TEXT:  
   
   
   
   
  This Booklet contains all relevant tables and charts to keep you from having  
  to access the game book too often during game-play. 
   
  Last Revision: 4.3.2007 
   
   
   
  
   
  2 
   
   
  Character Generation Summary 
  1 Gather materials 
  Character sheet, pencil, dice  
  2 Determine Ability Scores  
  Roll once for each pair, then personalize by  
  swapping up to 10 points between pairs 
  3 Determine Race 
  Human, Dralasite, Vrusk, or Yazirian 
  4 Determine Combat Abilities 
  IM: 10% of RS, PS: use table,  
  RW: ½DEX, MW: ½STR or DEX 
  5 Determine Skills 
  Select a PSA.  Select 2 skills at level 1,  
  one of which must come from your PSA. 
  6 Equip Your Character 
  Roll d100+250 Cr and consult equipment tables. 
  7 Final Details 
  Name, appearance, handedness, gender, etc. 
   
  Roll 
  Score 
  Notes 
  01-10 
  30 
  Feeble 
  11-20 
  35 
  Poor 
  21-35 
  40 
  Below Average 
  36-55 
  45 
  Average 
  56-70 
  50 
  Above Average 
  71-80 
  55 
  Good 
  81-90 
  60 
  Excellent 
  91-95 
  65 
  Remarkable 
  96-00 
  70 
  Incredible 
   
  Race 
  STR/STA 
  DEX/RS 
  INT/LOG 
  PER/LDR 
  Dralasite 
  +5 
  +0 
  -5 
  +0 
  Vrusk 
  -5 
  +0 
  +5 
  +0 
  Yazirian 
  -10 
  +5 
  +5 
  +0 
  Human 
  Add +5 to any one single score. 
  Sathar 
  +0 
  -5 
  -5 
  +10 
   
  Race 
  Special Abilities 
  Dralasite 
  Elasticity, Lie Detection 5% 
  Vrusk 
  Ambidexterity, Comprehension 15% 
  Yazirian 
  Night Vision, Gliding, Battle Rage 5% 
  Sathar 
  Hypnotism (target makes LOG check) 
   
  STR 
  01-20 
  21-40 
  41-60 
  61-80 
  81-00 
  Punching 
  Score 
  +1 
  +2 
  +3 
  +4 
  +5 
   
  Race 
  Walk/Turn 
  Run/Turn 
  Travel/Hour 
  Dralasite 
  5m 
  20m 
  3km 
  Human 
  10m 
  30m 
  5km 
  Vrusk 
  15m 
  35m 
  6km 
  Yazirian 
  10m 
  30m 
  4km 
  Sathar 
  10m 
  20m 
  3km 
   
  If your character has 
  Then he starts with 
  Environmental skill 
  Envirokit 
  Medical skill 
  Medkit 
  Technician skill 
  Techkit 
  Robotics skill 
  Robcomkit 
  Any weapon purchased 
  1 clip of Ammo 
   
   
  Military PSA 
   
  Beam Weapons 
  ½ DEX + level 
  Gyrojet Weapons 
  ½ DEX + level 
  Melee Weapons 
  ½ DEX or STR + level 
  Projectile Weapons 
  ½ DEX + level 
  Thrown Weapons 
  ½ DEX + level 
  Demolitions 
   
  Set Charge 
  30% + level 
  Defuse Charge 
  50% + level - level 
  Martial Arts 
  ½ DEX or STR + level 
  Biosocial PSA 
   
  Environmental 
   
  Analyze Ecosystems 
  30% + level 
  Analyze Samples 
  50% + level 
  Concealment 
  10% + level 
  Find Directions 
  50% + level 
  Make Tools/Weapons 
  100% if material available 
  Naming 
  100% 
  Stealth 
  20% + level 
  Survival 
  40% + level 
  Tracking 
  30% + level 
  Medic 
   
