restore one lost hit point). This represents a return to body stability.

Lost limbs or body organs will regenerate very slowly; a tentacle, for instance, takes 3-6 months to be replaced, and a seefer 1-4 months. Given enough time and food, a Zethra can always rebuild itself so long as most of its brain and at least one "storage-star" cell cluster survives. It will patiently absorb all organic matter around it until able to regrow the damaged parts of its body.

It must be emphasized that Zethra can only absorb organic matter, and will convert it entirely to energy with few by-products. Different materials will, of course, yield different amounts of energy (live intelligent creatures seem to yield the most energy, per given amount of mass, though Zethra will refrain from "eating" companions or obviously intelligent beings unless such beings are enemies).

Zethra can also transmit energy by contact, with great precision, releasing up to their current total SEU, minus 25, in any turn. These pulses can activate or deactivate computers, security systems, and robots. The pulses will duplicate the effects of throwing the "on" switch, or of giving certain command words; they may also simply blast or jolt the machinery past the point of its safeguards. Unfamiliar equipment and large computers often cannot be knocked out in such a manner, but a Zethra can always cause a robot to malfunction by a discharge of 100+ SEU. A Zethra who is familiar with a scanner, security lock, or related device will not hesitate to disable it if it is so inclined, regardless of the wishes of other creatures.

A Zethra discharge is less potent than a beam weapon, doing 1d10 damage per 2 SEU expended. They can elect to put more energy into a given attack, so that a cornered Zethra could well slay half a dozen or more opponents. Zethra discharges must be by the direct contact or through a metal conductor (which reduces damage by -2 per meter of conductor separating Zethra and victim). A Zethra can expend 2 SEU to stun as an electrostunner does, but if a target appears to be protected by an anti-shock implant the Zethra may increase its next attack jolt to 14 SEU, sufficient to both overcome and destroy the implant. A gauss screen can stop a Zethra jolt, but will usually fail under repeated attacks; Zethra cannot burn out such a defense, but know their limited power supply.

Zethra are immune to all electrical and radiant energy (i.e., laser) attacks, and can drain a powerclip, beltpack, or backpack at the rate of 10 SEU per turn. Laser, electrostunner, stunstick, and shock glove attacks all provide Zethra with energy, rather than damaging them. They absorb 10 SEU per turn given to them by the weapon attacks, conducting away what cannot be absorbed. Fire and sonic attacks to half-damage to them. Electrical creature attacks (such as those of the Rogue Crystals found on Vulturnus) do no damage, and are absorbed in the same way weapon attacks are. Physical attacks do full damage.

For example, if three Star Law marksmen with laser rifles shoot a Zethra with their dials set to 20 SEU, they would do no damage to it, but would instead give it 10 SEU of additional energy (the rest being channeled away). The Zethra could conduct the excess energy to the marksmen or another target through a metal floor, while engaging in some other activity.

Zethra can also serve as a power supply for beam weapons, defensive screens, and machinery wielded by themselves or by others. Contacting the necessary powercords with the tips of their tentacle-like arms, they will often recharge the equipment of encountered strangers in return for food and gossip.


A Zethra's perfect memory, inquiring mind, and reasoning intellect aid it in its understanding of the manufacture, handling, and repair of machinery and mechanical tools or aids. This ability is similar to a Vrusk's Comprehension, but is effective only in dealing with objects and mechanical thinking, not in social dealings. This allows a Zethra to add 1d10% chance of success to its success rate (in addition to its skill level) when using Technical skills.

Zethra Ability Modifiers

Zethra NPCs are created in the same manner as characters normally are, according to the Star Frontiers game rules. The base ability scores are altered by applying the following modifiers:


DEX/RS: +5



Zethra Movement Rates

Normal rolling (=walking): 15 m/turn

"Scrambling" (=running): 35 m/turn

Average movement per hour: 6 km

Consider Zethra movement as "Slithering" for application of Terrain Effects.

Additional Data

Zethra may use all tentacles with equal facility; they have no "handedness." They also lack a backside, and can move in any direction with equal ease, rarely losing control in weightless conditions.

Zethra cannot be stunned, but are otherwise affected by non-electrical beam weapons as noted above. They can bounce as effectively as other creatures leap, but are affected by wounding, falling, and explosives. Zethra swim at the same rate as the other races, but lose no stamina points until their current SEU is 40 or less (then they lose 5 STA per 30 minutes). Absorption of aquatic lifeforms will prevent SEU loss. Water transmits Zethra jolts poorly: -3 points of damage per 10 meters distance, but any creature within the jolt's effective radius in contact with the water cannot avoid damage.

Zethra can tolerate a wide range of atmospheric pressures (though not the vacuum of space) and absorb any needed materials from surrounding gases through their skin. They have no lungs, and don't require oxygen or other specific gases. They cannot drown unless drained of energy and imprisoned underwater with no food available.

Inert ("noble") gases do not yield the materials Zethra need, but they can tolerate them for short times. Poison, smoke, or doze grenades will not affect Zethra. Stimdose, Staydose, and power screens have normal effects on them, however.

Zethra cannot wear defensive suits, but can wear belts, with pouches, linked from the base of an arm around the curve of their bodies to the base of another arm. In this manner they can carry screens and other items. Some Zethra have ID cards issued by local authorities to keep track of their movements and activities, but Zethra have no distinctive Personalized Recognition Attribute (such as a fingerprint or voice pattern).

Referee Notes

The PSA of Zethra are always Technological. Zethra are always after more information, but their goals, plans, and feelings should remain a mystery to other races. If a Zethra befriends a player character, that PC can trust the Zethra not to make any hostile acts, but not to act in a consistent or "sane" manner; the PC may be attacked by space pirates and see his friend wander out into a laser crossfire to inquire of the new arrivals if they know any old songs, or have heard anything about so-and-so's daughter on the planet Kdikit

Zethra seem very long-lived and know much of past Frontier events and machinery. A typical Zethra will have skill levels as follows: Melee weapons 1, Thrown Weapons 2, Computer Skill 4, Robotics Skill 3, Technician Skill 6, Environmental 2.

Zethra tend to prefer thrown weapons in combat if they cannot use their electrical discharges effectively. They always try to learn what they can of computers and robots (something local authorities are understandably reluctant to aid or allow, given the unknown aims and flexible loyalty of Zethra).

Naturally adept at Technician subskills, they are of necessity practiced in Environmental Skill. Two subskills here are automatically possessed by all Zethra, regardless of study or training: Analyzing Samples, and Making Tools/Weapons. Zethra often work as fences, barkeepers in spaceports, or as bodyguards to rich and adventuresome spacefaring individuals. Any position where new information is likely to be constantly forthcoming is preferred.

It must be emphasized that Zethra are rare, enigmatic, mysterious creatures. They must always be NPCs, but represent an independent force, rather than an enemy to other races like the Sathar. Zethra seem to like travel and adventure.