TEXT:  
  
   
  Welcome to the Future 
  1 
  Life on Earth 
  6 
  Life in Orbit 
  10 
  Life on the Moon 
  16 
  Life on Mars 
  20 
  Life Beyond 
  22 
  Vehicles 
  25 
      Aircraft 
  25 
      Automobiles 
  39 
      Spacecraft 
  42 
      Robotics 
  45 
      Weapons 
  46 
      Tools 
  47 
  Inspiration 
  48 
   
   
   
   
   
   
   
   
   
   
   
  Grit & Vigor – High Frontier is Copyright 2020 John M. Stater 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
   
  WRITTEN AND EDITED BY 
  John M. Stater 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  High 
  Frontier 
  Grit & Vigor 
  Adventures in the Retrofuture! 
  
   
  Welcome to the Future 
  Science fiction can be thought of as having two dis-
  tinct flavors. On one side there is “soft” sci-fi, or sci-
  ence-fantasy. Ray guns, rocket ships, star empires, 
  space princesses, sword-wielding heroes, space opera 
  – you know the stuff, lots of fun, but not very realistic. 
  On the other side, there is “hard” sci-fi. Hard science 
  fiction is not necessarily realistic, but it tries to be. 
  The hard science-fiction authors like Isaac Asimov 
  and Robert Heinlein were scientists and engineers. 
  They had a grasp on current technologies and coming 
  innovations, and a desire to make their fictional fu-
  tures plausible and realistic.  
  Unfortunately, the best laid plans of hard sci-fi au-
  thors often went awry – items were either never 
  completed, were surpassed by technologies they did 
  not imagine, or took longer than they imagined to 
  become reality. These unrealized technologies com-
  pose what is sometimes called the “retro-future”. 
  GRIT & VIGOR: The High Frontier is a guide to setting 
  adventures in the fabulous retro-future. 
  Looking ahead from 1946, learned men and women 
  could not guess what was in store for them. Most 
  people could not imagine an end to the budding Cold 
  War, or a scenario in which the U.S.A. would come out 
  on top. Scientifically planned and controlled econo-
  mies were the hot new thing in politics … if only they 
  had managed to succeed! 
  What they did imagine was moon landings leading to 
  space stations leading to moon bases and finally a 
  landing on Mars. They imagined aircraft that would 
  get people from New York to Tokyo in a couple hours, 
  cars that would hover, powerful computers that 
  would drive workplace efficiency to new heights, 
  communication via an interconnected computer net-
  work and robots that would not only labor in facto-
  ries, but also in the home. As we now know, some of 
  these ideas did become reality, though rarely as soon 
  as people imagined they would. 
  Our retro-future is set in the futuristic year 2000 … 
  but a year 2000 that harkens back to the 1980’s, 
  1970’s and even 1960’s in style, and a the early to 
  mid-2000’s in technology.  
  Characters 
  Adventures in High Frontier take place on Earth, the 
  Moon, Mars and in space. The focus on space means 
  that the space man subclass (we can call them astro-
  nauts and cosmonauts here to ground them a bit 
  more in hard science fiction as opposed to pulp sci-fi) 
  are prominent in the game, but they cannot reach the 
  wild blue yonder alone. Technicians, engineers and 
  scientists keep the world of the future running and 
  spies and soldiers barely keep the global peace. 
  Character Classes 
  Many of the existing character classes and subclasses 
  in GRIT & VIGOR work fine in the High Frontier setting 
  without any changes. 
  Class 
  Subclasses 
  Daredevil 
  Ace Reporter, Aviator, Grease Monkey, Medic, 
  Spaceman 
  Fighter 
  Commando, Ranger 
  Rogue 
  Assassin, Grifter, Private Eye 
  Scholar 
  Detective, Inventor, Psionicist 
   
  To maintain the correct feel for the setting, call 
  spaceman characters either astronauts, taikonauts or 
  cosmonauts. Psionicists might be called “espers”. 
  New Subclasses 
  Two new subclasses are provided to fill niches in the 
  setting – the Computech and Engineer – as well as 
  some additional options for Aviators and Fighters. 
  1 
  "A human being should be able to change a diaper, 
  plan an invasion, butcher a hog, conn a ship, design 
  a building, write a sonnet, balance accounts, build a 
  wall, set a bone, comfort the dying, take orders, give 
  orders, cooperate, act alone, solve equations, ana-
  lyze a new problem, pitch manure, program a com-
  puter, cook a tasty meal, fight efficiently, die gal-
  lantly. Specialization is for insects." 
  — Robert Heinlein, Time Enough for Love 
  
   
  2 
   
  Aviator (Daredevil Sub-Class) 
  Pilots can be represented with the aviator sub-class of 
  the Daredevil. Since High Frontier is often aerospace 
  focused and thus might have a plethora of aviator 
  characters, aviators in the game can choose to pursue 
  one of the following sub-sub-classes. 
  Rocket Jockey—To qualify as a rocket jockey, an avia-
  tor must have a Constitution score of 11 or higher. 
  Rocket jockeys cannot apply combat feats to their 
  aircraft in dogfights, but they can increase their vehi-
  cle’s top speed by 20%, and enjoy a +2 bonus to ma-
  neuverability at top speed. 
  Stunt Pilot—A stunt pilot cannot apply combat feats 
  to their aircraft during a dogfight, but they do enjoy 
  an additional +2 bonus to all maneuvers, and they can 
  re-roll one failed maneuver check per day. 
  Test Pilot—To qualify as a test pilot, an aviator must 
  have a Wisdom score of 11 or higher. The test pilot is 
  immune to fear and always gets a free Reflex saving 
  throw to bail out of their airplane before a crash. 
  Computech (Scholar Sub-Class) 
  The introduction of computers and the internet (in 
  essence if not in name) to GRIT & VIGOR means the 
  rise of a new kind of scholar, the computer technician, 
  or computech. Computechs are maestros of the com-
  puter console, capable of writing and modifying exist-
  ing programs, accessing secret databanks and intro-
  ducing bugs to enemy networks. 
  The computech has all the abilities of the scholar, 
  with the following alterations and additions: 
  Minimum Ability Scores: Int 9 
  Computechs are skilled at the following tasks: Ap-
  praise Value*, Crack Code, Display Knowledge*, Elec-
  tronics, Mechanics and Use Computer, plus two addi-
  tional skills of the player’s choice.  
  Computechs are as skilled at research as other schol-
  ars, but only when researching information on data 
  banks. A computech’s “major” is always in the area of 
  computer hardware, software and networks. They do 
  all of their research on computers. 
  A computech can improvise like other scholars, but 
  they have no ability to improvise with chemicals, only 
   
   
  United States Space Force 
  Established in 1985 to coordinate the space activities 
  and assets of the United States military, Space Force 
  often works in cooperation with NASA and allied space 
  agencies. As a member of the Space Force, you under-
  take missions to further the scientific and security in-
  terests of the U.S. and its allies. If you’re lucky, you 
  might even get to participate in the first Mars landing! 
  The Space Force is a branch of the U.S. military, like the 
  Navy or Air Force. All U.S. military space assets, includ-
  ing its bases on the Moon, are under its command. 
  Space Force dress uniforms are grey, as are the 
  jumpsuits worn on missions. Rank structure is the same 
  as in the U.S. Air Force, except that the airman rank is 
  replaced with the rank of spaceman. 
  Most starting characters begin as Spacemen (E-2) if 
  enlisted or First Lieutenants (O-2) if officers. The officer 
  player character with the highest total ability scores 
  begins as a Captain (O-3). On missions, the highest 
  ranked officer is in command. 
  When a character advances in level, they have their 
  level’s chance in 6 of also advancing in rank (maximum 
  5 in 6 chance). Thus, a 2nd level character has a 2 in 6 
  chance of advancing in rank. 
   
   
  
   
  3 
   
  electronics and mechanical devices. They can get 
  maximum performance only from computers. 
  While any character with the Use Computer skill can 
  run existing programs or access non-restricted data 
  banks on computers, computechs are capable of four 
  additional computer operations: 
  1) They can defeat computer security systems to ac-
  cess restricted data banks and systems 
  2) They can access the “under-net”, the illegal inter-
  net used by criminals and spies 
  3) They can write and execute new programs – treat 
  these like inventions in terms of their plausibility 
  4) They can tie into computers from various devices 
  and transmit command codes to them 
  Transmitting command codes – essentially, taking 
  control over other computers – applies a modifier to 
  their Use Computer task check based on the device 
  they are using to transmit the command codes 
  Computer Type 
  Modifier 
  Smart phone 
  -3 
  Tablet 
  -1 
  Microcomputer, Laptop 
  0 
  Minicomputer 
  +1 
  Mid-size 
  +3 
  Mainframe 
  +5 
  Supercomputer 
  +7 
  Engineer (Scholar Sub-Class) 
  The Scholar class is a perfect fit for the engineers that 
  keep the High Frontier moving, and needs only one 
  modification. In place of the invention ability, which is 
  more designed for “mad scientist” types in fictional 
  works, the engineer has the following ability: 
  Engineers can use their shrewd minds to make re-
  pairs and improve systems, but they can also turn 
  their logical minds to solving non-mechanical prob-
  lems. In essence, this works like the detective’s ability 
  to collect clues, with the engineer getting to pose one 
  possible solution per three levels to the VM about a 
  particular problem. The VM may answer with “less 
  than 50% chance of success”, “better than 50% 
  chance of success” or “no chance of success”. 
  Engineers can add +1 to their engineering-related 
  task checks if they carry a slide rule, +2 if they have 
  an electronic calculator and +3 if they have a larger 
  computer console at hand. 
  Fighter 
  Fighters in High Frontier have three feats added to 
  the list of those they can take at 2nd level: Jetman, 
  Paratrooper, Zero-Gravity. 
  Feats 
  The following new feats are appropriate for a cam-
  paign set in the High Frontier. 
  Jetman: You gain a knack at piloting jetpacks and 
  small, one-man VTOL aircraft. 
  Paratrooper: You gain a knack at sky diving. 
  Teams 
  Adventurers are organized into teams, serving under 
  the auspices of Space Force or a similar organization. 
  A team is a stable unit that is assigned to trouble-
  shoot whatever problems might need solving. 
  When assembling a team, make sure the members 
  have a wide array of skills and abilities. A good action 
  team for a High Frontier campaign should have some 
  capacity at aviation and space travel, science, engi-
  neering, espionage and combat. 
  Requisitioning Equipment 
  If characters are private citizens they must break out 
  their wallet and purchase equipment using their own 
  money. Often, though, a High Frontier campaign re-
  volves around employees of a government – special 
  agents, astronauts, members of the military – engaged 
  on missions for their government. In these cases, the 
  characters can requisition equipment (in addition to 
  purchasing items themselves). 
  Characters can requisition personal equipment, 
  weapons and ammunition for a mission worth up to 
  $100 per character level. This is usually pooled to-
  gether among all the characters in the party. Requisi-
  tioning vehicles is handled differently. 
  The party nominates the top two vehicles in each 
  “role” their mission requires that they would like to 
  use. The Venture Master then nominates a third vehi-
  
   
  4 
   
  cle – usually less expensive or less advanced – that 
  could conceivably work as well. 
  The vehicles the players and VM can nominate are 
  limited by the characters’ employer and possibly 
  by the location of the adventure. Soviet characters, 
  for example, would be limited to equipment used 
  by the Soviet Union. U.S. characters would likewise 
  be limited to equipment in the United States’ arse-
  nal. Characters on a mission for N.A.T.O., on the 
  other hand, should be able to choose equipment 
  owned and operated by any of the members of 
  N.A.T.O. 
  Once the three vehicles are chosen and ranked by 
  the VM in order of desirability, the most charis-
  matic member of the party rolls 1d20 + their Cha-
  risma bonus + their level. If this number is higher 
  than 18, they get the top vehicle on their list. If the 
  number is between 14 and 17, they the second 
  most desired vehicle on their list. If the roll is low-
  er than 14, they get the least desirable item on 
  their list. 
  Example: A team is undertaking a mission in To-
  kyo to retrieve stolen plans for a forthcoming 
  Moon mission. To do this they need a car, and ob-
  viously they would prefer a very cool car. The ad-
  venture is set in Tokyo, so that limits their choices 
  to Japanese cars. The players nominate their two 
  favorite vehicles, the Mitsubishi ESR and Toyota 
  4500GT. The VM nominates the more affordable 
  generic. The most charismatic character has a Cha-
  risma bonus of +2 and she is 5th level. She rolls an 
  8. Adding +7 to the roll (+2 for Charisma, +5 for 
  level), she gets a total of 15 and thus is able to req-
  uisition the #2 car on their list, the Mitsubishi ESR. 
  Technology 
  The timeline of inventions and achievements on 
  the next page is assumed in High Frontier. Most of 
  the technology used in this setting is known to 
  modern people, and understood by them. Comput-
  ers and automobiles require more explanation. 
  Computers 
  Computers in High Frontier serve four primary 
  functions: Calculation of complex mathematical 
  problems (often to solve engineering and naviga-
  1951  
  Office computer consoles 
  1952  
  Computer speech recognition, UK nuclear bomb 
  1953  
  Televised education begins 
  1954  
  Transistor radios, nuclear submarines 
  1955  
  Microwave ovens 
  1956  
  Hard data discs and in-car stereos 
  1957  
  Palm-sized mobile phones 
  1958  
  Modems, video games, Project Thor kinetic weapon 
  1959  
  Nuclear-powered cargo ships 
  1961  
  Minicomputer consoles, French nuclear bomb, nuclear air-
  craft carrier 
  1962  
  Space station Mercury (USA), Telstar satellite, USSR All-State 
  Automated System (internet), USA graphic-user interface and 
  computer mouse, Supercomputers 
  1963  
  USA Galactic Network (i.e. internet) 
  1964  
  Videophones, robot vacuum cleaners, Chinese nuclear bomb 
  1965  
  Geodesic dome cities, U.S. ballistic missile defense laser 
  1969  
  USA lands on Moon, invents spaceplanes, Video cassettes 
  and video discs, Maglev trains (Japan) 
  1970  
  Project Horizon (U.S. Army Moon base), Prefab plastic hous-
  es, mini-computer consoles for the home 
  1971  
  Dome city constructed in Antarctica 
  1972  
  Project Lunex (USAF Moon base), Microcomputers, Digital 
  watches, Cable TV, Swedish nuclear bomb 
  1973  
  USA space shuttle, China’s first manned space launch, Laptop 
  computers, UAV’s 
  1974 
  Indian nuclear bomb 
  1975  
  People movers, digital cameras 
  1977  
  USA science base in Sea of Tranquility, MassDriver 1 test 
  1978  
  USSR’s first moon landing 
  1979  
  Digital music player, Israeli and South African nuclear bombs 
  1980 
  Chinese high-power anti-missile laser Divine Light 
  1981 
  USA solar-power generating satellite, Channel Tunnel com-
  pleted 
  1982  
  USSR LEK Lunar Expeditionary Complex, touchscreens 
  1985  
  US Space Force established 
  1989  
  USSR space shuttle 
  1991  
  Digital books 
  1993  
  Tablet computers, internet talk radio 
  1994  
  First maglev space-launch system 
  1996  
  USSR Zvezda Moon base, smart phones 
  1998  
  Space colony Atlantis, Pakistani nuclear bomb 
   
  
   
  5 
   
  tion problems), access to information from data-
  banks, transmission of information to databanks or 
  directly to other users, and physical (in the form of 
  computer locks) and digital security. Most people in 
  High Frontier can use computers just as you and I do 
  in the modern era. 
  Most computers take the form of consoles, or micro-
  computers, which arrived on the scene in the early 
  1970’s. Laptop computers were invented soon after, 
  and tablet computers came along in the early 1990’s. 
  Larger minicomputers are still used by the govern-
  ment and other large institutions. 
  Computer consoles combine computer, keyboard and 
  monitor into a single unit. These computers are al-
  ways hooked into one of the major computer net-
  works – The Galactic Network in the United States, 
  the All-State Automated System in the USSR and other 
  national networks elsewhere. Most databanks these 
  networks use are controlled by local, state and na-
  tional governments or by one of a few commercial 
  interests in the United States. Think of these commer-
  cial networks as being analogous to the “big three” 
  television networks that existed in the United States 
  from the 1940’s to the 1980’s. 
  Access to computer networks is restricted and 
  tracked. Most people have a unique I.D. and password 
  supplied by the authorities – essentially an operators’ 
  license. Naturally, the criminal element makes sure 
  they have fake identities to access information, espe-
  cially on the secret databanks that allow communica-
  tion beyond the reach of the authorities. 
  There are two operations most characters can per-
  form with a Use Computer task check: 
  1) Access Information—accessing information from a 
  local databank (i.e. gathering information that would 
  be available in a modest local library or from local 
  government) requires about 1d6 minutes and does 
  not require any special rolls of the dice. Getting in-
  formation from state, national or international net-
  works takes longer – 1d6 x 5 minutes for state data-
  banks, 1d6 x 10 minutes for national and 1d6 x 15 
  minutes for databanks located outside a person’s 
  home country. The VM determines where sought af-
  ter information is located on the network. 
  2) Formulate Solution—using a computer to formu-
  late mathematical solutions to complex problems; if 
  successful, it provides a +3 bonus to engineering, nav-
  igation and science-related task checks. 
  Automobiles 
  Cars in High Frontier differ from the actual vehicles 
  that existed from 1950 to 2000 in a few ways: 
  In the 1950s, when the United States was working on 
  its national highway system, the decision was made 
  to incorporate wires in the asphalt that would allow 
  vehicles to practically drive themselves. This allows 
  drivers to cruise along the highways at a fast clip 
  without steering or controlling their speed. Relay sta-
  tions located every 100 miles along the highway keep 
  vehicles running relatively smoothly. 
  Electric vehicles started selling in high numbers in 
  the 1960s. Assume that all of the cars in the Vehicle 
  section at the end of the book can be purchased in 
  gasoline or electric versions. The electric versions 
  have less range, but otherwise work the same. Since 
  we don’t get into range in this game – cars in GRIT & 
  VIGOR are for chases and other dramatic nonsense – 
  don’t worry too much about electric vs. gasoline. 
  Most cars in High Frontier are either very rounded 
  (i.e. the bubble-style) or very angular. 
  By the 1960’s, most cars are equipped with on-board 
  computers that can connect with the “internet” of 
  whatever country they are in. This allows maps to be 
  called up automatically, with GPS (i.e. mapping and 
  navigation) systems following by the 1970’s. Anti-
  lock brakes were standard by the 1960’s. 
  The 1970’s saw the introduction of compact discs as 
  standard equipment in cars and digital music played 
  through the onboard computer by the early 1980’s. 
   
   
  
   
  6 
   
   
  Life on Earth 
  In the year 2000, life on Earth is the way our elders 
  imagined it would be. Let’s take for example the Jones 
  family. Roger Jones is an architect, his wife Sandy 
  Jones is an engineer who primarily works for the 
  space program. Roger and Sandy have one child, a 
  son, named Jimmy. Families in the retrofuture tend to 
  be smaller than in the past. 
  In the morning, when the Joneses roll out of bed, a 
  wall-mounted video screen turns on automatically 
  and displays the latest weather reports and news 
  headlines. While Sandy showers, Roger heads to the 
  kitchen and dials up the daily newspaper, which 
  prints from a fax machine installed on the wall by the 
  local news publisher. Breakfast might be the tradi-
  tional re-hydrated fare, or it might take the form of 
  food capsules or dried food bars.  
   