  Activate Freeze Field 
  30% + level 
  Administer Drugs 
  100% 
  Control Infection 
  50% + level 
  Cure Disease 
  40% + level 
  Diagnosis 
  60% + level 
  First Aid 
  100% 
  Major Surgery 
  20% + level 
  Minor Surgery 
  40% + level 
  Neutralize Toxin 
  30% + level 
  Psychosocial 
   
  Communication 
  40% + level 
  Empathy 
  10% + level 
  Hypnosis 
  15% + level 
  Persuasion 
  10% + level 
  Psycho-Pathology 
  30% + level 
  Technological PSA 
   
  Computers 
   
  Bypass Security 
  30% + level – prog. level 
  Defeat Security 
  60% + level – prog. Level 
  Display Information 
  80% + level – comp. level 
  Interface Computers 
  30% + level – comp. level 
  Manipulate Program 
  50% + level – prog. Level 
  Operate Program 
  100% + level – comp. level 
  Repair Computer 
  40% + level 
  Write Programs 
  special 
  Robotics 
   
  Activate/Deactivate 
  100% 
  Add Equipment 
  100% 
  Alter Functions 
  60% + level – robot level 
  Alter Mission 
  50% + level – robot level 
  Identify 
  100% + level – robot level 
  List Functions 
  90% + level – robot level 
  Remove Security Lock 
  70% + level – robot level 
  Repair Robot 
  40% + level – robot level 
  Technician 
   
  Deactivate Alarms/Def. 
  40% + level – alarm level 
  Detect Alarms/Def. 
  60% + level – alarm level 
  Open Locks 
  50% + level – alarm level 
  Operate Machinery 
  50% + level 
  Repair Machinery 
  40% + level 
   
   
  Military 
  PSA 
  Technological 
  PSA 
  Biosocial 
  PSA 
  Level 1 
  3 (6) 
  4 (8) 
  5 (10) 
  Level 2 
  6 (12) 
  8 (16) 
  10 (20) 
  Level 3 
  9 (18) 
  12(24) 
  15(30) 
  Level 4 
  12 (24) 
  16 (32) 
  20 (40) 
  Level 5 
  15 (30) 
  20 (40) 
  25 (50) 
  Level 6 
  18 (36) 
  24 (48) 
  30 (60) 
   
   
  
   
  3 
   
  Travel Mode 
   
  Clear 
  Broken 
  Rugged 
  Bog 
  Water 
  Highway 
  Hazard 
  Walking 
  1.0 0.8 0.2 0.6 
  * 
  1.0 
  -- 
  Slithering 
  1.0 1.0 0.4 0.8 
  * 
  1.0 
  -- 
  Flying** 
  1.0 0.9 0.5 1.0 1.0 1.0 0.4 
  Hovercraft 
  1.2 0.6 
  -- 
  0.8 0.9 1.4 0.8 
  Groundcar 
  0.8 0.6 0.2 0.4 0.4 1.2 
  -- 
  Track-mobile 
  1.0 0.9 0.4 0.2 
  -- 
  1.0 
  -- 
  Explorer 
  1.0 0.8 0.4 0.6 0.2 1.2 
  -- 
   
  For every 0.1g less than 1.0g 
  � a character's carrying capacity is increased 5 kg 
  � the distance a character can leap and vault is 
  increased 5 m 
  � the distance a character can jump safely is 
  increased 1 m 
  � the damage a character suffers in a fall is 
  decreased 2 points 
   
  For every 0.1g above 1.0g 
  � a character's carrying capacity is decreased 2 kg 
  � the distance characters can leap and vault is 
  decreased .5 m 
  � the distance a character can jump safely is 
  decreased 1 m 
  � the damage a character suffers in a fall is 
  increased by 2 
   
  Gravity 
  Present 
  Yazirian 
  Max. Glide 
  .6G 
  150 m 
  .7G 
  100 m 
  .8G 
  50 m 
  .9G 
  25 m 
  1.0G 
  10 m 
   
  Roll 
  Vehicle Breakdown 
  2  
  broken axle or hoverfan*   
  3-5  
  broken driveshaft or transmission*   
  6-10  
  minor engine failure   
  11-15  
  minor drive train failure   
  16-17  
  broken suspension   
  18-19  
  major engine failure, repairable*   
  20  
  blown engine, unrepairable**   
   