  While Roger reads the paper, Sandy finishes getting 
  ready for work and wakes Jimmy. Roger will get Jim-
  my started on school, which is done most days via the 
  family’s video station, a computer console that per-
  mits them access to the central computer banks in 
  their town or state or nation, depending on their 
  clearance. Roger usually works from home on a larger 
  console, with a video phone set-up that permits him 
  to attend meetings all over the world. 
  Sandy usually works in an office in the city. She might 
  get there in the family’s electric automated car, stop-
  ping at a monorail station to take the monorail into 
  the city proper. Cities in the future are more open 
  than in the 1950s, with less congestion due to wide 
  roads, automated vehicles controlled by the central 
  traffic computer and numerous forms of very rapid 
  transit. The buildings are tall and broad. They are clad 
  in glass to let the sunshine in and most have rooftop 
  helipads. Buildings are separated by green zones. 
  With factories powered by atomic energy and electric 
  cars, smog and pollution are largely a thing of the 
  past. Factories are staffed by robots and human 
  maintenance engineers, and most freight is hauled by 
  robot trucks, trains and ships. 
  On this particular day, Sandy must attend a meeting 
  in person in London. She hops on a monorail to the 
  municipal airport and glides to her departure gate on 
  a moving sidewalk. In no time at all she and dozens of 
  other passengers are on board a large supersonic jet 
  which makes its trip to London in a few hours. Once 
  there, she nails down some design issues with the 
  Royal Air Force for their new spaceplane design and 
  by that evening is back home to tuck Jimmy into bed 
  and play a story on the video screen. 
  Transportation 
  Transportation throughout the developed world is 
  highly centralized in transportation hubs, which 
  combine air, rail, road and sea travel into single mas-
  sive campuses of giant buildings. Transportation hubs 
  are rated as follows: 
  Class A Hubs 
  Class A hubs are located in the world’s largest cities 
  and combine sea port facilities with all other forms of 
  travel. Most have their sea port facilities connected to 
  the air/road/rail (ARR) hub via a high-speed tram, as 
  the sea port facilities also have commercial and in-
  dustrial users and need space for warehousing. The 
  ARR hubs are usually laid out in a series of circular 
  buildings, with some serving as gates for jetliners that 
  require a runway, especially the large supersonic jet-
  liners but also small regional craft, others serving 
  2
  
   
  7 
   
  VTOL aircraft for more local air transport, and still 
  others providing access to mag-lev, regional and local 
  rail and road transit. Most rail and road transit begins 
  underground, to make room for runways, with the 
  trains and buses then emerging a mile to two away 
  from the ARR hub into the open air. 
  Class B Hubs 
  Class B hubs are much like Class A hubs, but they lack 
  sea port facilities. They are still located in large inland 
  metropolitan centers, such as St. Louis and Denver in 
  the United States. These hubs also provide connec-
  tions from the continental mag-level trains to the 
  more traditional trains that link Class B with Class C 
  hubs. Many Class B hubs have access to rivers, and 
  thus have hovercraft facilities. The Mississippi River 
  in the High Frontier setting is plied by numerous hov-
  ercrafts that carry the names and gambling halls of 
  the riverboats of yore. 
  Class C Hubs 
  C hubs are located in smaller regional centers. They 
  lack facilities for supersonic jets, but provide access 
  to regional jetliners and airliners, VTOL aircraft, tra-
  ditional railways and bus lines and sometimes river 
  travel and coastal shipping. Class C hubs are guarded 
  by 1d6 security guards without body armor and 
  armed with revolvers and truncheons. 
  Class D Hubs 
  D hubs are located within large cities, even cities that 
  have Class A or B hubs. They are designed for metro-
  politan travel, and therefore lack runways, but pro-
  vide access to municipal monorail and automated bus 
  lines and V.T.O.L. aircraft. They are usually connected 
  by monorail or subway to the larger hubs in the local 
  area, and to smaller suburban stations to facilitate 
  travel into the city center by suburbanites.  
  It is through Class D hubs that most citizens commute 
  to work, so they incorporate dining facilities, small 
  hotels, convenience stores, post offices and the like. 
  Class E Hubs 
  Airport and rail facilities in small towns are classed as 
  ‘E’ hubs. They rarely integrate more than one form of 
  travel into a single complex. 
  Class X Hubs 
  Class X hubs are the rarest of all, for they provide 
  spaceplane facilities for civilian astronauts, as well as 
  launch facilities for commercial satellites. Class X 
  hubs are usually connected to Class A, B, C and D hubs 
  via rail and VTOL aircraft facilities. 
  Civilian astronauts must have licenses issued by na-
  tional governments to allow them to travel into space. 
  They must meet certain health requirements (a Con-
  stitution score of 11 or higher is usually required, 
  with those of a more feeble constitution requiring 
  special permits related to high value work in space) 
  and they receive basic training on space travel. Such a 
  license costs in the neighborhood of $15,000 and 
  takes a month to earn. Most people with such licenses 
  are either independently wealthy or connected with a 
  business or institution that can pay for their license 
  and requires it for their job. 
  Geopolitics 
  Because the point of High Frontier is to play adven-
  ture games, and not waste copious amounts of time 
  and effort on learning an imaginary history, the polit-
  ical future of High Frontier is not terribly different 
  from our own with two key exceptions. 
   
  Chuck Yeager 
  Charles Elwood Yeager gained fame as the first pilot to 
  have exceeded the speed of sound in level flight in the 
  Bell X-1. During World War II and the Korean War he be-
  came a flying ace. After the Korean War, he became a test 
  pilot, and then later went back to work as a squadron 
  commander in the Vietnam War. 
  N Aviator LVL 8  
  S11 I12 W16 D16 Cn13 Ch11 
  HP 40 AC 12 MV 30 ATK +5 SV F8 R7 W9 
  SP—Fearless, boost ability score, delay damage, maxim-
  ize performance (aircraft), coax speed +10% (aircraft) 
  KN—Climb Sheer Surfaces, Mechanics 
  SK—Appraise Value (aircraft), Bomb Target, Mechanics, 
  Pilot Aircraft, Search 
  FT—Ace Shot, Point Blank Shot, Precise Shot 
  
   
  8 
   
  Atomic Energy 
  The first is technological. In High Frontier, nuclear 
  power plants reign supreme. The dream in the 1950s 
  of the peaceful use of atomic energy is reality in High 
  Frontier. All large and mid-sized communities have 
  one or several nuclear power plants or hydroelectric 
  dams serving their energy needs in developed coun-
  tries. Some less-developed countries still rely on coal 
  and oil-fueled power plants. 
  Because of nuclear energy and electric vehicles, de-
  mand for fossil fuels is much lower in High Frontier, 
  and this has made oil-driven economies less prosper-
  ous than they otherwise would be. This has had a big 
  impact on the geopolitics of the High Frontier. 
  The relative lack of oil prosperity made Arab nation-
  alist movements stronger. As a result, the United Arab 
  Republic was established in 1963 and originally in-
  cluded Egypt, Syria and Iraq. The union was joined by 
  Yemen in 1964, Libya in 1971 and Jordan in 1972. 
  Each state holds great autonomy within the union, 
  with its own head of state, but there is a unified mili-
  tary command structure and parliament, and a rotat-
  ing presidency and vice presidency occupied by the 
  different heads of state. 
  Nations with large uranium reserves are having a 
  bonanza in the High Frontier. At the top of this list are 
  Australia, the Soviet Union, Canada, South Africa, Ni-
  ger, Brazil, China and Grenada. 
  The Soviet Union 
  High Frontier is based on the predictions of the 
  1950s. Most futurists in those days, Robert Heinlein 
  being a notable exception, thought that communism 
  would not only last, but might well outlast free mar-
  kets. After all, an economy that was planned by ex-
  perts had to be more productive than the chaotic, 
  greedy mess offered by free market economies. For 
  engineers and academics, the notion of “rule by ex-
  perts” had to seem like the best course, and the U.S.A. 
  saw a great deal more centralization by government 
  and industry in the period. 
  In the end, though, free markets proved to be the 
  more productive. By the 1980s, this lesson was being 
  noted in the Soviet Union. Soviet Premier Mikhail 
  Gorbachev took a stab at liberalizing the Soviet econ-
  omy with his policies of glasnost (“openness”) and 
  perestroika (“restructuring”). This was a bold move 
  for a centralized, military government, and ultimately 
  proved too much for their government to take. In 
  short order, the Soviet Union was gone.  
  Not long after, the communist Chinese did essentially 
  the same thing with much different results. China is 
  now a much more productive economy than it used to 
  be, and the communist party is still in power. 
  But what if glasnost and perestroika had produced 
  their desired results, but left the communists in pow-
  er and the Soviet Union intact? In High Frontier, this is 
  what happened. Gorbachev remained in power as the 
  president of the Soviet Union until 1999 when he was 
  succeeded by Vladimir Putin. 
  Powers and Emerging Powers 
  Nation 
  Population 
  Argentina 
  37,000,000 
  Brazil 
  170,000,000 
  China 
  1,242,000,000 
  Comecon* 
  188,000,000 
  European Community 
  431,000,000 
    France 
  59,000,000 
    Germany (BRD) 
  82,000,000 
    Italy 
  57,000,000 
    Spain 
  41,000,000 
    United Kingdom 
  59,000,000 
  India 
  1,030,000,000 
  Iran 
  65,000,000 
  Israel 
  6,000,000 
  Japan 
  127,000,000 
  Korea, North 
  22,000,000 
  Korea, South 
  47,000,000 
  Pakistan 
  145,000,000 
  South Africa 
  45,000,000 
  United Arab Republic 
  128,000,000 
  United States of America 
  281,000,000 
  Union of Soviet Socialist Republics 
  287,000,000 
   
  * Includes members of the former Warsaw Pact, Cuba, Vietnam and Mongolia 
   
   
   
  
   
  9 
   
  Otherwise, most of the events that occurred in the 
  real timeline occurred in High Frontier, perhaps with 
  minor differences. There was still war in Korea and 
  Vietnam. The presidents, premiers and prime minis-
  ters are the same as in the real world with minor dif-
  ferences. You do not need to learn a long, alternate 
  history to play games in the High Frontier setting, just 
  remember that in the year 2000 there are many more 
  nuclear power plants and the U.S.S.R. still exists. 
  Adventures on Earth 
  The Boys from Buenos Aires 
  Escaped Nazis in Argentina are planning to launch a 
  modified and improved V-2 rocket with a nuclear 
  warhead at Washington D.C., Moscow or another ma-
  jor capital (or maybe even a lunar target). A multi-
  millionaire is financing the project and has a private 
  army and small air force equipped with German won-
  der weapons. The adventurers must penetrate his 
  mountain fastness and destroy the missile before it 
  can be fueled and launched. 
  Close, But No Cigar 
  Adventurers are participating in a launch to orbit, but 
  there is a malfunction that results in their capsule 
  landing in hostile territory. They must find their way 
  back to friendly territory after first destroying their 
  capsule to keep its secrets out of enemy hands. 
  Murder on the Mag-Lev Express 
  The New Orient Express is a mag-lev train that travels 
  from London to Venice at over 300 miles per hour, 
  making the trip in only 3 hours (as opposed to the 19 
  hour trip required in the real world). Once it has left 
  the station, it does not stop and it is impossible to get 
  on or off. What a swell place for a murder mystery, 
  but one that must be investigated quickly. 
  One of Our Drones Is Missing 
  A spy drone has been shot down or otherwise 
  crashed in enemy territory. The place probably de-
  pends on the time period in which the adventure is 
  set and the national origin of the characters. The 
  drone should have been gathering intelligence that is 
  time critical – the adventurers need to get into enemy 
  territory, find the drone before the enemy, and get 
  the intelligence back out to avert disaster. 
  The Railgun Rally 
  In the future, continental road rallies aren’t compared 
  to old-fashioned cannonballs, but rather to super fu-
  turistic railguns!  In this adventure, the players break 
  into two-person teams, pick out cars from the vehicle 
  section, and then cut loose in a road race from coast 
  to coast. The Venture Master can combine random 
  table and set encounters in cities across the USA for 
  the players to encounter on their race. The player and 
  non-player teams should roll dice to see in what or-
  der they choose their vehicles, because no vehicle can 
  be chosen twice. Because the High Frontier’s highway 
  system is strictly monitored, computechs will be just 
  as necessary to get from coast to coast as drivers. 
   
   
   
   
  
   
  10 
   
   
  Life in Orbit 
  In the High Frontier, man’s wanderings are no longer 
  restricted to planet Earth. Beyond the atmosphere, 
  mankind travels around his home world in space-
  ships, space stations and even a space colony. Earth 
  orbit is not only a destination, but also a launch point 
  for exploration of Earth’s only satellite, the Moon. 
  Getting into Orbit 
  A launch into orbit from Earth is hard on the body, 
  though over the years many people not astronauts by 
  trade have made the trip with basic training. 
  The force of gravity is measured in “g’s”. Human be-
  ings are capable of surviving 3 to 6 g’s. To simulate 
  this in game, characters experiencing a liftoff from the 
  Earth must pass a Fortitude saving throw. If they fail, 
  they suffer the following effects based on the g-force 
  they experience: 
  G 
  Effect 
  3g 
  Blindness for one minute 
  4g 
  Unconsciousness for 1d6 minutes 
  5g 
  Unconsciousness for 2d6 minutes, possible medical 
  emergency 
  6g 
  Unconsciousness for 3d6 minutes, possible medical 
  emergency 
   
  If a character fails their saving throw vs. liftoff by roll-
  ing a “1”, they suffer a medical emergency. A medical 
  emergency inflicts 1d6 points of damage per round 
  until the victim is stabilized with a Treat Injury task. 
  Characters must undergo a 24 month training regi-
  men to qualify as astronauts or cosmonauts. With 3 
  months of basic training, a character can apply a +2 
  bonus to their saving throw vs. liftoff. Wearing a G-
  suit applies an additional +2 bonus to this save. 
  Zero-Gravity 
  Life in a zero-gravity environment takes some getting 
  used to for characters who are not astronauts or cos-
  monauts. One must re-learn how to move around and 
  perform simple tasks, and they must learn to cope 
  with the sensation of zero-gravity and its effects on 
  the human body. 
  The first time a character experiences zero-gravity, 
  they must pass a Fortitude saving throw or be sick-
  ened for 1d6 rounds and then fatigued for 1d6 turns. 
   
   
   
  Characters without astronaut training initially suffer 
  a -5 penalty to all task checks and attack rolls while in 
  a zero-gravity environment. This penalty is reduced 
  as they become more used to their surroundings. The 
  following table uses their cumulative time in zero-
  gravity to determine the penalty they suffer: 
  Time in Zero-Gravity 
  Penalty 
  None 
  -5 
  One hour 
  -4 
  One day 
  -3 
  One week 
  -2 
  One month 
  -1 
  Zero-Gravity Movement 
  Movement in zero gravity is difficult without training. 
  In order to get from one place to another, a character 
  must launch themselves – in essence, they must make 
  3 
  
   
  11 
   
  a ranged attack with themselves, using just enough 
  pressure not to hurt themselves or others. 
  This “ranged attack” suffers the penalties shown on 
  the table above. A failed attack means the person 
  misses their target location by five feet (roll randomly 
  to find if they miss to the left, right, up to down). An 
  attack roll of “1” means that the characters bumps 
  into something solid and suffers 1 point of damage. 
  This damage cannot kill the character, but can knock 
  them unconscious for one minute. 
  After one week in space, the character need no longer 
  make ranged attack rolls to move. 
  Zero-Gravity Combat 
  Ranged combat in zero-gravity can be conducted as 
  normal ranged combat. Melee combat is trickier. 
  A successful melee attack against a body in zero-
  gravity has the effect of moving each body backwards 
  from the point of contact by one foot for every point 
  of damage inflicted unless a person is anchored to 
  something or wears magnetic boots. If this movement 
  pushes a person into a physical object, they suffer 1 
  point of damage from the impact. Trained astronauts 
  and cosmonauts move one foot per two points of 
  damage inflicted, and do not suffer damage if they 
  make contact with a physical object. 
  Trained zero-gravity combatants prefer to grapple in 
  combat, so as not to lose contact with their enemy. 
  Effects of Zero-Gravity 
  For every week a character spends in zero-gravity, 
  they must pass a Fortitude saving throw or suffer ei-
  ther one point of Constitution damage, or one point of 
  Strength damage (flip a coin to determine which). 
  Two hours of resistance exercise per day grants a +2 
  bonus to saving throws made on a weekly basis. 
  For every month a character spends in zero-gravity, 
  they must pass a Fortitude saving throw or suffer ei-
  ther one point of Intelligence, or one point of Wisdom 
  damage (flip a coin to determine which). 
  This ability damage cannot be healed while a charac-
  ter is still in zero-gravity. 
  Launching into Space 
  High Frontier divides space into Orbital Zones (OZ, or 
  O-zone) based on their distance from the Earth, and 
  therefore the speed needed to maintain one’s position 
  in the orbital zone.  
   
   
  Orbit 
   
  Distance 
  (mi) 
  Orbit 
  Period 
  (min.) 
  Time  
  to 
  Reach 
   
  Fuel 
  Units 
   
   
  Mod. 
  LEO I 
  120 
  88 
  10 min. 
  1 
  +5 
  LEO II* 
  240 
  92 
  12 min. 
  2 
  +4 
  LEO III 
  620 
  105 
  15 min. 
  5 
  +3 
  LEO IV 
  1,060 
  120 
  20 min. 
  10 
  +2 
  MEO I 
  4,120 
  326 
  30 min. 
  20 
  +1 
  MEO II 
  10,500 
  600 
  35 min. 
  50 
  - 
  MEO III** 
  12,600 
  720 
  40 min. 
  60 
  - 
  MEO IV 
  18,100 
  1,110 
  45 min. 
  80 
  -1 
  HEO I*** 
  22,200 
  1,436 
  50 min. 
  100 
  -2 
  HEO II 
  27,300 
  1,870 
  1 hour 
  120 
  -3 
  HEO III 
  48,600 
  4,080 
  3 hours 
  200 
  -4 
  HEO IV 
  92,100 
  10,084 
  6 hours 
  400 
  -5 
  LT 
  238,900 
  40,520 
  4 days 
  750 
  -10 
  MT 
  34,797,000 
   
  266 days 
   
  -15 
   
  * Normal orbit of space stations and satellites 
  ** Semi-synchronous orbit (SSO) 
  *** Geo-synchronous orbit (GEO) 
  Yuri Gagarin 
  Yuri Alekseyevich Gagarin was the first human being to 
  journey into outer space. Originally a pilot in the Soviet 
  air force, he entered the Soviet space program in 1959. 
  He only made one foray into space, as the Soviet gov-
  ernment feared the bad publicity that would come from 
  his being killed on a space mission. 
  N Aviator/Cosmonaut LVL 6/5  
  S13 I13 W15 D14 Cn13 Ch10 
  HP 30 AC 11 MV 35 ATK +3 SV F7 R9 W11  
  SP—Fearless, boost ability score, delay damage, maxim-
  ize performance (aircraft), coax speed +10% (aircraft, 
  spacecraft), operate in zero-gravity 
  KN—Athletics, Mechanics 
  SK—Aviator (Appraise Value (aircraft), Bomb Target, Me-
  chanics, Pilot Aircraft, Search), Cosmonaut (Acrobatics, 
  Chemistry, Display Knowledge, Electronics, Endure, Jump, 
  Mechanics, Pilot Aircraft, Treat Injury) 
  FT—Diehard, Fast, Great Fortitude 
  
   
  12 
   
   
  The table above shows the different OZs, noting 
  whether they are in Low Earth Orbit (LEO), Middle 
  Earth Orbit (MEO), High Earth Orbit (HEO) or beyond.  
  For each OZ, the average distance from earth, orbital 
  velocity and orbital period is given, along with the 
  number of fuel units necessary to achieve that orbit. 
  LT stands for Lunar Transit, meaning traveling to and 
  land on the Moon. MT stands for Martian Transit. 
  Survival in Space 
  The vacuum of space is deadly to human beings with-
  out special space suits. If a character is exposed to the 
  vacuum of space without a space suit, they have one 
  round in which to escape it without any damage. In 
  round two, they suffer 10d6 points of damage as well 
  as blindness when their eyes explode. In round three 
  they die. If the character is brought back into normal 
  air pressure before they die, they are deafened when 
  their ear drums explode inward. 
  Space Agencies 
  There are six major space agencies on Earth, each 
  with its own set of assets. While it is assumed that 
  players will represent the U.S. Space Force or NASA, 
  there is no reason they cannot be a member of a dif-
  ferent agency, or use a different agency’s assets. 
   
  European Space Agency (ESA) 
  The ESA is the European Community’s primary space 
  agency, supplanting several national space agencies 
  when it was formed in 1975. ESA space men are offi-
  cially called astronauts. The ESA operates a full suite 
  of space assets, including the space station Columbus. 
  The ESA is headquartered in Paris, France. 
  Heavy Rockets 
  Ariane 4, Ariane 5 
  Spaceplanes 
  Skylon, Raumtransport-9, Sänger II,      
  Hermes 
  Space Stations 
  Columbus 
   
   
  Ministry of Aerospace Agency 
  The MAA is the government ministry responsible for 
  space exploration in the People’s Republic of China 
  formed in 1956. Spacemen employed by the PRC are 
  officially called taikonauts. The Ministry is mostly 
  responsible for satellite launches, as they do not yet 
  have heavy rockets, spaceplanes or space stations. 
  The Ministry is headquartered in Beijing. 
   
  National Space Development Agency (NASDA) 
  The NASDA was established in 1969 to oversee Japa-
  nese efforts to explore and development space for 
  peaceful purposes. It works with the Institute of 
  Space and Astronautical Science (ISAS) and the Na-
  tional Aerospace Laboratory of Japan. Their space-
  men are called astronauts. 
  Heavy Rockets 
  H-II 
  Spaceplanes 
  HOPE 
  Space Stations 
  - 
   
   
  NASA 
  The National Aeronautics and Space Administration 
  was founded in 1958 to serve as a civilian agency for 
  space exploration and science. It often works with the 
  U.S. Space Force, which combines America’s military 
  space assets. NASA’s spacemen are called astronauts. 
  Heavy Rockets 
  Saturn V, Sea Dragon 
  Spaceplanes 
  X-20 Dyna-Soar, X-23, X-24A/B, X-30, 
  Space Shuttle, DC-3 
  Space Stations 
  Skylab (1 and 2), Freedom ISF 
   
  
   
  13 
   
  Soviet Space Program 
  Officially the “Space program of the Union of Soviet 
  Socialist Republics”, the Soviet space program began 
  operations in the 1930’s and was responsible for 
  many milestones in space exploration. Soviet space-
  men are officially called cosmonauts. The Soviets 
  maintain several satellites and two bases on the 
  Moon, and are in a heated competition with the USA 
  to make the first manned landing on Mars. 
   
  Heavy Rockets 
  Energia, NI-L3, Proton, Proton K, 
  Soyuz, Zenit 
  Spaceplanes 
  MiG-155, Buran, MAKS 
  Space Stations 
  Cosmos 557, DOS-2, Salyut 1 to 7, Mir and 
  Mir 2, OPSEK 
  Spaceports and Cosmodromes 
  Earth has many operational space launch centers and 
  cosmodromes from which launches into low Earth 
  orbit (LEO) or beyond can take place. Space launch 
  centers are either military or commercial. 
   
   
  Name 
  Class 
  Weight Limit 
  1 Pacific Spaceport 
  A 
  95 tons 
  2 Vandenberg SFB 
  A 
  810 tons 
  3 Edwards SFB 
  B 
  105 tons 
  4 Mojave Air & Space Port 
  B 
  1 ton 
  5 White Sands Harbor 
  B 
  105 tons 
  6 Mid-Atlantic Spaceport 
  A 
  100 tons 
  7 Kennedy Space Center 
  C 
  3310 tons 
  7 Cape Canaveral AFS 
  C 
  1035 tons 
  8 Guiana Space Centre 
  A 
  520 tons 
  9 CIEES 
  A 
  20 tons 
  10 Shaba North 
  A 
  2 tons 
  11 Broglio Space Centre 
  A 
  22 tons 
  12 Plesetsk Cosmodrome 
  A 
  310 tons 
  13 Kapustin Yar 
  A 
  85 tons 
  14 Yasny Cosmodrome 
  A 
  235 tons 
  15 Baikonur Cosmodrome 
  C 
  2645 tons 
  16 Svobodny Cosmodrome 
  A 
  50 tons 
  17 Jiuquan SLC 
  C 
  510 tons 
  18 Taiyuan SLC 
  A 
  275 tons 
  19 Musudan-ri 
  A 
  33 tons 
  20 Tanegashima SC 
  A 
  490 tons 
  20 Uchinoura Space Center 
  A 
  153 tons 
  21 Xichang SLC 
  A 
  505 tons 
  22 Satish Dhawan  
  A 
  440 tons 
  23 Vikram Sarabhai 
  A 
  325 tons 
   
  * Classes are as follows: A) Satellite launches; B) As A, plus manned 
  horizontal landings; C) As A and B, plus manned vertical launches 
  
   
  14 
   
  Space Stations 
  Most space stations are relatively small tubes 
  equipped with jets to keep their orbit from decaying. 
  They usually house anywhere from three to twelve 
  people and are dedicated either to defense or science. 
  Each space-faring nation has numerous space stations 
  orbiting the planet – too numerous to name here. 
  The largest space station in orbit, aside from the re-
  cently completed L5 space colony, is the one designed 
  by Werner von Braun and constructed by the United 
  States in 1962. Designated Space Station Mercury, it is 
  operated by the U.S. Space Force as an orbiting space 
  force base, but has extensive scientific facilities for 
  use by NASA and allied space programs. 
  Mercury looks something like a wagon wheel 200 feet 
  in diameter. It is powered by a nuclear reactor, which 
  keeps it rotating at 3 rpm to maintain artificial gravity 
  in the outer wheel, where its 50 resident crew live 
  and work. This outer tube is composed of ten sec-
  tions. Each section is attached to the others, but can 
  be sealed from them in the event that one section’s 
  outer hull is pierced. Two sections, 1 and 6, have ac-
  cess to the “spokes” of the wheel that lead to the cen-
  ter, where the nuclear reactor is kept. 
  Mercury has the following sections: 
  1 
  Command and communications 
  2 
  Weather observation 
  3 
  Military observation 
  4 
  Emergency medicine 
  5 
  Astronomy lab 
  6 
  Computer banks 
  7 
  Maintenance 
  8 
  Air conditioning 
  9 
  Living quarters 
  10 
  Botanical and zoological laboratories 
  Space Colonies 
  Both the Earth-Moon system and the Earth-Sun sys-
  tem have five equilibrium points in their orbits called 
  Lagrangian points, named in honor of Joseph-Louis 
  Lagrange. Each of these equilibrium points permits an 
  object to orbit a larger body with little or no station 
  keeping, meaning a major reduction in the energy 
  needed to maintain large objects in orbit. 
  L1 is an excellent location for monitoring the nearside 
  of the Moon and maintaining communications be-
  tween that side of the Moon and Earth, as well as 
  serving as a way station for Earth travelers heading to 
  the Moon. L2, shielded from Earth by the Moon, is 
  excellent for use by radio telescopes. 
  Travel between L1 and L2 and the Lunar surface 
  could take anywhere from a few hours to a day. Nei-
  ther of these points is completely stable, and thus 
  both require some station-keeping. 
  L4 and L5 require no station-keeping, and they re-
  quire less energy for ingress and egress than the 
  Moon because they lack that body’s gravity. It is for 
  this reason that both have been selected to host space 
  colonies constructed by the United States and its 
  Western allies. The first space colony, Atlantis, was 
  completed in the late 1990’s. 
  Atlantis actually orbits its Lagrangian point, L5, at a 
  distance of 90,000 miles. It is built in a similar config-
  uration as Freedom, but is much larger. Atlantis con-
  sists of 10 million tons of mass, most of that mass 
  coming from radiation shielding in the form of almost 
  six feet thick of lunar soil. The outer ring is 1.11 miles 
  in diameter and rotates once each minute to provide 
  artificial gravity. The colony has a circumference of 
  3.48 miles. The outer habitation ring has a diameter 
  of 430 feet. The outer ring is connected to the hub via 
  six spokes, each 49 feet in diameter. Gravity decreas-
  es the closer one gets to the hub. A zero-gravity mod-
  ule is attached to the hub to permit special industry. 
  Power is provided by a nuclear reactor. 
  Atlantis can house 10,000 people, with a population 
  density about the same as a modern American sub-
  urb. Part of the outer ring is residential, and part is 
  agricultural. There are facilities for school, recreation 
  and security. People get around on foot, using people 
  movers, and with small electric vehicles. 
  With the success of Space Colony Atlantis, a much 
  larger space colony designed to house up to 140,000 
  people, is planned for the L4 point. 
   
   
   
  
   
  15 
   
  Adventures 
  The Asteroid 
  An asteroid will soon approach close to Earth, and the 
  adventurers must launch a mission to rendezvous 
  with it. The mission may be to alter the asteroid’s 
  course, destroy it or simply explore it. In any event, 
  the asteroid should prove to be more than it seems. 
  Marooned 
  A space capsule has suffered a fault. The adventurers 
  must launch into orbit, rendezvous with the disabled 
  craft and either repair it or rescue the crew. You can 
  add a complication to the plot in the form of very sen-
  sitive or valuable information on the capsule that 
  other nations might wish to seize or an uncooperative 
  occupant, maybe even a spy. 
  Space for Spacers 
  With Space Colony Atlantis in operation, a faction of 
  scientists and technocrats in the colony has plans to 
  not only declare their independence, but their domi-
  nation of Earth. Utilizing the high technology of the 
  station and their own scientific genius, they have con-
  structed a super weapon that will allow them to dev-
  astate any nation that opposes them. The PC’s must 
  journey to the station and work to uncover the people 
  behind the plot, stopping it before it can even begin. 
  Sun of a Gun 
  A small town is mysteriously burned to a crisp. Char-
  acters investigate and discover that a space station 
  equipped with a giant lens and believed by all to be an 
  orbiting telescope is actually a “sun gun” as envi-
  sioned by German scientists during the Second World 
  War. Who was really behind its construction, what do 
  they want, and how are they to be stopped? 
  Terror at 20,000 Feet 
  Islamist elements within the government of the Unit-
  ed Arab Republic have been given access to the Soviet 
  Space Program as a gesture of good will. They have 
  concocted a plan to send two Soviet space stations, 
  Mir and Mir 2, crashing into Moscow and Washington 
  D.C. The adventurers must launch into space with 
  KGB operatives to overpower the terrorist agents on 
  those space stations, rescue the crews (if possible) 
  and, if necessary, destroy the space stations before 
  they can be used as the ultimate terrorist weapon. 
  U.F.O. 
  A rocket or spaceplane returning to Earth from orbit 
  detects a small object moving around space that 
  should not be there. The Space Force sends up a 
  spacecraft to investigate. As it approaches the U.F.O., 
  the rocket explodes. What could be doing this? 
  Sounds like a job for the adventurers. Hopefully, it 
  won’t be their last. 
   
  Lagrange Points 
   
   
  
   
  16 
   
   
  Life on the Moon 
  Long has mankind looked up at the Moon and won-
  dered what they might find there. In the age of the 
  High Frontier, they know. 
  The Moon is a barren hunk of rock and dust orbiting 
  Earth. It is marked by lava plains and craters.  
  Decorating the Moon's lava plains are large moun-
  tains created by meteor impacts. The tallest of these 
  mountains is 3.4 miles tall, roughly the same size as 
  Mount St. Elias on the border of Alaska and Canada. 
  The lava plains are punctured by holes where lava 
  probably drained into sub-lunar caverns. 
  The Moon’s craters can be very large, since there is no 
  wind or rain to erode them, as on Earth. The 25-mile 
  wide Aristarchus Crater is the largest; the view from 
  the rim dwarfs the Grand Canyon. 
  A day on the Moon is 28 Earth days long. 
   
  In the High Frontier the United States made it to the 
  Moon in 1965 with the U.S. Army’s Project Horizon. 
  This was followed two years later with the construc-
  tion of Horizon Base on the “shores” of Mare Imbrium. 
  The USAF got in on the act in 1972, constructing the 
  Lunex base near Copernicus Crater. This base houses 
  21 airmen (or spacemen), who use it to monitor mis-
  sile activity on Earth (and some say UFO activity). 
  Both U.S. moon bases are now controlled by the U.S. 
  Space Force. 
  The Soviet moon mission finally got off the ground in 
  the 1970’s with the completion of their lunar base 
  Zvezda in 1974. Zvezda was located to the west of 
  Mare Imbrium and is garrisoned by 12 cosmonauts. 
  The first civilian landing on the Moon took place in 
  1977 with a large scientific expedition and the con-
  struction of the DeNike-Zahn sub-surface lunar re-
  search station, now called Tranquility Station. This 
  station is manned by 60 scientists and engineers 
  working under the auspices of NASA. 
  As yet, war has not broken out on the Moon, but it 
  remains a possibility with the Soviets and Americans 
  in such close proximity. 
  Lunar Landings 
  While the first Moon landings in 1965 and 1967 were 
  launched from Earth, subsequent landings originated 
  4 
  Buzz Aldrin 
  Edwin Eugene Aldrin Jr. was a fighter pilot, astronaut and 
  engineer, famous for making three spacewalks as pilot of 
  the Gemini 12 mission, and as the lunar module pilot on 
  the Apollo 11 mission. He and Neil Armstrong were the 
  first humans to land on the Moon. 
  N Aviator/Astronaut LVL 7/6  
  S11 I14 W13 D13 Cn13 Ch11 
  HP 35 AC 10 MV 30 ATK +4 SV F7 R9 W11 
  SP—Fearless, boost ability score, delay damage, maxim-
  ize performance (aircraft), coax speed +10% (aircraft, 
  spacecraft), operate in zero-gravity 
  KN—Great Fortitude, Mechanics, Survive Outdoors 
  SK—Aviator (Appraise Value (aircraft), Bomb Target, Me-
  chanics, Pilot Aircraft, Search), Cosmonaut (Acrobatics, 
  Chemistry, Display Knowledge, Electronics, Endure, Jump, 
  Mechanics, Pilot Aircraft, Treat Injury) 
  FT—Ace Shot, Point Blank Shot, Precise Shot 
  
   
  17 
   
  in space at space stations. All such launches involve 
  lunar modules attached to disposable rockets. 
  These modules are small and cramped, designed for 
  economy rather than comfort. They hold enough sup-
  plies for a short stay on the Moon and the return trip. 
  Landing on the Moon requires a pilot task check at a 
  penalty of -5 to the roll. 
  Lunar Survival 
  The Moon offers many challenges to survival: 
  Air: The Moon has no breathable air. Characters 
  caught on the surface without some sort of breathing 
  apparatus begin to suffocate. 
  Food & Water: There is no life on the moon, and thus 
  no source of food. Likewise, the Moon has no potable 
  water outside of some ice in deep craters. 
  Gravity: Gravity on the Moon is 1/6 that of Earth, so 
  reduce weight of all objects accordingly for purpose 
  of encumbrance. Characters can jump and throw six 
  times farther on the Moon. 
  Moonquakes: Although rare, quakes of up to 5.5 on 
  the Richter scale can strike the Moon. 
  Radiation: Creatures without space suits on the 
  Moon’s surface are exposed to elevated levels of ga-
  lactic cosmic rays (GCR). 
  Temperature: During the daytime, the Moon’s sur-
  face is 253° F, inflicting 1d6 points of damage per 
  round to exposed flesh. At night, the temperature 
  drops to -387° F, dealing 6d6 points of damage per 
  round to exposed flesh. At the poles it is always 32° F, 
  dealing 1d6 points of damage. 
  Weather: The Moon’s surface is struck by meteor 
  particles that can be as large as golf balls, and parti-
  cles pushed by solar flares. 
  Lunar Bases 
  Life in a lunar base is mostly work with only a small 
  amount of time for recreation (and not much room in 
  which to do it). The bases consist of one or two half-
  cylinders (pieces of the supply rockets that brought 
  them there) located in deep crevasses to protect them 
  from cosmic rays and meteorites.  
  Horizon Space Force Base 
  “The lunar outpost is required to develop and protect 
  potential United States interests on the moon; to de-
  
   
  18 
   
  velop techniques in moon-based surveillance of the 
  earth and space, in communications relay, and in op-
  erations on the surface of the moon; to serve as a base 
  for exploration of the moon, for further exploration 
  into space and for military operations on the moon if 
  required; and to support scientific investigations on 
  the moon.” - 1959 study by the U.S. Army 
  The Horizon lunar outpost is constructed from cylin-
  drical metal tanks 10 feet in diameter and 20 feet 
  long. It is powered by two nuclear reactors located in 
  pits dug into the Lunar soil for radiation shielding. 
  Empty cargo and propellant containers that were 
  used in the construction of the station are used for 
  storage space. The original construction camp was 
  converted upon completion into laboratories for bio-
  science and physical science studies. 
  The outpost has a light-weight parabolic antenna for 
  communication with Earth. Defense is provided by 
  unguided Davy Crockett rockets with low-yield nu-
  clear warheads and numerous Claymore mines modi-
  fied to puncture pressure suits. 
  Construction involved two surface vehicles, one for 
  lifting and excavation and the other for hauling, re-
  connaissance and rescue operations. 
  The outpost is designed for a crew of 12 astronauts.  
  Lunex Space Force Base 
  While the U.S. Army created Project Horizon, the U.S. 
  Air Force created a more ambitious plan involving a 
  reusable lunar lander, not unlike the space shuttle. 
  The primary goal of the plan was the Lunex AFB, an 
  underground base for 21 astronauts. Now operated 
  by the U.S. Space Force, Lunex continues with its op-
  erations of monitoring Earth for trouble and perform-
  ing scientific experiments. Its design is similar to the 
  Horizon Space Force Base. 
  Lunar Roving Vehicle (USA 1971) 
  Utility; SZ M HD 1 HP 4 AC 16 SP 165 M -2 ACC 20 CP 1/3 SP 
  none 
  Barmingrad Base 
  Barmingrad is the Soviet moon base. It consists of 
  nine habitation modules, each assigned a different 
  use, including control, laboratory, medicine, dining, 
  storage and living quarters. Each module is 28 feet 
  long and 11 feet in diameter. It is crewed by any-
  where from nine to twelve cosmonauts. 
  The base was constructed using a 8-ton vehicle oper-
  ated by four cosmonauts. The vehicle had drilling, 
  excavation and hauling modules, and since the end of 
  construction also has science modules. It is also 
  equipped with a manipulator arm. Each module of the 
  “moon train” has eight wheels. 
  Lunokhod II Moon Rover (USSR 1970) 
  Utility; SZ M HD 2 HP 7 AC 16 SP 155 M -2 ACC 20 CP 1/3 
   
  Lunar Adventures 
  Alien Artifact 
  Related perhaps to the Moon Crawl scenario (see be-
  low), an astronaut exploring a rock formation be-
  lieves he has found an alien artifact consisting of 
  glyphs engraved in the moon rock. The Americans 
  have the artifact, but the Soviets want it, and are pre-
  pared to do whatever is necessary to get their hands 
  on it. The race is on between the Americans and Sovi-
  ets to get the sample back to Earth for testing and 
  some Cold War-style publicity. Of course, if the arti-
  fact turns out to be a fake, planted by the other side, 
  perhaps, or a third party, the publicity from falling for 
  a hoax could be devastating! 
  Blackmail 
  A rogue astronaut or cosmonaut on the Moon has 
  taken control of a satellite killer orbiting earth. This 
  could be a low-level threat, like a satellite designed to 
  destroy other satellites and orbiting vehicles, thus 
  giving the rogue a way to blackmail the world by 
  knocking out their communications network. It could 
  also be a more dire threat, like a satellite equipped 
  with nuclear missiles, a railgun or kinetic bombard-
  ment that could destroy targets on Earth (or a large 
  chunk of the Earth with a barrage of nukes). 
   
   
  
   
  19 
   
  The adventurers must cut off the control, either by 
  attempting to rendezvous with and disable the satel-
  lite, or at the source, by storming the moon base. 
  The Lunatic 
  In this scenario, the adventurers are stationed at a 
  moon base and discover that one of their number (not 
  necessarily a player character) has gone mad. The 
  madness should have an outside source, perhaps 
  some interesting artifact discovered on the moon or a 
  plant or fungus being studied that has mutated due to 
  exposure to cosmic rays.  
  Naturally, the lunatic is dangerous to others and must 
  be rooted out and stopped. This scenario can be 
  paired with the lunar blackmail scenario. 
  Moon Crawl 
  The Moon, despite having numerous human bases 
  located on it and having had many satellite explora-
  tions of its surface, remains a largely unexplored 
  body. The simplest though by no means least exciting 
  adventure on the Moon is one of exploration. The ad-
  venturers begin at a moon base and explore the area 
  around it. Naturally, they might find important re-
  sources, rival adventuring parties, wilderness dan-
  gers and maybe even signs of alien life.  
  You can keep this realistic or make it fantastic, intro-
  ducing the alien Selenites predicted by Jules Verne in 
  The First Men in the Moon (1901) or perhaps a hidden 
  base of the Zeta Reticulans. 
   