  Robot Type 
  Movement Rate 
  cybot, heavy duty, service, brain 30 meters/turn 
  maintenance 
  60 meters/turn 
  security 
  90 meters/turn 
  combat, warbot 
  120 meters/turn 
   
  Vehicle  
  Traveling 
  Distance  
  Between Turns 
  at Turn Speed or less 
  5 meters 
  Greater than Turn Speed 
  10 meters 
   
  Roll 
  Loss of Vehicle Control Result 
  02-79 
  Reduce Speed 20 meters/turn 
  80-139 
  Reduce Speed 50 meters/turn 
  140-199 Skid 
  200-259 Spin 
  260-349 Roll 
  350-450 Roll and Burn 
   
  Vehicle Collision Details 
  Damage 
  Per 20 meters/turn of vehicle's speed 1d10 
  Riding on ground cycle or hover cycle +2/d10 
  Riding in Explorer 
  -2/d10 
   
  # Dice  
  Damage + 
  2d10 Roll 
   
   
  Damaging Vehicles 
  2-19 
  No effect 
  20 
  Turn Speed -15 
  21 
  Acceleration -20 
  22 
  Top Speed -30 
  23 
  Steering Jammed Straight 
  24 
  Steering Jammed Left 
  25 
  Steering Jammed Right 
  26 
  Speed -20 per Turn 
  27 
  Spin 
  28 
  Vehicle Burning 
  29 
  Roll 
  30+ 
  Roll and Burn 
  Modifiers: 
  +2 
  Target is a ground or hover vehicle 
  -2 
  Target is an Explorer 
   
  Aerial Combat Modifiers 
   
  Attacker is using glijet or riding in  
  moving jetcopter or aircar 
  -20  
  Attacker is riding in jetcopter or  
  aircar that is hovering 
  -10  
  Target is using glijet or riding in  
  moving aircar or jetcopter  
  -10  
  Target is hovering jetcopter or aircar  
  0 
   
  # Dice  
  Damage + 
  2d10 Roll 
   
   
  Damaging Aerial Vehicles 
  2-20 
  No effect 
  21-24 
  Acceleration -30 
  25-28 
  Turns -2 
  29-31 
  Forced Landing 
  32-34 
  Loss of Control 
  35+ 
  Vehicle Burning 
   
  
   
  4 
   
   
  Combat Sequence 
  1. Check for Surprise 
  2. Roll for initiative.  
  3. Declare, starting with side losing initiative. 
  4. Losing side moves, winning side may take 
  opportunity shots at losing side. 
  5. Winning side moves, losing side that hasn’t 
  acted may take opportunity shots. 
  6. Winning side resolves any remaining attacks. 
  7. Losing side resolves any remaining attacks. 
   
   
  Melee Hit Procedure 
  % 
  1 
  Basic Chance  
  (whichever is greater) ½ DEX 
  ½ STR 
  2 
  Skill.   
  Per level of skill +10 
  3 
  Weapon Modifier.  
  varies 
  4 
  Helpless. 
  Attacking from behind +20 
   
   
  Attacking a Stunned foe +20 
  5 
  Battle Rage.  
  Attacker Battle-Raged +20 
  6 
  Defender Encumbered. 
  +10 
  7 
  Attacker Encumbered.  
  -10 
  8 
  Wounds.  
  Attacker Wounded -10 
  9 
  Defending.  
  Target “Defending” -15 
   
   
  Ranged Weapon Hit Procedure 
  % 
  1 
  Basic Chance  
  ½ DEX 
  2 
  Skill. 
  Per skill level +10 
  3 
  Range  
  Point Blank +0 
    
   
  Short -10  
   
   
  Medium -20 
    
   
  Long -40 
   
   
  Extreme -80 
  4 
  Movement: 
  Stationary (target only) +10 
    
   
  Walking +0 
   
   
  Running -10  
    
   
  Dodging -20 
   
  Target is a Running Creature... 
   