   
  
   
  20 
   
   
  Life on Mars 
  In the year 2000, with the Moon explored and a per-
  manent space colony in place, Mars is the prize – the 
  next focus of competition between East and West. 
   
  Martian Landings 
  The key, of course, is a landing of human beings on 
  the red planet, because Earth spaceships have been to 
  Mars already. The earliest missions were attempted 
  by the Soviets, but ended in launch failures. The Sovi-
  et Mars 1 craft succeeded at a flyby in 1962, but 
  communications failed.  
  The first successful mission to Mars took place in 
  1964, with the Mariner 4 flyby of Mars by NASA. This 
  was followed by Mariner 6 and Mariner 7.  
  The Soviets scored the first landing on Mars in 1971, 
  with the Mars 3 lander. It transmitted the first partial 
  image of the Martian surface, but contact with the 
  lander was lost before the transmission completed. 
  The first orbiter of Mars was NASA’s Mariner 9 in 
  1971. It orbited the planet for 516 days. The USA’s 
  first landing on Mars was by the Viking 1 lander in 
  1975, followed by Viking 2 the same year. 
  Manned missions to Mars will require optimal condi-
  tions to succeed. The optimal launch window opens 
  every 780 days (or 26 months). The year 2000 offers 
  a prime opportunity, as will 2002, 2004, etc. 
  Martian Survival 
  If you thought life on the Moon was tough, just wait 
  until you land on Mars. The red planet offers many of 
  the same challenges as the Moon, plus a couple more. 
  Air: Mars has an atmosphere, but no breathable air. 
  Characters caught on the surface without some sort of 
  breathing apparatus are poisoned, suffering 6d6 
  points of damage per round. 
  Communication: Messages take 15 minutes to travel 
  between Earth and Mars. 
  Food & Water: There is no life on Mars, and thus no 
  source of food. Mars may have water, but it is less 
  common than in the driest deserts on Earth. It, like 
  the planet’s soil, is poisonous without special filtering. 
  Gravity: Gravity on Mars is 1/3 that of Earth, so re-
  duce weight of all objects accordingly for purpose of 
  encumbrance. Characters can jump and throw three 
  times farther on Mars. 
  Radiation: Creatures without space suits on Mars’ 
  surface are exposed to elevated levels of galactic 
  cosmic rays (GCR). 
  Temperature: Mars is colder than Earth. Tempera-
  tures range from -195° F in winter at the poles (3d6 
  points of damage per round) to 68° F in summer on 
  the equator. 
  Weather: Mars is subject to periodic global dust 
  storms. During these storms, visibility is reduced sig-
  nificantly and solar panels do not generate electricity.  
  Martian Adventures 
  The big Martian adventure is simply the first landing 
  and exploration of the planet by human beings. Mile-
  stones of exploration are the creation of the first 
  permanent manned base, the first exploration to the 
  Olympus Mons and the Martian poles, etc. 
  5 
  
   
  21 
   
  Attempts at getting to Mars should involve a success-
  ful launch from Earth and multiple stages of piloting 
  to reach Mars, ending in piloting checks to successful-
  ly enter orbit and finally land on the planet. The play-
  ers attempting the landing do so with the full backing 
  and support of their government, so they should be 
  able to get all the supplies and equipment they need 
  within the limits of their government. Their task is to 
  decide what they need and in what quantities to suc-
  cessfully land, communicate and return to Earth. 
   
  
   
  22 
   
   
  Life Beyond 
  While the ultimate mission in High Frontier is a 
  manned landing on Mars, the red planet is not the end 
  of the adventure. There is no reason why adventurers 
  cannot plot more ambitious missions, and more to the 
  point, no reason why an error in navigation might not 
  throw adventurers wildly off course. When adventur-
  ers move past Mars, they might discover that human 
  beings are not alone in the universe. Of course, our 
  distant neighbors might also visit us. 
  There are several tacks one might take with aliens in 
  a High Frontier campaign. The key is to keep the ex-
  traterrestrials believable and mysterious. Aliens are 
  meant as an unknown to explore rather than a com-
  monplace occurrence in daily life. Communication, 
  and more importantly trust, should be very difficult to 
  obtain and be the subject of multiple encounters. 
  Invaders from Beyond 
  Several science-fiction stories have involved aliens 
  coming to Earth and taking human shape. This could 
  be for observation, survival after an unplanned land-
  ing on our planet or an invasion. 
  Invasion is the most likely way to run such a cam-
  paign, as it provides mystery, action and danger. It is 
  also a good way to surprise the players, who might be 
  expecting science-fiction without aliens. 
  Aliens in such a scheme are not necessarily any more 
  powerful than human beings physically, though they 
  are certainly more scientifically advanced. High tech-
  nology and surprise should be their more potent 
  weapons, although one may also give them strange 
  mental powers or greater physical strength. 
  A few beings from ufology are described below. 
   
   
  Alpha Draconian (Reptilian Alien) 
  Type: Monstrous Humanoid 
  Size: Medium (4.6′ to 6.5′ tall) 
  Intelligence: Average (9-12) 
  Hit Dice: 2 
  Movement: 45/220 (Swim 25/150) 
  Armor Class: 13 
  Attacks: 2 claws (1d4) or by weapon 
  Saving Throws: F12, R12, W15 
  Environment: Any 
  No. Appearing: 1d10 
  Alignment: Lawful Evil 
  XP Value: 100 (CL 2) 
   
  The Reptilians are a species that resembles humanoid 
  lizards. They are sometimes credited with the power 
  of changing their shape; some conspiracy theories 
  hold that many of Earth’s political and social leaders 
  are actually reptilians in disguise or are human be-
  ings controlled by the reptilians. 
  Alpha Draconians look like bipedal humanoids with 
  scaled skin and the facial features of a lizard. They can 
  6 
  
   
  23 
   
  surprise their foes in areas for which they are camou-
  flaged on a roll of 1-2 on 1d6. They are skilled at 
  jumping, swimming and balancing, and they can hold 
  their breath for up to 2 minutes. 
  The reptilian aliens come from Alpha Draconis. Con-
  spiracy theorists place them in underground bases all 
  over Earth; one could take this tack in High Frontier, 
  or they could place an advance base for them on the 
  Moon, allowing the adventurers to discover it and the 
  Reptilian plot while exploring. 
  Pleiadean (Space Brother, Nordic Alien) 
  Type: Humanoid 
  Size: Medium (5.6′ to 6.6′ tall) 
  Intelligence: Average (9-12) 
  Hit Dice: 1+1 
  Movement: 40/200 
  Armor Class: 10 
  Attacks: Fists (1d6) or by weapon 
  Saving Throws: F12, R12, W15 
  Environment: Any 
  No. Appearing: 1d10 
  Alignment: Neutral Good 
  XP Value: 100 (CL 2) 
   
  The Space Brothers, who hail from worlds in the Plei-
  ades star cluster and Orion, are also known as Nordic 
  aliens. They are described as humanoid beings of 
  great beauty and benevolence. They are known to 
  have psionic powers, especially telepathic abilities. 
  Reports of the Space Brothers may be partially in-
  spired by the movie The Day the Earth Stood Still, re-
  leased in 1951. In this film, Klaatu brings a warning 
  from the other inhabited planets of the Milky Way 
  Galaxy that they are worried about the way human 
  beings are playing with atomic weapons.  
  Abductees of the Space Brothers claim that they are 
  benevolent people who come to help humanity. Their 
  use in High Frontier might run along similar lines – 
  observers who wish to guide humanity. They are op-
  posed to the hostile grey and reptilian aliens. 
  Space Brothers can communicate telepathically. They 
  might have other psychic abilities as well, as deter-
  mined by the Venture Master. 
   
  Zeta Reticulan (Grey Alien) 
  Worker 
  Type: Monstrous Humanoid 
  Size: Small (4′ tall) 
  Intelligence: High (13-18) 
  Hit Dice: 1 
  Movement: 30/150 
  Armor Class: 10 [Silver] 
  Attacks: Ego whip (see psychic powers) or slam (1d2) 
  Saving Throws: F16, R13, W12 
  Environment: Any 
  No. Appearing: 1d20 
  Alignment: Neutral Evil 
  XP Value: 100 (CL 2) 
  Leader 
  Type: Monstrous Humanoid 
  Size: Medium (6′ tall) 
  Intelligence: Super (19+) 
  Hit Dice: 3 
  Movement: 40/200 
  Armor Class: 12 [Silver] 
  Attacks: Ego whip, id insinuation or psychic crush           
  or slam (1d2) 
  Saving Throws: F14, R12, W9 
  Environment: Any 
  No. Appearing: 1d4 + 15 workers each 
  Alignment: Neutral Evil 
  XP Value: 300 (CL 4) 
   
  Although typically referred to as Zeta Reticulans, the 
  grey aliens also come from Rigel and Barnard’s Star. 
  All greys have thin arms and legs, oversized heads 
  and eyes, and extremely long fingers. Their purpose 
  in visiting Earth is to extract genetic material for use 
  in creating hybrids of humans and greys in an attempt 
  to save their dying civilization. 
  Because of their long association with conspiracy 
  theories, and thus a sort of science-fiction removed 
  from “space opera” and its myriad alien races, the 
  greys are an excellent alien for the High Frontier, ei-
  ther as friends or foes. 
  Zeta Reticulan technology is far more advanced than 
  human technology; one can substitute the psychic 
  powers in GRIT & VIGOR for their technology or come 
  up with specific devices that might come into the pos-
  
   
  24 
   
  session of Earth people, maybe with devastating or 
  dangerous results. 
  Greys have a psychic aura which forces those who 
  approach within 10′ of them to pass a Will saving 
  throw vs. fear or become frightened. It is believed 
  that greys are not evil, but merely alien in motivation. 
  Individuals that have claimed to meet the greys have 
  wildly different stories to tell about them. 
  Greys travel in flying saucers. For every 15 greys 
  there is always at least one leader type. A leader must 
  be present for transport of any mortals or livestock. 
  UFOs 
  Numerous types of Unidentified Flying Object have 
  been reported in sightings over the years. 
   
  Black Triangle 
  A black triangle appears as a large, silent, black object 
  with a roughly triangular shape. They often have 
  bright, pulsing lights on the triangle’s corners. Some 
  claim that the first sighting of a Black Triangle was in 
  1561 in Nuremberg, Germany, but the first modern 
  sighting was in 1989 in Belgium. The black triangles 
  are operated by the Space Brothers. 
  Flying Saucer 
  The spaceships of the Zeta Reticulans, flying saucers 
  are one of the oldest sighted UFO’s. There are reports 
  of flying saucers dating to the medieval period, 
  though the term was coined in 1930 to describe a 
  meteor sighting in Oklahoma and Texas.  
  Flying saucers look like circular objects, sometimes 
  spinning, sometimes covered with pulsing lights. 
  They come in various sizes, with large mother ships 
  and smaller vessels used for landings on Earth to cap-
  ture humans for study or genetic extraction. 
   
  Green Fireball 
  Sightings of “green fireballs” began in the late 1940’s, 
  primarily in the Southwestern United States, and par-
  ticularly around sensitive research facilities. Most are 
  described as very bright, green lights, and have been 
  suggested to be psychically projected probes from 
  spaceships in LEO or actual spaceships, perhaps 
  formed from asteroids. For our purposes, we will use 
  the latter explanation of shaped asteroids turned into 
  spaceships by the Alpha Draconians. 
   
  
   
  25 
   
   
  Vehicles 
  Even though good stories and games are character-
  driven, high technology is key to the hard sci-fi genre. 
  This section of the book is divided into several parts, 
  each dedicated to a different type of vehicle. Many of 
  the devices described herein are real, produced be-
  tween 1946 and the modern day. Others were pro-
  posed designs that were never made real. 
  Note: Damage for weapons that is followed by an as-
  terisk is multiplied by 10. Damage followed by two 
  asterisks is multiplied by 100. 
  Aircraft 
  The first word in High Frontier aircraft is the super-
  sonic jet. The 1950s was the “jet age” and all the go-go 
  guys and gals of the time wanted to be part of the “jet 
  set”. Jets were sleek, modern and fast, and made the 
  world seem like a smaller place. 
  Jet aircraft originated in Germany in the late 1930’s 
  and finally found practical use at the end of World 
  War II with jet interceptors. Jets rapidly replaced tra-
  ditional propeller-driven aircraft in military and 
  many civilian uses in the 1950s. Along the way, many 
  aircraft concepts did not manage to make it off the 
  drawing board, or into actual production.  
  The main technological innovations that were sought 
  during this period were: 
  Supersonic Flight 
  As soon as jet power revolutionized aircraft, the race 
  was on for supersonic and then hypersonic flight. Su-
  personic flight would find a major obstacle in the 
  form of sonic booms, which were not popular with 
  the public and which could cause property damage. In 
  the “scientific progress first” High Frontier, sonic 
  booms are not a problem, so supersonic flight is rela-
  tively common, especially in long-distance airliners. 
   
  VTOL 
  The quest for jet planes that could take off and land 
  vertically (i.e. vertical take-off and landing, or VTOL) 
  was immense during the 1950s through 1960s, and 
  even in the real modern world there are only a few 
  aircraft that do it well. In High Frontier, VTOL tech-
  nology arrives earlier and is more wide-spread, al-
  lowing for more efficient airports and for military 
  aircraft capable of operating in less-than-idea places.  
  Wing Shape 
  Odd wing shapes were being played with as early as 
  the 1930s, and as men competed to create faster and 
  more maneuverable aircraft, just about every sort of 
  wing you could imagine was tried, from the lenticular 
  (i.e. saucer-shaped) ‘Flying Pancake’ to forward 
  swept wings to the very useful delta wing. 
  Avionics 
  The aircraft described in this section benefit not only 
  from powerful engines and weapons, but also from 
  on-board aviation electronics (i.e. avionics) and other 
  mechanical advancements. They give the aircraft the 
  following special abilities: 
  Afterburner (AB): By engaging his afterburner, a 
  pilot gains a one round +4 bonus to maneuver. 
  Carrier-Borne (CV): Aircraft can be launched from 
  and land on an aircraft carrier. 
  Countermeasures (CM): Countermeasures eliminate 
  the fire control bonus of guided missiles. 
  Fire Control (FC): Fire control gives a pilot a +2 bo-
  nus to attack with his aircraft’s weapons. 
  Radar (RAD): Radar reduces a pilot’s chance of being 
  surprised to 1 in 10 and increase AC by +2. 
  Stealth (ST): Stealth removes the benefit of radar. 
  Additional Abbreviations Used 
  BRD = Bundesrepublik Deutschland / West Germany 
  EC = European Community 
  GDR = German Democratic Republic / East Germany 
  KW = Vehicle served during the Korean War 
  PRC = People’s Republic of China / Communist China 
  VW = Vehicle served during the Vietnam War 
  7 
  
   
  26 
   
  Airliners and Transports 
  Air travel in the High Frontier setting has retained the 
  charm of air travel known in the mid-20th century, 
  since airlines have to compete with mag-lev trains 
  and robot cars. Regional (medium-range) flights use 
  the jetliners common in the real world, both narrow-
  body and wide-body, and business jets. Trans-
  continental and trans-oceanic flights, on the other 
  hand, use supersonic jetliners such as the Concorde 
  and Tu-114. 
  For most air travel, assume the following average 
  specifications: 
   
  Aircraft 
   
  Passengers 
  Speed 
  (mph) 
  Range 
  (miles) 
  Airliner-Light* 
  25 
  300 
  1,000 
  Airliner-Medium* 
  60 
  300 
  1,000 
  Airliner-Heavy* 
  120 
  400 
  4,500 
  Business Jet 
  12 
  550 
  2,500 
  Jetliner, Narrow-body 
  115 
  550 
  2,500 
  Jetliner, Wide-body 
  350 
  620 
  6,000 
  Jetliner, Wide-body Double-
  decker 
  500 
  650 
  9,000 
  Jetliner, Supersonic Gen 1 
  130 
  1,500 
  4,500 
  Jetliner, Supersonic Gen 2 
  290 
  1,900 
  5,000 
   
  * In the High Frontier setting, piston engine airliners would largely be 
  phased out of service in wealthy nations by the 1960’s and 1970’s. In poor 
  nations, they would continue to serve. 
  The chart below shows travel time in hours between 
  major cities by supersonic jetliner. 
   
  BEI CAI HON LON LA MOS ND NY PAR RIO SYD TOK 
  Beijing 
  - 
  3 
  3 
  3 
  - 
  2 
  1 
  - 
  3 
  - 
  - 
  - 
  Cairo 
  3 
  - 
  - 
  1 
  - 
  1 
  2 
  - 
  1 
  - 
  - 
  - 
  Honolulu 
  3 
  - 
  - 
  - 
  1 
  - 
  - 
  3 
  - 
  - 
  3 
  2 
  London 
  3 
  1 
  - 
  - 
  - 
  1 
  2 
  2 
  - 
  - 
  - 
  - 
  L.A. 
  - 
  - 
  1 
  - 
  - 
  - 
  - 
  1 
  - 
  - 
  - 
  - 
  Moscow 
  2 
  1 
  - 
  1 
  - 
  - 
  1 
  3 
  1 
  - 
  - 
  2 
  N. Delhi 
  1 
  2 
  - 
  2 
  - 
  1 
  - 
  - 
  2 
  - 
  - 
  2 
  N.Y 
  - 
  - 
  3 
  2 
  1 
  3 
  - 
  - 
  2 
  3 
  - 
  - 
  Paris 
  - 
  1 
  - 
  - 
  - 
  1 
  2 
  2 
  - 
  - 
  - 
  - 
  Rio 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  - 
  - 
  - 
  - 
  Sydney 
  - 
  - 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3 
  Tokyo 
  - 
  - 
  2 
  - 
  - 
  2 
  2 
  - 
  - 
  - 
  3 
  - 
   
  Routes marked with a dash (-) are either too long or 
  too short for effective supersonic flight. Travel be-
  tween these markets requires connecting flights 
  which may not be supersonic. 
  Airliners and Jetliners 
  Aerospatiale-BAC Concorde (UK/FR 1965) 
  SZ C HD 76 HP 226 AC 13 SPD 1350 mph ROC 800′ CNG 
  60,000′ MVR +5 CP 3/120 SP none 
  Armstrong-Whitworth Aurora Flying Wing (UK 1950) 
  SZ H HD 26 HP 65 AC 17 SPD 500 mph ROC 800′ CNG 36,000′ 
  MVR +4 CP 2/30 SP none 
  Boeing 2707 Supersonic (USA 1976) 
  SZ C HD 96 HP 240 AC 8 SPD 1800 mph ROC 3000′ CNG 
  75,000′ MVR +2 CP 3/277 SP none 
  Bristol Brabazon (UK 1952) 
  SZ C HD 70 HP 175 AC 7 SPD 300 mph ROC 120′ CNG 25,000′ 
  MVR -1 CP 12/100 SP none | Designed for luxury, these airliners 
  had onboard cinemas, cocktail bars and lounge areas 
  Convair 550 Supersonic (USA 1966) 
  SZ C HD 88 HP 220 AC 13 SPD 2100 mph ROC 1800′ CNG 
  74,000′ MVR +5 CP 3/150 SP none 
   
   
   
   
   
  Aerospatiale-BAC Concorde supersonic jetliner 
  
   
  27 
   
   
  Apollo capsule being loaded on a ‘Super Guppy’ 
   
  Bell-Boeing V-22 Osprey V/STOL 
   
  Boeing C-14 Samson STOL 
   
  Canadair CL-84 Dynavert 
   
  Focke-Wulf Fw.260 Flamingo VTOL (BRD 1967) 
  SZ G HD 44 HP 154 AC 16 SPD 570 mph ROC 700′ CNG 45,000′ 
  MVR +4 CP 3/98 SP none 
  Hawker Siddeley Torquay V/STOL (UK 1984) 
  SZ G HD 62 HP 155 AC 15 SPD 500 mph ROC 600′ CNG 55,000′ 
  MVR +5 CP 3/119 SP none 
  Lockheed L-2000 Astroliner (USA 1977) 
  SZ C HD 91 HP 228 AC 13 SPD 2300 mph ROC 1900′ CNG 
  77,000′ MVR +5 CP 3/273 SP none 
  Tupolev Tu-144 ‘Convex’ Supersonic (USSR 1962) 
  SZ C HD 87 HP 218 AC 13 SPD 1600 mph ROC 1600′ CNG 
  66,000′ MVR +5 CP 3/140 SP none 
  Tupolev Tu-244 ‘Constant’ Supersonic (USSR 1983) 
  SZ C HD 91 HP 228 AC 13 SPD 2300 mph ROC 1900′ CNG 
  77,000′ MVR +5 CP 3/273 SP none 
  Transports 
  Aero ‘Super Guppy’ Super Heavy (USA 1965) 
  SZ G HD 60 HP 210 AC 11 SPD 290 mph ROC 200′ CNG 55,000′ 
  MVR +1 CP 4/0 SP 27 ton payload 
  Antonov An-225 Mirya Super Heavy (USSR 1960) 
  SZ SC HD 97 HP 430 AC 8 SPD 530 mph ROC 300′ CNG 36,000′ 
  MVR +4 CP 6/0 SP 210 ton payload 
  Armstrong-Whitworth Argonaut VTOL (UK 1960) 
  SZ G HD 59 HP 207 AC 15 SPD 500 mph ROC 400′ CNG 35,000′ 
  MVR +5 CP 2/0 SP 12 ton payload 
  Bell Boeing V-22 Osprey V/STOL (USA 1992) 
  SZ H HD 26 HP 65 AC 17 SPD 500 mph ROC 800′ CNG 36,000′ 
  MVR +4 CP 2/30 SP none 
  Boeing C-14 Samson STOL (USA 1978) 
  SZ C HD 63 HP 221 AC 16 SPD 500 mph ROC 1100′ CNG 
  45,000′ MVR +5 CP 3/150 SP 34 ton payload 
  Boeing RC-1 Brute Lifter Super-Heavy (USA 1975) 
  SZ SC HD 97 HP 340 AC 7 SPD 460 mph ROC 400′ CNG 35,000′ 
  MVR +3 CP 3/0 SP 125 ton payload 
  Burnelli CBY-3 Loadmaster (Canada 1958) 
  SZ H HD 24 HP 60 AC 15 SPD 240 mph ROC 200′ CNG 24,000′ 
  MVR +2 CP 2/24 SP none 
  Canadair CL-84 Dynavert (Canada 1968) 
  SZ H HD 16 HP 56 AC 17 SPD 400 mph ROC 700′ CNG 30,000′ 
  MVR +3 CP 2/12 SP none 
  
   
  28 
   
  Conroy Virtus Super-Heavy (USA 1979) 
  SZ C HD 96 HP 336 AC 9 SPD 300 mph ROC 300′ CNG 35,000′ 
  MVR +3 CP 6/0 SP 2,000 ton payload | This super heavy 
  transport was designed for launching space shuttles and similar 
  spacecraft from altitude 
  Curtiss-Wright CV-19 VTOL (USA 1968) 
  SZ H HD 17 HP 60 AC 16 SPD 455 mph ROC 300′ CNG 30,000′ 
  MVR +4 CP 2/0 SP 1200 lb payload 
  DINFIA IA 38 Flying Wing (Argentina 1963) 
  SZ H HD 26 HP 91 AC 14 SPD 160 mph ROC 130′ CNG 15,000′ 
  MVR +1 CP 2/0 SP 1 ton payload 
  Dornier Do.31E VTOL (BRD 1973) 
  SZ H HD 30 HP 105 AC 10 SPD 450 mph ROC 600′ CNG 35,000′ 
  MVR -2 CP 2/36 SP none 
  LTV C-142 Downtowner V/STOL (USA 1967)  
  SZ H HD 28 HP 98 AC 17 SPD 430 mph ROC 1100′ CNG 25,000′ 
  MVR +4 CP 3/32 SP none 
  OMAC Laser 300 (USA 1986) 
  SZ L HD 11 HP 39 AC 18 SPD 290 mph ROC 300′ CNG 30,000′ 
  MVR +3 CP 2/5 SP none 
  Attack Aircraft 
  BAC Kestrel II GR.7 V/STOL (UK 1979) 
  SZ H HD 20 HP 70 AC 23 SPD 660 mph ROC 2500′ CNG 50,000′ 
  MVR +8 CP 1/0 ATK 2 x 25mm ADEN (8d6) and 8 hard points 
  (8,000 lb) SP none | Also called the McDonnell Douglas FV-8A 
  Convair A-44 Conqueror (USA 1950) KW 
  SZ H HD 35 HP 123 AC 20 SPD 580 mph ROC 2500′ CNG 
  43,000′ MVR +7 CP 4/0 ATK 40 x HVAR 5″ rockets (2d6*) and 
  12 x 1000 lb bombs (10d6**) SP none 
  Convair OV-9 Charger COIN (USA 1967) VW 
  SZ L HD 11 HP 39 AC 21 SPD 320 mph ROC 300′ CNG 21,000′ 
  MVR +6 CP 2/6 ATK 4 x 30cal Browning M1919 (1d10) and 5 
  hard points (5,000 lb) SP none 
  Douglas A-2 Skyshark (USA 1953)  
  SZ H HD 20 HP 70 AC 19 SPD 500 mph ROC 1200′ CNG 48,000′ 
  MVR +5 CP 1/0 ATK 2 x 20mm T-31 (6d6), 2 x 18 x SNEB 68mm 
  rockets (12d6) and 11 x 500 lb (5d6**) SP none 
  Douglas A-42 Strikemaster (USA 1949) KW 
  SZ H HD 29 HP 102 AC 18 SPD 510 mph ROC 400′ CNG 39,000′ 
  MVR +5 CP 3/0 ATK 16 x 50 cal. Browning M2 (3d6) and 2 x 18 
  x HVAR 5″ rockets (2d6*) SP none 
   
  Conroy Virtus Super-Heavy 
   
  LTV C-142 Downtowner V/SOL 
   
  OMAC Laser 300 
   
  Convair A-44 Conqueror 
   
  Convair OV-9 Charger COIN (USA 1967) 
  
   
  29 
   
   
  Douglas A-2 Skyshark 
   
   
  Lockheed F-19 Nighthawk 
   
  Martin B-51 Dragon 
   
  Northrop A-9 Vandal 
   
   
  FFA P-16 (Switzerland 1958) 
  SZ H HD 23 HP 81 AC 22 SPD 690 mph ROC 2100′ CNG 46,000′ 
  MVR +8 CP 1/0 ATK 2 x 30mm HS.404 (5d6) and 1 x 44 x SNEB 
  68mm rockets (12d6) SP none 
  Hawker Siddeley Kestrel FGA.2 V/STOL (UK 1979) 
  SZ H HD 17 HP 60 AC 22 SPD 710 mph ROC 5000′ CNG 50,000′ 
  MVR +8 CP 1/0 ATK 2 x 30mm ADEN (8d6) and 4 x 18 x SNEB 
  68mm rockets (12d6) or 2 x AIM-9 Sidewinder AAM (1d10**) 
  or 4 x 1200 lb bombs (12d6**) SP none | Also manufactured 
  as the McDonnell Douglas FV-6A 
  Ilyushin Il-40 ‘Brawny’ (USSR 1956) 
  SZ H HD 26 HP 91 AC 20 SPD 620 mph ROC 500′ CNG 38,000′ 
  MVR +7 CP 2/0 ATK 4 x 23mm AM-23 (6d6) and 3 x 1000 lb 
  bombs (10d6**) SP AB 
  Lockheed F-19 Nighthawk (USA 1983) 
  SZ H HD 34 HP 119 AC 22 SPD 620 mph ROC 500′ CNG 45,000′ 
  MVR +9 CP 1/0 ATK 2 x 2,000 lb (20d6**) or 2 x 500 lb bombs 
  (5d6**) SP CM, RDR, ST 
  Martin B-51 Dragon (USA 1952) KW 
  SZ H HD 35 HP 123 AC 21 SPD 640 mph ROC 1100′ CNG 
  42,000′ MVR +8 CP 2/0 ATK 8 x 20mm M24A1 (6d6), 8 x HVAR 
  5″ rockets (2d6*) and 10,400 lb of bombs SP none 
  Northrop A-9 Vandal (USA 1975) VW 
  SZ H HD 23 HP 81 AC 21 SPD 520 mph ROC 800′ CNG 35,000′ 
  MVR +7 CP 1/0 ATK 1 x 20mm M61A1 Vulcan (6d6) plus one of 
  the following: 4 x 19 x Hydra 70 rockets (2d4*) or 6 x 4 x Zuni 
  rockets (7d6*) or 2 x AIM-9 Sidewinder AAM (1d10**) or 6 x 
  AGM-65 Maverick ASM (1d8**) or up to 16,000 lb of bombs 
  Republic F-84H Thunderscreech (USA 1958) 
  SZ H HD 25 HP 88 AC 18 SPD 520 mph ROC 800′ CNG 40,000′ 
  MVR +5 CP 1/0 ATK 6 x Browning M2 (3d6) plus one of the 
  following: 4 x 1100 lb bombs (11d6**) or 1 x Mark 7 nuclear 
  bomb (2 mile radius) | The loudest airplane ever manufactured 
  SNCAC Faucon (France 1951) 
  SZ H HD 25 HP 88 AC 17 SPD 360 mph ROC 400′ CNG 33,000′ 
  MVR +4 CP 3/0 ATK 4 x 7.5mm MAC 1934 (2d4, 4/day) and 1 x 
  1,000 lb torpedo (11d6*) SP none 
  Sud Aviation Grognard (France 1953) 
  SZ H HD 24 HP 84 AC 20 SPD 650 mph ROC 600′ CNG 38,000′ 
  MVR +7 CP 1/0 ATK 2 x 30mm DEFA (8d6) and 16 x HVAR 5″ 
  rockets (2d6*) or 2 x Matra AAM (2d6**) or 4 x 550 lb bombs 
  (6d6**) SP none 
   
  
   
  30 
   
  Sud Aviation Vautour (France 1958) 
  SZ H HD 28 HP 98 AC 21 SPD 690 mph ROC 2000′ CNG 50,000′ 
  MVR +8 CP 1/0 ATK 4 x 30mm DEFA cannon (8d6) and 1 x 116 
  x SNEB 68mm rockets (12d6) or 6 x 450 lb bombs (4d6**) 
  Tupolev Tu-91 ‘Boot’ (USSR 1958) 
  SZ H HD 25 HP 88 AC 18 SPD 500 mph ROC 600′ CNG 36,000′ 
  MVR +5 CP 2/0 ATK 4 x 23mm NR-23 (5d6) and 1 torpedo or 
  3,300 lb of bombs SP none 
  VFW VAK 1918 Komet (BRD 1974) 
  SZ H HD 20 HP 70 AC 25 SPD 680 mph ROC 6600′ CNG 49,000′ 
  MVR +12 CP 1/0 ATK 2 x 27mm Mauser BK-27 (8d6) and 4 
  hard points (1,100 lb capacity) SP none 
  Vought A-7F Strikefighter (USA 1992) 
  SZ H HD 29 HP 102 AC 22 SPD 920 mph ROC 8000′ CNG 
  55,000′ MVR +9 CP 1/0 ATK 1 x 20mm M61A1 (6d6) and 6 hard 
  points (17,000 lb) SP FC, RDR 
  Yakovlev Yak-26 ‘Flashlight’ (USSR 1959) VW 
  SZ H HD 22 HP 77 AC 21 SPD 750 mph ROC 900′ CNG 52,000′ 
  MVR +7 CP 2/0 ATK 1 x 23mm NR-23 (5d6) and 2 x 1,100 lb 
  bombs (11d6**) SP RDR 
  Bombers 
  Avro Vulcan (UK 1956) 
  SZ G HD 56 HP 196 AC 16 SPD 650 mph ROC 2000′ CNG 
  55,000′ MVR +3 CP 5/0 ATK 6 x GAM-87 Skybolt nuclear mis-
  siles (5 mile radius) or 1 x Blue Danube nuclear bomb (1 mile 
  radius) or 21 x 1,000 lb bombs (10d6**) SP CM, FC, RDR 
  Avro Wizard (UK 1962) 
  SZ G HD 62 HP 217 AC 16 SPD 1990 mph ROC 2500′ CNG 
  66,000′ MVR +6 CP 2/0 ATK 6 x GAM-87 Skybolt nuclear mis-
  siles (5 mile radius) or 21 x 1,000 lb bombs (10d6**) SP CM, 
  FC, RDR 
  Baade Ba-1 ‘Bombard’ (GDR 1949) 
  SZ G HD 53 HP 186 AC 15 SPD 580 mph ROC 500′ CNG 34,000′ 
  MVR +5 CP 5/0 ATK 3 x 23mm NR-23 (5d6) and 11 x 1000 lb 
  bombs (10d6**) SP none 
  BAC TSR-2 (UK 1967) 
  SZ G HD 47 HP 165 AC 15 SPD 1800 mph ROC 2500′ CNG 
  40,000′ MVR +3 CP 2/0 ATK 4 x RP-3 (2d6*) or 1 x Red Beard 
  nuclear bomb (1 mile) SP none 
   
   
  Republic F-84H Thunderscreech 
   
  Sud Aviation Grognard 
   
  Yakovlev Yak-26 ‘Flashlight’ 
   
  BAC TSR-2 
  
   
  31 
   
   
  Convair B-58 Hustler 
   
  Convair B-60 Titan 
   
  Douglas B-43 Jetmaster 
   
  Keldysh Kel-1 ‘Big Top’ 
  Convair B-58 Hustler (USA 1962) VW 
  SZ G HD 47 HP 165 AC 16 SPD 1300 mph ROC 2900′ CNG 
  63,000′ MVR +3 CP 3/0 ATK 1 x 20mm T171 (6d6) and 1 x B53 
  nuclear bomb (9 mile radius) SP AB, FC, RDR 
  Convair B-60 Titan (USA 1955) 
  SZ C HD 71 HP 249 AC 14 SPD 510 mph ROC 200′ CNG 53,000′ 
  MVR +6 RNG 2900 miles CP 5/0 ATK 2 x 20mm T171 (6d6) and 
  72,000 lb of bombs SP none 
  Convair NB-6 Prometheus (USA 1958) 
  SZ C HD 96 HP 336 AC 16 SPD 390 mph ROC 300′ CNG 40,000′ 
  MVR +2 CP 5/0 ATK 2 x 20mm HS.404 (5d6) and 72,000 lb 
  bombs SP AB, FC, RDR | Nuclear-powered strategic bomber 
  Dassault Mirage 2000 D/N (France 1986) 
  SZ H HD 24 HP 84 AC 22 SPD 1500 mph ROC 9300′ CNG 
  59,000′ MVR +9 CP 2/0 ATK 9 hard points (13,900 lb) SP none 
  Dassault Mirage IV (France 1964) 
  SZ H HD 35 HP 123 AC 19 SPD 1450 mph ROC 1400′ CNG 
  66,000′ MVR +6 CP 2/0 ATK 2 x 20mm M24 (6d6) and 12 x 
  1200 lb bombs (12d6**) SP none 
  Douglas B-43 Jetmaster (USA 1949) KW 
  SZ H HD 29 HP 102 AC 18 SPD 510 mph ROC 400′ CNG 39,000′ 
  MVR +5 CP 3/0 ATK 2 x 50 cal. Browning M2 (3d6) and 8 x 
  1000 lb bombs (10d6**) SP none 
  Douglas B-66 Destroyer (USA 1956) 
  SZ G HD 39 HP 137 AC 16 SPD 610 mph ROC 800′ CNG 41,000′ 
  MVR +3 CP 3/0 ATK 2 x 20mm M24 (6d6) and 12 x 1200 lb 
  bombs (12d6**) SP AB, CM, FC, RDR 
  Ilyushin Il-30 ‘Brawler’ (USSR 1955) 
  SZ G HD 38 HP 133 AC 18 SPD 560 mph ROC 4100′ CNG 
  43,000′ MVR +6 CP 4/0 ATK 6 x 23mm NR-23 (5d6) and 8 x 
  1,100 lb bombs (11d6**) SP none 
  Keldysh Kel-1 ‘Big Top’ (USSR 1962) VW 
  SZ C HD 80 HP 280 AC 14 SPD 11,000 mph ROC 9300′ CNG 
  90,000′ MVR +6 CP 4/0 ATK 20,000 lb of bombs SP Sub-orbital 
  bomber 
  Korolev K-3 ‘Bandit’ (USSR 1951) KW 
  SZ G HD 36 HP 126 AC 18 SPD 520 mph ROC 2400′ CNG 
  46,000′ MVR +7 CP 4/0 ATK 4 x 23mm GSh-23 (6d6) and 8 x 
  110 lb bombs (10d6*) SP none 
  Lockheed F-19 Nighthawk (USA 1983) 
  SZ H HD 34 HP 119 AC 22 SPD 620 mph ROC 4000′ CNG 
  45,000′ MVR +9 CP 1/0 ATK 2 x 2,000 lb (20d6**) or 2 x 500 lb 
  bombs (5d6**) SP CM, RDR, ST 
  
   
  32 
   
  Martin B-48 Ravager (USA 1950) KW 
  SZ G HD 49 HP 172 AC 18 SPD 520 mph ROC 700′ CNG 39,000′ 
  MVR +6 CP 3/0 ATK 2 x 50 cal. Browning M2 (3d6) and either 
  10 x 2,000 lb bomb (20d6**) or 36 x 250 lb bombs (3d6**) 
  Myasishchev M-50 ‘Bounder’ (USSR 1962) VW 
  SZ C HD 79 HP 277 AC 14 SPD 1200 mph ROC 1000′ CNG 
  54,000′ MVR +6 CP 2/0 ATK 33 x 2,000 lb bombs (20d6**) SP 
  CM, FC, RDR 
  North American B-70 Valkyrie (USA 1967) VW 
  SZ C HD 95 HP 333 AC 15 SPD 2100 mph ROC 3400′ CNG 
  77,000′ MVR +7 CP 2/0 ATK 10 x Pye Wacket lenticular AAM 
  (11d6**/146,000 yard range) and 45,000 lb of bombs SP AB, 
  CM, FC, RDR 
  Northrop B-49 Super Patriot Flying Wing (USA 1952) KW 
  SZ G HD 57 HP 200 AC 14 SPD 630 mph ROC 2000′ CNG 
  50,000′ MVR +6 CP 2/0 ATK 50,000 lb of bombs SP CM, FC, 
  RDR 
  Sukhoi Su-100 Sotka ‘Bullet’ (USSR 1975) VW 
  SZ G HD 64 HP 224 AC 16 SPD 1990 mph ROC 29000′ CNG 
  79,000′ MVR +7 CP 2/0 ATK 40,000 lb payload of bombs and 
  cruise missiles SP CM, FC, RDR 
  Tupolev Tu-125 ‘Blaster’ (USSR 1952) KW 
  SZ C HD 79 HP 277 AC 14 SPD 1200 mph ROC 1000′ CNG 
  54,000′ MVR +6 CP 2/0 ATK 66,000 lb of bombs 
  Xian H-8 ‘Blocker’ (PRC 1981) 
  SZ G HD 65 HP 228 AC 17 SPD 620 mph ROC 2800′ CNG 
  46,000′ MVR +7 CP 6/0 ATK 2 x 23mm NR-23 (5d6) and 40,000 
  lb payload SP RDR 
  Yakovlev Yak-26 ‘Flashlight’ (USSR 1959) 
  SZ H HD 22 HP 77 AC 21 SPD 750 mph ROC 900′ CNG 52,000′ 
  MVR +7 CP 2/0 ATK 1 x 23mm NR-23 (5d6) and either 2 x 
  1,100 lb bombs (11d6**) or 1 x RDS-4 nuclear bomb (2 mile 
  radius) SP RDR 
   
  Douglas B-66 Destroyer 
   
  North American B-70 Valkyrie 
   
  Northrop B-49 Super Patriot Flying Wing (USA 1952) 
   
  Avro Canada CF-105 Arrow 
   
  Bell FV-18 Verticobra VTOL 
  
   
  33 
   
   
  Convair F-7 Sea Dart 
   
  Convair FV-14 Pogo VTOL 
   
  Douglas F-6 Missileer 
   
  Grumman F-29 Puma 
  Fighters 
  Aerfer Sagittario 2 (Italy 1959) 
  SZ L HD 12 HP 42 AC 25 SPD 650 mph ROC 1300′ CNG 39,000′ 
  MVR +10 CP 1/0 ATK 2 x 30mm HS.404 (5d6) and either 2 x 6 x 
  SNEB 68mm rockets (12d6) or 2 x 550 lb bombs (5d6**) SP 
  none 
  Alekseyev Al-5 ‘Fodder’ (USSR 1952) KW 
  SZ H HD 19 HP 67 AC 24 SPD 620 mph ROC 2100′ CNG 46,000′ 
  MVR +10 CP 1/0 ATK 4 x 23mm NS-23 (5d6), 2 x 20mm B-20 
  (4d6) and 2 x 1,100 lb bombs (11d6**) SP none 
  Avro Canada CF-105 Arrow (Canada 1961) 
  SZ G HD 44 HP 154 AC 22 SPD 1300 mph ROC 9300′ CNG 
  53,000′ MVR +10 CP 2/0 ATK 8 x AIM-4 Falcon AAM (2d4**) 
  and 4 x AIR-2 Genie nuclear rockets (900 yard radius) SP AB, 
  FC, RDR 
  Avro Canada CFV-1 Dragonfly VTOL (Canada 1966) 
  SZ H HD 18 HP 63 AC 24 SPD 1300 mph ROC 9300′ CNG 
  60,000′ MVR +11 CP 1/0 ATK 4 x AIM-9 Sidewinder AAM 
  (1d10**) SP none 
  Bell FV-18 Verticobra VTOL (USA 1966) VW 
  SZ H HD 21 HP 74 AC 24 SPD 1800 mph ROC 7700′ CNG 
  60,000′ MVR +11 CP 1/0 ATK 4 x 20mm Colt Mk 12 (6d6) and 8 
  hard points (4,000 lb) SP none 
  Chengdu J-9 (PRC 1978) 
  SZ H HD 31 HP 109 AC 24 SPD 2100 mph ROC 5000′ CNG 
  92,000′ MVR +11 CP 1/0 ATK 2 x 23mm Type-23-III (5d6) and 4 
  x PL-4A AAM (1d10**) SP AB, FC, RDR 
  Convair F-7 Sea Dart (USA 1956) 
  SZ H HD 20 HP 70 AC 24 SPD 830 mph ROC 2900′ CNG 55,000′ 
  MVR +10 CP 1/0 ATK 4 x 20mm Colt Mk 12 (6d6) and 1 x AIM-4 
  Falcon (2d4**) SP AB 
  Convair FV-14 Pogo VTOL (USA 1957) 
  SZ H HD 19 HP 67 AC 22 SPD 470 mph ROC 1700′ CNG 38,000′ 
  MVR +8 CP 1/0 ATK 4 x 20mm Colt Mk 12 (6d6) SP none 
  Dassault/BAC Vortex (France 1968) VW 
  SZ G HD 34 HP 119 AC 23 SPD 1900 mph ROC 5500′ CNG 
  60,000′ MVR +10 CP 1/0 ATK 2 x 30mm ADEN (8d6) and 11 
  hard points (19,800 lb) SP FC, RDR 
  Douglas F-3 Stiletto (USA 1955) 
  SZ H HD 24 HP 84 AC 22 SPD 2000 mph ROC 6000′ CNG 
  50,000′ MVR +10 CP 1/0 ATK 1 x 20mm M61A1 (6d6) and 4 x 
  AIM-9 Sidewinder AAM (1d10**) SP AB, RDR 
  
   
  34 
   
  Douglas F-6 Missileer (USA 1966) VW 
  SZ G HD 45 HP 158 AC 21 SPD 550 mph ROC 7500′ CNG 
  40,000′ MVR +9 CP 3/0 ATK 6 x AAM-N-10 Eagle AAM (1d12**) 
  SP FC, RDR 
  EWR VJ-101C Vektor VTOL (EC 1966) 
  SZ L HD 14 HP 49 AC 25 SPD 800 mph ROC 6100′ CNG 55,000′ 
  MVR +11 CP 1/0 ATK 1 x 27mm Mauser BK-27 (8d6) and 2 x 
  AIM-9 Sidewinder AAM (1d10**) SP AB 
  FMA IAe 27 Pulqui (Argentina 1950) 
  SZ L HD 12 HP 42 AC 25 SPD 450 mph ROC 800′ CNG 51,000′ 
  MVR +10 CP 1/0 ATK 4 x 20mm HS.404 (5d6) SP none 
  Grumman F-10 (F10F) Jaguar (USA 1955) 
  SZ H HD 27 HP 95 AC 22 SPD 710 mph ROC 1000′ CNG 42,000′ 
  MVR +9 CP 1/0 ATK 4 x 20mm HS.404 cannon (5d6) and 4 x 
  AIM-9 Sidewinder AAM (1d10**) or 2 x 1000 lb bombs 
  (10d6**) SP none 
  Grumman F-29 Puma (USA 1987) 
  SZ H HD 21 HP 74 AC 25 SPD 1100 mph ROC 5000′ CNG 
  55,000′ MVR +12 CP 1/0 ATK 2 x 20mm M39A2 cannon (6d6) 
  and 4 x AIM-9 Sidewinder AAM (1d10**) SP AB, FC, RDR 
  Hawker Hellfire F.1 (UK 1953) 
  SZ H HD 19 HP 67 AC 24 SPD 700 mph ROC 1000′ CNG 46,000′ 
  MVR +10 CP 1/0 ATK 4 x 30mm ADEN (8d6) and 4 x 18 x SNEB 
  68mm rockets (12d6) SP none 
  Helwan HA-3000 Saqr (UAR 1967) 
  SZ L HD 12 HP 42 AC 25 SPD 1200 mph ROC 1000′ CNG 
  59,000′ MVR +10 CP 1/0 ATK 2 x 30mm HS.404 (5d6) and 4 x 
  K-5 AAM (2d4**) SP none 
  Lavochkin La-21 Anakonda (USSR 1959) 
  SZ G HD 40 HP 140 AC 22 SPD 1100 mph ROC 9000′ CNG 
  56,000′ MVR +10 CP 2/0 ATK 2 x K-5 AAM (2d4**) SP none 
  Lockheed F-12B Raven (USR 1966) VW 
  SZ G HD 50 HP 175 AC 22 SPD 2300 mph ROC 15000′ CNG 
  90,000′ MVR +10 CP 2/0 ATK 3 x AIM-4 Falcon AAM (6d6**) SP 
  AB, FC, RDR 
  Lockheed F-15 Lancer (USR 1975) VW 
  SZ H HD 25 HP 88 AC 23 SPD 1500 mph ROC 10000′ CNG 
  61,000′ MVR +11 CP 1/0 ATK 1 x 20mm M61A1 cannon (6d6) 
  and 7 hard points (12,000 lb) SP AB, FC, RDR 
   
   
  Helwan HA-3000 Saqr 
   
  Lockheed F-12B Raven 
   
  Lockheed F-90 Starhawk 
   
  Lockheed F-133 Starjet 
   
  
   
  35 
   
   
  Mikoyan-Gurevich MiG-23 ‘Flashpoint’ 
   
  McDonnell F-85 Goblin 
   
  Nord Super Griffon 
   
  North American F-108 Rapier 
   
  Lockheed F-90 Starhawk (USA 1952) KW 
  SZ H HD 25 HP 88 AC 21 SPD 670 mph ROC 900′ CNG 39,000′ 
  MVR +10 CP 1/0 ATK 6 x 20mm M39A1 (6d6), 8 x HVAR 5″ 
  rockets (2d6*) and 2,000 lb of bombs SP none 
  Lockheed F-133 Starjet (USA 1944) KW  
  SZ H HD 18 HP 63 AC 24 SPD 610 mph ROC 4600′ CNG 45,000′ 
  MVR +10 CP 1/0 ATK 4 x 20mm Colt Mk 12 (6d6) SP none 
  McDonnell F-85 Goblin (USA 1951) KW 
  SZ L HD 11 HP 39 AC 25 SPD 650 mph ROC 2100′ CNG 48,000′ 
  MVR +10 CP 1/0 ATK 4 x 50 cal. Browning M3 (3d6) SP none | 
  The Goblin was designed to be launched from a bomber 
  Mikoyan-Gurevich MiG-17 ‘Footloose’ (USSR 1962) VW 
  SZ H HD 25 HP 88 AC 23 SPD 1400 mph ROC 4600′ CNG 
  63,000′ MVR +10 CP 1/0 ATK 2 x 30mm NR-30 (6d6) and 4 x 16 
  x S-5 rockets (9d6) SP AB 
  Mikoyan-Gurevich MiG-23 ‘Flashpoint’ (USSR 1966) VW 
  SZ H HD 18 HP 63 AC 25 SPD 1400 mph ROC 3800′ CNG 
  66,000′ MVR +10 CP 1/0 ATK 2 x K-13 AAM (1d8**) SP AB, FC, 
  RDR 
  Mikoyan-Gurevich MiG-33 ‘Figment’ (USSR 1985) 
  SZ H HD 25 HP 88 AC 24 SPD 900 mph ROC 2500′ CNG 50,000′ 
  MVR +11 CP 1/0 ATK 1 x 30mm GSh-30 (7d6) and 9 hard 
  points (15,000 lb) SP AB, FC, RDR 
  Nanchang J-12 (PRC 1975) VW 
  SZ L HD 14 HP 49 AC 25 SPD 810 mph ROC 5900′ CNG 56,000′ 
  MVR +10 CP 1/0 ATK 1 x 30mm GSh-30 (7d6), 1 x 23mm GSh-
  23 (6d6) and 3 hard points (2,000 lb) SP none 
  Nord Super Griffon (France 1960) 
  SZ H HD 16 HP 56 AC 24 SPD 1700 mph ROC 4700′ CNG 
  58,000′ MVR +10 CP 1/0 ATK 2 x 30mm DEFA (8d6) and 2 x 18 
  x SNEB 68mm rockets (12d6) SP AB, FC 
  North American F-108 Rapier (USA 1962) VW 
  SZ G HD 45 HP 158 AC 22 SPD 1980 mph ROC 15500′ CNG 
  80,000′ MVR +10 CP 2/0 ATK 3 x AIM-47 Falcon AAM (6d6**) 
  SP AB, FC, RDR 
  Northrop F-17 Cobra (USA 1977) 
  SZ H HD 27 HP 95 AC 24 SPD 1300 mph ROC 7200′ CNG 
  60,000′ MVR +11 CP 1/0 ATK 4 x 20mm M61A1 Vulcan (6d6) 
  and 2 x AIM-9 Sidewinder AAM (1d10**) SP AB, CM, FC, RDR 
  Northrop F-20 Tigershark (USA 1985) 
  SZ H HD 21 HP 74 AC 25 SPD 1300 mph ROC 8000′ CNG 
  55,000′ MVR +11 CP 1/0 ATK 2 x 20mm M39 cannon (6d6) and 
  5 hard points (8,000 lb) SP AB, CM, FC, RDR 
  
   
  36 
   
  Northrop F-79 Manta Ray flying wing (USA 1948) KW 
  SZ L HD 13 HP 46 AC 24 SPD 550 mph ROC 700′ CNG 40,000′ 
  MVR +9 CP 1/0 ATK 4 x 50 cal. Browning M2 (3d6) SP none 
  Republic F-91 Thunderceptor (USA 1952)  KW  
  SZ H HD 22 HP 77 AC 24 SPD 980 mph ROC 3200′ CNG 55,000′ 
  MVR +10 CP 1/0 ATK 2 x 20mm M39A2 cannon (6d6), 4 x AIM-
  9 Sidewinder AAM (1d10**) SP RDR 
  Republic F-103 Thunderwarrior (USA 1959) 
  SZ H HD 30 HP 105 AC 22 SPD 3800 mph ROC 3200′ CNG 
  80,000′ MVR +10 CP 1/0 ATK 2 x 18 x FFAR ‘Mighty Mouse’ 
  rockets (2d4*) and 6 x AIM-4 Falcon AAM (2d4**) SP RDR 
  Rockwell FV-12 Yellowjacket VTOL (USA 1980) 
  SZ H HD 21 HP 74 AC 25 SPD 1800 mph ROC 9300′ CNG 
  39,000′ MVR +12 CP 1/0 ATK 1 x 20mm M61A1 (6d6), 2 x AIM-
  7 Sparrow AAM (1d12**), 2 x AIM-9 Sidewinder AAM (1d10**) 
  SP CM, FC, RDR 
  Saunders-Roe Sea Dog FA.1 seaplane (UK 1950) 
  SZ H HD 19 HP 67 AC 22 SPD 510 mph ROC 2800′ CNG 48,000′ 
  MVR +8 CP 1/0 ATK 4 x 20mm HS.404 (5d6) and 2 x 1000 lb 
  bombs (10d6**) SP none 
  SNCASO Trident (EC 1956) 
  SZ L HD 15 HP 53 AC 25 SPD 1100 mph ROC 1100′ CNG 
  60,000′ MVR +10 CP 1/0 ATK 2 x 30mm DEFA (8d6) SP none 
  Sud-Ouest Espadon (France 1951) 
  SZ H HD 18 HP 63 AC 24 SPD 600 mph ROC 900′ CNG 50,000′ 
  MVR +10 CP 1/0 ATK 2 x 30mm DEFA (8d6) SP none 
  Sukhoi Su-19 ‘Firebrand’ (USSR 1959) 
  SZ H HD 25 HP 88 AC 23 SPD 1300 mph ROC 300′ CNG 59,000′ 
  MVR +10 CP 1/0 ATK 2 x K-9 AAM (2d6**) SP AB, RDR 
  Supermarine Super Swift F.1 (UK 1966) 
  SZ H HD 19 HP 67 AC 24 SPD 890 mph ROC 2100′ CNG 53,000′ 
  MVR +10 CP 1/0 ATK 4 x 30mm ADEN (8d6) SP AB 
  Vickers-Armstrong Vanquisher F1 (UK 1962) 
  SZ G HD 40 HP 140 AC 22 SPD 1900 mph ROC 18000′ CNG 
  60,000′ MVR +10 CP 2/0 ATK 2 x Red Hebe AAM (1d12**) SP 
  RDR 
  Vought F5U Discus (USA 1950) KW 
  SZ H HD 21 HP 74 AC 20 SPD 550 mph ROC 500′ CNG 35,000′ 
  MVR +6 RNG 1,100 miles CP 1/0 ATK 5 x 20mm Mk 12 cannon 
  (6d6) and 2 x 1000 lb bombs (10d6**) SP AB, CV 
   
   
  Northrop F-79 Manta Ray 
   
  Republic F-103 Thunderwarrior 
   
  Rockwell FV-12 Yellowjacket VTOL 
   
  Saunders-Roe Sea Dog FA.1 
  
   
  37 
   
   
  SNCASO Trident 
   
  Vought F5U Discus 
   
  Vought F-7 / F7U Cutlass 
   
  Lockheed SR-71 Blackbird 
  Vought F-7 / F7U Cutlass (USA 1951) KW 
  SZ H HD 25 HP 88 AC 23 SPD 700 mph ROC 2400′ CNG 41,000′ 
  MVR +10 CP 1/0 ATK 1 x Browning M3 cannon (3d6), 4 x AIM-7 
  Sparrow AAM (1d12**) and 4 x 1100 lb bombs (11d6**) SP AB 
  Vought/General Dynamics F/A-16 Viper (USA 1981) 
  SZ H HD 25 HP 88 AC 24 SPD 1400 mph ROC 8000′ CNG 
  51,000′ MVR +11 CP 1/0 ATK 1 x M61A1 cannon (6d6) and 11 
  hard points (17,000 lb) SP AB, CM, FC, RDR 
  Yakovlev Yak-36 ‘Freehand’ VTOL (USSR 1966) VW 
  SZ H HD 19 HP 67 AC 24 SPD 560 mph ROC 4700′ CNG 39,000′ 
  MVR +11 CP 1/0 ATK 1 x GSh-23 cannon (6d6), 2 x 100 lb 
  bombs (1d6*) SP none 
  Yakovlev Yak-38 ‘Forger’ VTOL (USSR 1976) 
  SZ H HD 24 HP 84 AC 21 SPD 800 mph ROC 2500′ CNG 36,000′ 
  MVR +9 CP 1/0 ATK 1 x NR-23 cannon (5d6) and 2 x R-60 AAM 
  (10d6*) or 2 x Kh-23 ASM (1d12**) SP none 
  Reconnaissance Aircraft 
  Lockheed SR-71 Blackbird (USA 1966) VW 
  SZ G HD 52 HP 182 AC 18 SPD 2200 mph ROC 2000′ CNG 
  85,000′ MVR +9 CP 2/0 ATK none SP ST 
  Republic RF-12 Rainbow (USA 1959) 
  SZ G HD 52 HP 182 AC 16 SPD 470 mph ROC 800′ CNG 45,000′ 
  MVR +6 CP 2/0 ATK none SP none 
  Tsybin T-1 ‘Mango’ (USSR 1962) VW 
  SZ H HD 22 HP 77 AC 22 SPD 2300 mph ROC 300′ CNG 13,000′ 
  MVR +9 CP 1/0 ATK none SP none 
  V.T.O.L. Aircraft 
  American Helicopter UH-26 Jet Jeep (USA 1955) 
  SZ M HD 2 HP 7 AC 21 SPD 85 mph ROC 200′ CNG 7,000′ MVR 
  +5 CP 1/0 SP none 
  Avro Canada VZ-9 Avrocar (Canada 1961) 
  SZ L HD 10 HP 35 AC 21 SPD 300 mph ROC 100′ CNG 10,000′ 
  MVR +6 CP 2/1 SP 1,000 lb payload 
  Bell V-3 Navajo gyroplane (USA 1958) 
  SZ L HD 11 HP 39 AC 20 SPD 180 mph ROC 200′ CNG 15,000′ 
  MVR +5 CP 1/0 SP none 
  Bratukhin B-11 ‘Hacksaw’ (USSR 1954) 
  SZ L HD 15 HP 53 AC 21 SPD 100 mph ROC 100′ CNG 9,000′ 
  MVR +6 CP 3/0 SP 1,000 lb payload 
   
  
   
  38 
   
  Canadair CL-84 Dynavert (Canada 1965) 
  SZ H HD 16 HP 56 AC 17 SPD 410 mph ROC 700′ CNG 25,000′ 
  MVR +3 CP 2/12 SP none 
  Fairey Jet Gyrodyne (UK 1954) 
  SZ L HD 10 HP 35 AC 20 SPD 140 mph ROC 300′ CNG 25,000′ 
  MVR +5 CP 1/3 SP none 
  Goodyear GA-400R Gizmo (USA 1957) 
  SZ M HD 2 HP 7 AC 20 SPD 55 mph ROC 100′ CNG 8,000′ MVR 
  +4 CP 1/0 SP none 
  Gyrodyne RON Rotorcycle (USA 1958) 
  SZ L HD 5 HP 18 AC 19 SPD 80 mph ROC 200′ CNG 12,000′ 
  MVR +4 CP 1/0 SP none 
  Hiller ROE Rotorcycle (USA 1960) VW 
  SZ M HD 2 HP 7 AC 22 SPD 70 mph ROC 200′ CNG 9,000′ MVR 
  +6 CP 1/0 SP none 
  Hiller H-32 Hornet (USA 1953) KW 
  SZ L HD 5 HP 18 AC 18 SPD 80 mph ROC 120′ CNG 7,000′ MVR 
  +3 CP 2/0 ATK 8 x HVAR (2d6*) SP none 
  Hiller VZ-1 Pawnee (USA 1960) VW 
  SZ M HD 3 HP 11 AC 22 SPD 16 mph ROC 5′ CNG 35′ MVR +6 
  CP 1/0 SP none 
  Hughes CH-17 Flying Crane (USA 1955) 
  SZ H HD 33 HP 116 AC 21 SPD 90 mph ROC 300′ CNG 13,000′ 
  MVR +8 CP 3/0 SP 5 ton payload 
  HZ-1 Hoppi-Copter 102 backpack (USA 1951) KW 
  SZ M HD 1 HP 4 AC 23 SPD 100 mph ROC 200′ CNG 12,000′ 
  MVR +7 CP 1/0 SP none 
  HZ-2 Aerocycle (USA 1954) 
  SZ M HD 1 HP 4 AC 18 SPD 75 mph ROC 100′ CNG 5,000′ MVR 
  +2 RNG 15 miles CP 1/0 SP 120 lb payload | Users can be tar-
  geted separately from the machine by attackers. 
  Piasecki VZ-8 Airgeep (USA 1962) VW 
  SZ L HD 9 HP 32 AC 22 SPD 85 mph ROC 100′ CNG 3,000′ MVR 
  +7 RNG 35 miles CP 2/3 ATK 1 x M40 recoilless rifle 
  (2d4*/1500 yards) 
  Sikorsky CH-37 Mohave (USA 1956) 
  SZ H HD 27 HP 95 AC 20 SPD 130 mph ROC 150′ CNG 9,000′ 
  MVR +7 RNG 145 miles CP 3/26 SP none 
  Yakovlev Yak-100 ‘Hocus’ (USSR 1951) KW 
  SZ L HD 11 HP 39 AC 19 SPD 110 mph ROC 800′ CNG 17,000′ 
  MVR +4 CP 4/0 SP 500 lb payload 
   
  Avro Canada VZ-9 Avrocar 
   
  Bell V-3 Navajo gyroplane 
   
  Fairey Jet Gyrodyne 
   
  Hiller ROE Rotorcycle 
  
   
  39 
   
   
  Hiller VZ-1 Pawnee 
   
  Piasecki VZ-8 Airgeep 
   
  HZ-2 Aerocycle 
   
   
   
  Automobiles 
  The automobile industry created all manner of futur-
  istic concept cars between the 1950s and the 1980s. 
  In the real world, they were one-offs or models, but in 
  High Frontier they became the production cars that 
  people grew to love. 
  Cars in High Frontier might be powered with electric 
  motors or traditional internal combustion motors. By 
  the 1960s, they all have radios and by the 1970s they 
  have audio disc players, an early form of GPS and ra-
  dar to alert drivers when they are too close to cars in 
  front of them. By the 1980s, highways and major 
  thoroughfares are equipped with magnetic devices 
  that permit cars to drive on auto-pilot. Highway cen-
  ters keep these “electric roads” operating. 
  Large cities often permit only small “city cars” on 
  their roads. These cities have large transport centers 
  on their outskirts where larger vehicles can be parked 
  (and usually washed, repaired and fueled) while peo-
  ple rent smaller vehicles for city driving or simply 
  jump on monorails or mag-lev trains. 
  This section has statistics for some of the more futur-
  istic designs of the High Frontier period. 
  Subcompacts and Minicars 
  Model 
  SZ 
  HD 
  HP 
  AC 
  SP 
  M 
  ACC 
  CP 
  Generic 1950s 
  L 
  8 
  28 
  15 
  70 
  -1 
  30 
  1/3 
  Generic 1960s 
  L 
  7 
  24 
  14 
  80 
  -1 
  40 
  1/3 
  Generic 1970s 
  L 
  8 
  28 
  15 
  90 
  +0 
  50 
  1/3 
  Generic 1980s 
  L 
  9 
  32 
  15 
  100 
  +0 
  50 
  1/3 
  Generic 1990s 
  L 
  9 
  32 
  15 
  100 
  -1 
  40 
  1/3 
  Abarth 750 Goccia (Italy 1962) 
  2D Coupe SZ L HD 6 HP 21 AC 13 SP 80 M +0 ACC 35 CP 1/3 
  AMC Electron (USA 1972) 
  3D Hatchback SZ L HD 6 HP 21 AC 10 SP 50 M +0 ACC 30 CP 
  1/1 SP EV 
  Autobianchi Giovani (Italy 1978) 
  2D Coupe SZ L HD 7 HP 25 AC 10 SP 100 M +0 ACC 50 CP 1/1 
  British Leyland ECV3 (UK 1987) 
  4D Hatchback SZ L HD 7 HP 25 AC 11 SP 110 M +0 ACC 55 CP 
  1/3 
  
   
  40 
   
  British Minissima (UK 1977) 
  1D City Car 1D SZ L HD 6 HP 21 AC 15 SP 80 M +1 ACC 40 CP 
  1/1 
  Ford Comuta (USA 1972) 
  2D Coupe SZ M HD 1 HP 4 AC 11 SP 40 M +4 ACC 30 CP 1/0 
  General Electric Centennial GE-100 (USA 1979) 
  3D Hatchback SZ L HD 10 HP 35 AC 11 SP 60 M -3 ACC 30 CP 
  1/3 SP EV 
  Matra M25 (France 1994) 
  2D Coupe SZ L HD 7 HP 25 AC 11 SP 160 M +3 ACC 130 CP 1/1 
  Opel Junior (France 1987) 
  3D Hatchback SZ L HD 9 HP 32 AC 15 SP 100 M -1 ACC 40 CP 
  1/3 
  Peel Trident (UK 1971) 
  1D Supermini SZ M HD 1 HP 4 AC 11 SP 50 M -1 ACC 30 CP 1/1 
  Simca Fulgur (France 1962) 
  1D Supermini SZ L HD 9 HP 32 AC 11 SP 120 M +0 ACC 50 CP 
  1/1 
  Volkswagen Scooter (BRD 1986) 
  2D Supermini SZ L HD 6 HP 21 AC 10 SP 140 M -1 ACC 55 CP 
  1/1 SP 3W, EV 
  Volvo EC (Sweden 1977) 
  3D Hatch SZ L HD 9 HP 32 AC 15 SP 45 M -3 ACC 15 CP 1/1 SP 
  EV 
  Volvo LCP2000 (Sweden 1989) 
  3D Wagon SZ L HD 7 HP 25 AC 11 SP 110 M +0 ACC 60 CP 1/3 
  Roadsters / Sports Cars 
  Model 
  SZ 
  HD 
  HP 
  AC 
  SP 
  M 
  ACC 
  CP 
  Generic 1950s 
  L 
  9 
  32 
  15 
  120 
  +3 
  70 
  1/1 
  Generic 1960s 
  L 
  8 
   
  15 
  120 
  +3 
  70 
  1/1 
  Generic 1970s 
  L 
  9 
   
  15 
  130 
  +3 
  70 
  1/1 
  Generic 1980s 
  L 
  9 
   
  15 
  130 
  +3 
  80 
  1/1 
  Generic 1990s 
  L 
  9 
   
  15 
  150 
  +3 
  100 
  1/1 
  Alfa Romero Carabo (Italy 1973) 
  2D Coupe SZ L HD 9 HP 32 AC 10 SP 155 M +5 ACC 70 CP 1/1 
  Aston M Bulldog (UK 1984) 
  2D Coupe SZ L HD 11 HP 39 AC 16 SP 190 M +5 ACC 125 CP 
  1/3 
  Buick Wildcat (USA 1991) 
  2D Roadster SZ L HD 10 HP 35 AC 20 SP 160 M +5 ACC 100 CP 
  1/1 
  Chevrolet Astro III (USA 1969) 
  1D Coupe SZ L HD 8 HP 28 AC 10 SP 250 M +5 ACC 100 CP 1/1 
  The Astro III had a circuit TV rear-view mirror. It was designed for 
  the system-controlled highways envisioned for the future and was 
  powered by a gas turbine engine 
  Chevrolet Express (USA 1988) 
  2D Coupe SZ L HD 10 HP 35 AC 20 SP 150 M +2 ACC 100 CP 
  1/3 
  Chevrolet Ramarro (USA 1984) 
  2D Coupe SZ L HD 10 HP 35 AC 15 SP 140 M +3 ACC 70 CP 1/1 
  Dodge Firearrow III (USA 1959) 
  2D Coupe SZ L HD 9 HP 32 AC 14 SP 140 M +4 ACC 60 CP 1/1 
  Dome Zero (Japan 1980) 
  2D Coupe SZ L HD 9 HP 32 AC 16 SP 140 M +3 ACC 100 CP 1/1 
  Ferrari Modulo (Italy 1975) 
  2D Coupe SZ L HD 8 HP 28 AC 11 SP 220 M +6 ACC 200 CP 1/1 
  Ford Mustang I (USA 1967) 
  2D Coupe SZ L HD 7 HP 25 AC 14 SP 100 M +3 ACC 55 CP 1/1 
  GAZ SG-2 Torpedo (USSR 1956) 
  Racecar SZ L HD 9 HP 32 AC 16 SP 120 M +2 ACC 60 CP 1/1 
  GM Firebird III (USA 1963) 
  2D Coupe SZ L HD 12 HP 42 AC 12 SP 100 M +2 ACC 50 CP 1/1 
  Isuzu Bellett MX 1600 (Japan 1975) 
  2D Coupe SZ L HD 8 HP 28 AC 16 SP 160 M +3 ACC 120 CP 1/1 
  Lamborghini Athon (Italy 1980) 
  2D Coupe SZ L HD 9 HP 32 AC 16 SP 170 M +5 ACC 80 CP 1/1 
  Lamborghini Evoluzione (Italy 1972) 
  2D Coupe SZ L HD 9 HP 32 AC 20 SP 210 M +6 ACC 200 CP 1/1 
  Lotus Esprit (UK 1977) 
  2D Coupe SZ L HD 9 HP 32 AC 11 SP 130 M +3 ACC 75 CP 1/1 
  Mercedes C111 (BRD 1974) 
  2D Coupe SZ L HD 9 HP 32 AC 11 SP 160 M +5 ACC 120 CP 1/1 
   
   
  
   
  41 
   
  Mercedes C112 (BRD 1996) 
  2D Coupe SZ L HD 10 HP 35 AC 12 SP 190 M +5 ACC 125 CP 
  1/1 
  MG EX-E (UK 1990) 
  2D Coupe SZ L HD 9 HP 32 AC 11 SP 170 M +5 ACC 120 CP 1/1 
  Mitsubishi HSR (Japan 1992) 
  2D Coupe SZ L HD 10 HP 35 AC 12 SP 190 M +4 ACC 150 CP 
  1/1 
  Nissan MID4 (Japan 1990) 
  2D Coupe SZ L HD 9 HP 32 AC 12 SP 160 M +4 ACC 150 CP 1/1 
  Panther Six (UK 1982) 
  2D Coupe SZ L HD 10 HP 35 AC 16 SP 200 M +2 ACC 100 CP 
  1/1 SP Six wheels 
  Porsche 959 (BRD 1991) 
  2D Coupe SZ L HD 10 HP 35 AC 14 SP 200 M +5 ACC 165 CP 
  1/1 
  Toyota 800 GT (Japan 1982) 
  2D Coupe SZ L HD 7 HP 25 AC 16 SP 50 M +1 ACC 40 CP 1/1 
  Toyota Publica (Japan 1967) 
  1D Coupe SZ L HD 7 HP 25 AC 16 SP 90 M +2 ACC 55 CP 1/1 
  Vauxhall XVR (UK 1966) 
  2D Roadster SZ L HD 10 HP 35 AC 10 SP 100 M +1 ACC 50 CP 
  1/1 
  Vector Twin Turbo (USA 1983) 
  2D Coupe SZ L HD 10 HP 35 AC 11 SP 240 M +5 ACC 120 CP 
  1/1 
   
   
   
   
  AMC Electron 
   
  Chevrolet Aero-Vette 
   
  Curtis 2500 AirCar 
   
  Ford Mustang I 
   
  Ford FX Atmos 
   
  Vauxhall XVR 
  
   
  42 
   
  Compacts / Mid-Size 
  Model 
  SZ 
  HD 
  HP 
  AC 
  SP 
  M 
  ACC 
  CP 
  Generic 1950s 
  L 
  10 
  35 
  15 
  90 
  -1 
  30 
  1/3 
  Generic 1960s 
  L 
  10 
  35 
  15 
  95 
  +0 
  40 
  1/3 
  Generic 1970s 
  L 
  10 
  35 
  15 
  100 
  +0 
  50 
  1/3 
  Generic 1980s 
  L 
  10 
  35 
  15 
  115 
  +0 
  60 
  1/3 
  Generic 1990s 
  L 
  10 
  35 
  15 
  135 
  +0 
  70 
  1/3 
  Aerocar Aero-Plane (USA 1969) 
  2D Aircar TY Cm SZ L HD 6 HP 21 AC 15 SP 125 M +3 ACC 30 C 
  13,000 ROC 100 CP 1/3 | These compact cars were an early 
  attempt at flying cars 
  Audi Quartz Coupe (BRD 1986) 
  2D Coupe SZ L HD 9 HP 32 AC 13 SP 140 M +0 ACC 85 CP 1/3 
  Austin Triplex 10/20 (UK 1983) 
  5D Estate Car SZ L HD 9 HP 32 AC 15 SP 100 M +0 ACC 40 CP 
  1/7 
  Chevrolet Citation IV (USA 1983) 
  2D Coupe SZ L HD 9 HP 32 AC 10 SP 150 M +0 ACC 60 CP 1/3 
  Chevrolet Electrovair II (USA 1971) 
  4D Sedan SZ L HD 9 HP 32 AC 16 SP 50 M +0 ACC 25 CP 1/3 SP EV 
  Chrysler ETV-1 (USA 1984) 
  2D Coupe SZ L HD 10 HP 35 AC 14 SP 65 M -2 ACC 40 CP 1/3 
  Curtis 2500 AirCar (USA 1964) 
  2D Hovercar SZ L HD 9 HP 32 AC 14 SP 40 M +3 ACC 20 CP 1/1 
  Davis Divan D2 Delta (USA 1952) 
  2D Coupe SZ L HD 9 HP 32 AC 14 SP 70 M -2 ACC 30 CP 1/3 
  Ford FX Atmos (USA 1959) 
  2D Coupe SZ L HD 10 HP 35 AC 16 SP 190 M +2 ACC 70 CP 1/2 
  Mitsubishi ESR (Japan 1998) 
  4D Van SZ L HD 9 HP 32 AC 12 SP 120 M +0 ACC 80 CP 1/3 
  Saab 900 EV-1 (Sweden 1991) 
  2D Coupe SZ L HD 10 HP 35 AC 16 SP 170 M +2 ACC 85 CP 1/3 
  Toyota 4500GT (Japan 1994) 
  2D Coupe SZ L HD 10 HP 35 AC 11 SP 140 M +0 ACC 80 CP 1/3 
  Volvo Tundra (Sweden 1984) 
  2D Coupe SZ L HD 9 HP 32 AC 16 SP 170 M +2 ACC 85 CP 1/3 
  Full-Size / Station Wagons 
  Model 
  SZ 
  HD 
  HP 
  AC 
  SP 
  M 
  ACC 
  CP 
  1950s Generic 
  L 
  11 
  39 
  15 
  100 
  +0 
  50 
  1/5 
  1960s Generic 
  L 
  12 
  42 
  15 
  110 
  +0 
  50 
  1/5 
  1970s Generic 
  L 
  12 
  42 
  15 
  110 
  +0 
  60 
  1/5 
  1980s Generic 
  L 
  11 
  39 
  15 
  110 
  +0 
  50 
  1/5 
  1990s Generic 
  L 
  11 
  39 
  15 
  280 
  +1 
  85 
  1/5 
  Aston Lagonda (UK 1979) 
  4D Saloon SZ L HD 11 HP 39 AC 15 SP 150 M +3 ACC 90 CP 1/4 
   
  Cadillac Voyage (USA 1992) 
  4D Sedan SZ L HD 11 HP 39 AC 16 SP 160 M +1 ACC 85 CP 1/4 
  Lincoln Futura (USA 1960) 
  4D Sedan SZ L HD 12 HP 42 AC 11 SP 150 M -5 ACC 80 CP 1/3 
  Trucks / Vans / Utility Vehicles 
  Alfa Romeo Taxi (Italy 1981) 
  4D Van SZ L HD 9 HP 32 AC 15 SP 125 M -1 ACC 30 CP 1/5 | 
  This vehicle was essentially a minivan with room for four passen-
  gers, who sat facing one another. 
  Jeep Electruck (USA 1979) 
  1D Utility SZ L HD 10 HP 35 AC 16 SP 30 M -2 ACC 15 CP 1/3 
  SP EV | The Electruck was not just a prototype EV, but one that 
  saw service, especially with the United States Post Office. 
  Jeep Cowboy (USA 1976) 
  2D Pickup SZ L HD 10 HP 35 AC 16 SP 110 M -1 ACC 30 CP 1/2  
  Volkswagen Futura (BRD 1989) 
  3D Minivan SZ L HD 9 HP 32 AC 10 SP 110 M -2 ACC 35 CP 1/3 
  Spacecraft 
  Spacecraft are handled differently than aircraft in 
  High Frontier. The key statistic with spacecraft is how 
  high they can travel, rated by Orbital Zones (OZ).  
  Orbital launch vehicles are rockets designed to take 
  large payloads into space. Smaller carrier rockets are 
  used for simple satellite launches. Because OLV’s are 
  designed to reach orbit, they all have a top speed of 
  approximately 17,448 mph. Rate of climb is over 
  153,000 feet per round. Assume that a rocket can car-
  
   
  43 
   
  ry half of its payload into MEO, one third into HEO or 
  the Moon and one fifth of its payload to Mars. 
  Orbital Zones are ranked from 1 to 11. One travels 
  beyond Earth orbit if they are headed for the OZ 10—
  Moon, or OZ 11—Mars. 
  Orbital Launch Vehicles 
  Vehicle 
  SZ 
  HD 
  HP 
  AC 
  Fuel 
  Payload # 
  CHINA 
   
   
   
   
   
   
     Long March 2E 
  C 
  96 
  336 
  13 
  HEO 
  20,900 
     Long March 3B 
  C 
  96 
  336 
  13 
  TMI 
  25,400 
  FRANCE 
   
   
   
   
   
   
     Ariane 4 
  C 
  96 
  336 
  13 
  HEO 
  15,400 
     Ariane 5 
  SC 
  97 
  340 
  11 
  HEO 
  35,000 
  INDIA 
   
   
   
   
   
   
     ISRO PSLV 
  C 
  87 
  305 
  15 
  HEO 
  8,400 
  JAPAN 
   
   
   
   
   
   
     H-II 
  C 
  96 
  336 
  13 
  HEO 
  22,200 
  USA 
   
   
   
   
   
   
     Atlas II 
  G 
  40 
  140 
  19 
  HEO 
  14,500 
     Delta II 
  G 
  45 
  158 
  19 
  TMI 
  13,400 
     Nova 
  SC 
  97 
  340 
  11 
  TMI 
  662,000 
     Saturn I 
  SC 
  98 
  343 
  9 
  TLI 
  20,000 
     Saturn IB 
  SC 
  98 
  343 
  9 
  LEO 
  48,000 
     Saturn II 
  SC 
  98 
  343 
  9 
  LEO 
  146,000 
     Saturn C-8 
  SC 
  97 
  340 
  11 
  TLI 
  460,000 
     Saturn V 
  SC 
  97 
  340 
  11 
  TLI 
  310,000 
     Sea Dragon* 
  TR 
  99 
  347 
  7 
  LEO 
  1,210,000 
  Vehicle 
  SZ 
  HD 
  HP 
  AC 
  Fuel 
  Payload # 
     Titan II 
  C 
  71 
  249 
  15 
  LEO 
  7,900 
     Titan III 
  SC 
  97 
  340 
  11 
  TMI 
  28,900 
     Titan IV 
  SC 
  97 
  340 
  11 
  HEO 
  47,800 
     Titan 34D 
  G 
  62 
  217 
  17 
  HEO 
  32,000 
  USSR 
   
   
   
   
   
   
     Energia 
  TR 
  99 
  347 
  7 
  TLI 
  220,000 
     NI-L3 
  TR 
  99 
  347 
  7 
  TLI 
  209,000 
     Proton 
  G 
  64 
  224 
  17 
  HEO 
  50,000 
     Proton-K 
  C 
  73 
  256 
  15 
  LEO 
  50,200 
     Soyuz 
  C 
  96 
  336 
  13 
  LEO 
  14,200 
     Voskhod 
  C 
  96 
  336 
  13 
  LEO 
  13,000 
     Vostok-K 
  C 
  71 
  249 
  15 
  LEO 
  10,400 
     Zenit-2 
  C 
  96 
  336 
  13 
  MEO 
  30,300 
   
  * The Sea Dragon is a concept from the 1960’s for a rocket that launches 
  from a horizontal position while floating in water 
   
   
   
   
  Orbital Zones 
  OZ 
   
  Altitude 
  1 
  LEO 1 
  280 to 400 miles 
  2 
  LEO 2 
  400 to 620 miles 
  3 
  LEO 3 
  620 to 1,200 miles 
  4 
  MEO 1 
  1,200 to 7,500 miles 
  5 
  MEO 2 
  7,500 to 14,500 miles 
  6 
  MEO 3 
  14,500 to 22,000 miles (GSO) 
  7 
  HEO 3 
  22,000 to 37,000 miles 
  8 
  HEO 3 
  37,000 to 110,000 miles 
  9 
  HEO 3 
  110,000 to 202,000 miles 
  10 
  TLI 
  202,000 to 221,500 miles 
  11 
  TMI 
  141,634,900 miles 
   
  Space Planes 
  Antonov MAKS (USSR 1988) 
  SZ C HD 96 HP 336 AC 11 SPD 17,450 mph ROC 20,000′ OZ 1 
  MVR +5 CP 2/6 WT 278 tons SP 303-ton payload | This vehicle 
  was designed to be launched by an An-225 Mriya.  
  BAC MUSTARD (UK 1968) 
  SZ C HD 96 HP 336 AC 11 SPD 17,450 mph ROC 10,000′ OZ 3 
  MVR +5 CP 2/2 WT 468 tons SP 2.5-ton payload 
  Boeing X-20 Dyna-Soar II (USA 1966) 
  SZ H HD 18 HP 63 AC 16 SPD 17,450 mph ROC 17,000′ OZ 1 
  MVR +2 CP 1/0 WT 5.7 tons SP - | Carried into orbit by rockets 
  and re-enters atmosphere on its own. 
  Lockheed Star Clipper (USA 1971) 
  SZ C HD 96 HP 336 AC 11 SPD 17,450 mph ROC 20,000′ OZ 1 
  MVR +5 CP 2/12 WT 1,165 tons SP 25-ton payload 
  Lunex Lander (USA 1963) 
  SZ H HD 27 HP 95 AC 18 SPD 17,450 mph ROC 20,000′ OZ 10 
  MVR +5 CP 3/0 WT 10.1 tons SP 67-ton payload 
  Martin Marietta Spacemaster (USA 1967) 
  SZ SC HD 98 HP 343 AC 7 SPD 17,450 mph ROC 15,000′ OZ 1 
  MVR +5 CP 2/4 WT 1,750 tons SP 25-ton payload 
  North American DC-3 (USA 1971) 
  SZ SC HD 96 HP 336 AC 9 SPD 17,450 mph ROC 15,000′ OZ 1 
  MVR +4 CP 2/0 WT 2,030 tons SP 6-ton payload 
   
  
   
  44 
   
  Rockwell International Star-Raker (USA 1979) 
  SZ SC HD 97 HP 340 AC 9 SPD 17,450 mph ROC 20,000′ OZ 2 
  MVR +5 CP 2/8 WT 486 tons SP 110-ton payload 
  Rockwell X-30 (USA 1986) 
  SZ G HD 45 HP 158 AC 20 SPD 19,200 mph ROC 20,000′ OZ 1 
  MVR +2 CP 2/10 WT 150 tons SP 5-ton payload | X-30 is de-
  signed to take off from an airport 
  Space Shuttle Enterprise (USA 1972) 
  SZ C HD 76 HP 266 AC 16 SPD 17,450 mph ROC 20,000′ OZ 6 
  MVR -2 CP 2/5 WT 2,235 tons SP 30-ton payload | The Russian 
  Buran has the same basic stats as this vehicle 
  Tupolev Tu-2000 (USSR 1986) 
  SZ C HD 96 HP 336 AC 20 SPD 18,300 mph ROC 20,000′ OZ 2 
  MVR +5 CP 2/12 WT 386 tons SP 100-ton payload 
  Spacecraft 
  Apollo Lunar Module (USA 1968) 
  SZ L HD 11 HP 39 AC 16 SPD 220 mph MVR +1 CP 2/0 WT 2.2 
  tons SP 9-day endurance, 11,000-lb. payload | In reality, this is 
  the lunar module that brought the first humans to the Moon in 
  1969. The earlier Moon landings posited in High Frontier would 
  have used a similar spacecraft. 
  Big Gemini – Saturn-launched (USA 1969) 
  SZ G HD 60 HP 210 AC 10 SPD - MVR -4 CP 9/3 WT 17.2 tons 
  SP 10-day endurance, 5,500-lb. payload | This capsule was to 
  be used for resupplying America’s space stations. It could be 
  launched with the Saturn or Titan III rocket (see above). 
  LK-700 (USSR 1972) 
  SZ C HD 82 HP 287 AC 13 SPD - MVR +5 CP 3/0 WT 160 tons 
  SP 40-day endurance, 10,000-lb. payload | The LK-700 was 
  designed for Soviet moon missions, and is launched with a Pro-
  ton rocket.  
  Progress (USSR 1978) 
  SZ H HD 17 HP 60 AC 14 SPD - MVR -2 CP 6/0 WT 7.7 tons SP 
  40-day endurance, 5,070-lb. payload | Developed for re-supply 
  missions to space stations. 
  ROMBUS (USA 1986) 
  SZ G HD 110 HP 385 AC 6 SPD - MVR -4 CP 6/0 WT 7.1 tons SP 
  600-day endurance, 990,000-lb. payload | ROMBUS (Reusable 
  Orbital Module-Booster & Utility Shuttle) is a design for a space-
  craft that could land astronauts on Mars. 
   
   
  Boeing X-20 Dyna-Soar II 
   
  Lockheed Star Clipper 
   
  Martin Marietta Spacemaster 
   
  Rockwell International Star-Raker 
  
   
  45 
   
   
  Rockwell X-30 
  Soyuz-7K (USSR 1967) 
  SZ L HD 14 HP 49 AC 20 SPD - MVR -3 CP 3/0 WT 3.5 tons SP 
  30-day endurance, 14,210-lb payload 
  Voskhod 3KD (USSR 1965) 
  SZ L HD 12 HP 42 AC 20 SPD - MVR -3 CP 3/0 WT 6.3 tons SP 
  14-day endurance, 5,000-lb payload 
  Vozvraschaemyi Apparat TKS (USSR 1977) 
  SZ H HD 26 HP 91 AC 18 SPD - MVR -4 CP 3/0 WT 19 tons SP 7-
  day endurance, 27,700-lb. payload 
  Starships 
  A starship is a spacecraft designed to travel out of the 
  Solar System to other star systems. There are two 
  notable designs. The statistics below assume a date 
  on which they might have been completed had they 
  been more than just theoretical. 
  Daedalus Nuclear Starship (UK 1993) 
  SZ T HD 130 HP 455 AC 2 SPD 80,500,000 mph MVR +2 CP 2/0 
  WT 59,500 tons SP 550-ton payload 
  Project Daedalus was a proposal in 1973 to build a fusion rocket-
  propelled spacecraft that would travel for 50 years to Barnard’s 
  Star, 5.9 LY away. The vessel has a hull of molybdenum alloyed 
  with Titanium, Zirconium and Carbon. It uses Helium-3 fuel pel-
  lets, which must be mined over a period of 20 years from either 
  Jupiter or the Moon. The vessel has 18 autonomous probes on 
  board. The first stage of propulsion would take the vessel to 7.1% 
  light speed, the second stage up to 12% light speed.  
  Orion Nuclear Starship (USA 1978) 
  SZ G HD 110 HP 385 AC 2 SPD 220,968,000 mph MVR +7 CP 
  2/0 WT 51,000 tons SP 6,100-ton payload 
  Project Orion was a proposal in 1958 to build a nuclear-powered 
  interstellar spacecraft. Orion was intended for travel to Saturn 
  using 800 nuclear bombs as its power source. Super Orion would 
  be larger and use more than 1,000 nuclear bombs. Energy Lim-
  ited Orion was the largest concept (10 million tons) and was de-
  signed to reach Alpha Centauri B in 1,330 years for the low price 
  of $3.67 trillion. 
  Robotics 
  Two robot-like machines saw service beginning in the 
  1970’s of the High Frontier. 
  Hardiman I 
  Origin: USA, 1976 
  Type: Powered Exoskeleton 
  Size: Large 
  Hit Dice: 7 (25 hp) 
  Armor Class: 16 
  Speed: 2 mph 
  Maneuver: -1 
  Payload: 1,500 lb. 
  Crew/Passengers: 1/0 
  The Hardiman is a pow-
  ered exoskeleton de-
  signed to multiply the 
  strength of human beings, primarily to help in the 
  loading and unloading of cargo. In the suit, a person 
  can lift 1,500 lb. with ease. 
  Walking Truck 
  Origin: USA, 1973 
  Type: Quadruped Robot 
  Size: Large 
  Hit Dice: 10 (35 hp) 
  Armor Class: 16 
  Speed: 5 mph 
  Maneuver: -1 
  Payload: 750 lb. 
  Crew/Passengers: 1/0 
  The Walking Truck, or Cybernetic Walking Machine, 
  is a quadrupedal machine designed to help infantry 
  carry equipment over rough terrain. Operating the 
  machine is exhausting, with operators able to use it 
  for 1 hour + 1 hour per point of Constitution bonus. 
   
   
   
  
   
  46 
   
  Weapons 
  9A-91 carbine (USSR 1993) 
  CAL 35 DMG 1d6 ROF 900 SHOTS 20 (mag) RNG 660′ WT 6 lb 
  AK-47 rifle (USSR 1949) 
  CAL 30 DMG 2d4 ROF 775 SHOTS 20 (mag) RNG 1650′ WT 7 lb 
  AR-7 rifle (USA 1958) 
  CAL 22 DMG 1d4 ROF 800 SHOTS 15 (mag) RNG 330′ WT 3 lb 
  Aircrew survival weapon 
  AR-15 / M-16 rifle (USA 1958) 
  CAL 22 DMG 1d8 ROF 800 SHOTS 20 (mag) RNG 1650′ WT 7 lb 
  Beretta M9 pistol (Italy 1990) 
  CAL 35 DMG 1d6 ROF 60 SHOTS 15 (mag) RNG 160′ WT 2 lb 
  Colt MEU pistol (USA 1986) 
  CAL 45 DMG 1d6 ROF 60 SHOTS 7 (mag) RNG 240′ WT 3 lb 
  Colt Python revolver (USA 1955) 
  CAL 36 DMG 1d6 ROF 6 SHOTS 6 (cylinder) RNG 220′ WT 2 lb 
  Dragunov sniper rifle (USSR 1963) 
  CAL 30 DMG 3d4 ROF 1 SHOTS 10 (mag) RNG 2600′ WT 10 lb 
  EM-2 rifle (UK 1951) 
  CAL 28 DMG 2d4 ROF 600 SHOTS 20 (mag) RNG 2300′ WT 8 lb 
  FN MAG light machine gun (USA 1958) 
  CAL 30 DMG 1d10 ROF 600 SHOTS 100 (belt) RNG 3900′ WT 
  26 lb 
  M3/A1 ‘Grease Gun’ submachine gun (USA 1942) 
  CAL 45 DMG 1d6 ROF 350 SHOTS 30 (mag) RNG 300′ WT 8 lb 
  M4A1 carbine (USA 1993) 
  CAL 21 DMG 1d8 ROF 700 SHOTS 30 (mag) RNG 1650′ WT 6 lb 
  M86 sniper rifle (USA 1986) 
  CAL 30 DMG 4d4 ROF 1 SHOTS 5 (mag) RNG 4950′ WT 21 lb 
  M6 rifle/shotgun (USA 1956) 
  Rifle: CAL 22 DMG 1d6 ROF 1 SHOTS 1 RNG 600′ WT 5 lb 
  Shotgun: CAL 41 DMG 1d8 ROF 1 SHOTS 1 RNG 90′ WT 5 lb 
  American aircrew survival weapon with rifle and shotgun barrel 
  Makarov PM pistol (USSR 1951) 
  CAL 38 DMG 1d6 ROF 60 SHOTS 10 (mag) RNG 160′ WT 2 lb 
   
  SG 552 commando rifle (Switz. 1990) 
  CAL 21 DMG 1d6 ROF 100 SHOTS 20 (mag) RNG 300′ WT 9 lb 
  S&W Model 29 revolver (USA 1955) 
  CAL 44 DMG 1d8 ROF 6 SHOTS 6 (cylinder) RNG 150′ WT 3 lb 
  TP-82 pistol/shotgun (USSR 1986) 
  Pistol: CAL 22 DMG 1d8 ROF 1 SHOTS 1 RNG 480′ WT 5 lb 
  Shotgun: CAL 55 DMG 1d10 ROF 1 SHOTS 2 RNG 90′ WT 5 lb 
  Soviet cosmonaut survival weapon with one pistol barrel, two 
  shotgun barrels (see below) and a detachable buttstock machete 
  Uzi submachine (Israel 1948) 
  CAL 35 DMG 1d6 ROF 600 SHOTS 25 (mag) RNG 390′ WT 8 lb 
  Low Gravity Weapons 
  Gas Cartridge Gun (USA) 
  CAL 33 DMG 1d4 ROF 10 SHOTS 25 (mag) RNG 150′ WT 2 lb 
  Gas Operated Needle Gun (USA) 
  CAL 20 DMG 1d4 ROF 60 SHOTS 25 (mag) RNG 150′ WT 2 lb 
  Sausage Gun (USA) 
  CAL 25 DMG 1d4 ROF 60 SHOTS 19 (mag) RNG 150′ WT 1 lb 
  Spin Stabilized Micro Gun Pistol (USA) 
  CAL 14 DMG 1d6 ROF 60 SHOTS 30 (mag) RNG 200′ WT 4 lb 
  Spring Propelled Gun (USA) 
  CAL 20 DMG 1d4 ROF 6 SHOTS 20 (mag) RNG 150′ WT 5 lb 
  Missiles 
  Guided missiles grant pilots a bonus to attack against 
  targets within visual range. The visual range of a ve-
  hicle or structure depends on the size of the object. 
  Size 
  Visual Range 
  Small 
  1 mile 
  Medium 
  2 miles 
  Large 
  4 miles 
  Huge 
  8 miles 
  Colossal 
  12 miles 
  Gargantuan 
  18 miles 
  Super Colossal 
  24 miles 
   
   
   
   
   
  
   
  47 
   
   
  Missile 
   
  ATK 
   
  DMG 
  Range 
  (miles) 
  Weight 
  (lb.) 
  AAM-N-10 Eagle AAM 
  +1 
  3d6** 
  130 
  650 
  AGM-65 Maverick ASM 
  +3 
  1d8** 
  7 
  670 
  AIM-4 Falcon AAM 
  +1 
  2d4** 
  18 
  135 
  AIM-7 Sparrow AAM 
  +1 
  1d12** 
  20 
  510 
  AIM-9 Sidewinder AAM 
  +2 
  1d8** 
  22 
  190 
  K-5 ‘Alkali’ AAM 
  +1 
  2d4** 
  1 
  180 
  K-9 ‘Awl’ AAM 
  +2 
  2d6** 
  22 
  540 
   
  Missile 
   
  ATK 
   
  DMG 
  Range 
  (miles) 
  Weight 
  (lb.) 
  K-13 ‘Atoll’ AAM 
  +2 
  1d8** 
  20 
  200 
  Matra AAM 
  +2 
  2d6** 
  12 
  420 
  PL-4 AAM 
  +1 
  1d10** 
  11 
  330 
  Pye Wacket AAM 
  +2 
  10d6** 
  83 
  510 
  R-60 ‘Aphid’ AAM 
  +2 
  10d6** 
  5 
  100 
  Red Hebe AAM 
  +1 
  1d12** 
  4 
  1330 
   
  Rockets 
   
  Rocket 
   
   
  DMG 
  Range 
  (miles) 
  Weight 
  (lb.) 
  FFAR ‘Mighty Mouse’ AAR 
   
  2d4** 
  2 
  20 
  HVAR 5-inch ASR 
   
  2d6* 
  3 
  135 
  Hydra 70 ASR 
   
  2d4* 
  5 
  15 
  S-5 ASR 
   
  9d6 
  2 
  10 
  SNEB 37mm ASR 
   
  8d6 
  2 
  2 
  SNEB 68mm ASR 
   
  12d6 
  2 
  15 
  SNEB 100mm ASR 
   
  2d6* 
  2 
  40 
  Zuni AAR/ASR 
   
  7d6* 
  5 
  80 
  Rocket attacks are handled like attacks with guns, but 
  suffer a -4 penalty to hit. 
   
  Tools 
  Bell Rocket Belt 
  Introduced by Bell in 1960, the rocket belt can carry 
  one person at up to 35 miles per hour at a ceiling of 
  60′. The pilot has a maneuver bonus of +4. The unit 
  has AC 16 and weighs 300 lb. 
  Hand Laser 
  A Soviet weapon, it was designed to knock out optic 
  sensors on spacecraft and potentially to blind human 
  beings. To blind a person, one must make a ranged 
  attack against a set Armor Class of 14 and the target 
  can make a saving throw to negate the effect. If the 
  attack succeeds, the target is blinded for 1d6 turns. If 
  the target’s saving throw is a natural “1”, they are 
  blinded permanently by the attack. 
   
   
  
   
  48 
   
   
   
  Inspiration 
  Artists 
  Chesley Bonestell (1888-1986) 
  Ed Emshwiller (1925-1990) 
  Frank Tinsley (1899-1965) 
  Klaus Bürgle (1926-2015) 
  Robert McCall (1919-2010) 
  Syd Mead (1933-2019) 
   
  Books and Magazines 
  2001: A Space Odyssey (1968) by Arthur C. Clarke 
  A Fall of Moondust (1961) by Arthur C. Clarke 
  Across the Space Frontier (1952) by Joseph Kaplan, Wernher Von Braun, 
  Heinz Haber, Willy Ley and others 
  The Andromeda Strain (1969) by Michael Crichton 
  The Conquest of Space (1950) by Willy Ley 
  First Men to the Moon (1960) by Wernher Von Braun 
  Marooned (1964) by Martin Caidin 
  The Mars Project (1953) by Wernher Von Braun and Henry J. White 
  The Moon is a Harsh Mistress (1966) by Robert A. Heinlein 
  The Outward Urge (1959) by John Wyndham 
  Prelude to Space (1947) by Arthur C. Clarke 
  The Right Stuff (1979), by Tom Wolfe 
  Solaris (1961) by Stanisław Lem 
  Tau Zero (1970) by Poul Anderson 
   
   
   
   
   
   
   
   
  Films 
  1999 A.D. (1967), directed by Lee Madden 
  2001: A Space Odyssey (1968), directed by Stanley Kubrick 
  Apollo 13 (1995), directed by Ron Howard 
  Conquest of Space (1955), directed by Byron Haskin 
  Destination Moon (1950), directed by Irving Pichel 
  Earth II (1971), directed by Tom Gries 
  Marooned (1969), directed by John Sturges 
  Moon Zero Two (1969), directed by Roy Ward Baker 
  Project Moonbase (1953), directed by Richard Talmadge 
  The Right Stuff (1983), directed by Philip Kaufman 
   
  Television 
  Johnny Quest (1964-1965), created by Doug Wildey 
  MacGyver (1985-1992), created by Lee David Zlotoff 
  Men into Space (1959-1960), created by Lewis J. Rachmil 
  Space Angel (1962-1964), created by Dik Darley 
  Star Trek (1966-1969), created by Gene Roddenberry 
  Thunderbirds (1964-1966), created by Gerry and Sylvia Anderson 
  UFO (1970), created by Gerry and Sylvia Anderson with Reg Hill 
   
  8
  
   
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  press, such as all John M. Stater product and product line names including but 
  not limited to 1800 – American EmpiresTM, Action XTM, Blood & TreasureTM, 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
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