   
   
  Medium -10 
   
   
  Fast -20 
   
   
  Very Fast -30 
   
  Moving Vehicles... 
   
   
   
  Target is moving vehicle -10 
   
   
  Attacker in Slow Vehicle -10 
   
   
  Attacker in Fast Vehicle -20 
  5 
  Aiming. 
  Takes aim for one round +15 
  6 
  Burst Fire.  
  Firing a 10-bullet burst +20 
  7 
  Cover. 
  Soft Cover -10 
   
   
  Hard Cover -20 
  8 
  Target Size.  
  Tiny -10 
   
   
  Small -5 
   
   
  Medium +0 
   
   
  Large +5 
   
   
  Giant +10 
  9 
  Wounds.  
  Attacker Wounded -10 
  10 Prone.  
  Target lying prone -5 
  11 Wrong Hand.  
  Using the wrong hand -10 
  12 Two Weapons.  
  Firing two weapons -10 
   
  Range 
  Grenade Bounce 
  Short 
  5 meters 
  Medium 
  10 meters 
  Long 
  15 meters 
  Extreme 
  20 meters 
   
  2,3 4 
  5 
   
  1 2,3 4 
   
  10 
  1 2,3 
  1 
  * 
  6 
   
  10 
  * 
  5 
   
  9 
  * 
  4 
  10 
  9 7,8 
   
  9 7,8 6 
   
  7,8 6 
  5 
   
   
  Direction of  
  Grenade Throw 
   
   
  Weapon 
  Structural 
  Damage 
  Automatic rifle/pistol 
  5 points/shot 
  Gyrojet rifle/pistol 
  10 points/shot 
  Laser rifle/pistol 
  5 points/SEU 
  Needler rifle/pistol 
  no damage 
  Fragmentation grenade 
  15 points 
     (if placed instead of thrown) 
  30 points 
   
  ----- Structural Damage Capacity ----- 
   
  25+ 
  d10 
  50+ 
  2d10 
  100+ 
  d100 
  200+ 
  2d100 
  Heavy Door 
  Fortified Door 
  Safe 
  Vault 
  Interior Wall 
  Exterior Wall 
  Fortified Wall 
  Armored Wall 
  Sign Post 
  Light Vehicle 
  Heavy Vehicle Armored Vehicle 
   
   
  Weapon 
  Avoidance 
  Roll 
   
  Result 
  Electrostunner 
  current STA  
  no effect 
  Sonic stunner 
  current STA 
  no effect 
  Stunstick 
  current STA 
  no effect 
  Anesthetic needles 
  current STA 
  no effect 
  Doze grenade 
  current STA 
  no effect 
  Tangler grenade 
  RS  
  no effect 
  Fragmentation grenade RS  
  ½ damage 
  Incendiary grenade 
  RS  
  ½ damage 
   
  STR: 
  01-20 
  21-40 
  41-60 
  61-80 
  81-00 
  PS: 
  +1 
  +2 
  +3 
  +4 
  +5 
   
  Roll 
  Robot Malfunctions 
  01-25 
  No Malfunction   
  26-50 
  Program Destroyed   
  51-75 
  Short Circuit   
  76-90 
  Haywire   
  91-00 
  Explosion   
   
  
   
  5 
   
   
  Average Herbivores 
  Type 
  Tiny 
  1-5kg 
  1-25cm 
  Small 
  5-20kg 
  25cm-1m 
  Medium 
  20-200kg 
  1-3m 
  Large 
  200-1500kg 
  2-5m 
  Giant 
  1500kg+ 
  5m+ 
  Number 
  1-100 
  1-20 
  10-100 
  1-20 
  1-10 
  Move Medium 
  60m 
  Fast 
  90m 
  Very Fast 
  120m 
  Fast 
  90m 
  Slow 
  30m 
  IM/RS +8/75 
  +7/65 
  +6/55 
  +5/45 
  +4/35 
  Stamina 
  1-10 
  5-20 
  20-100 
  50-100 
  100-300 
  Attack 
  30 
  35 
  40 
  45 
  50 
  Damage 
  1d2 
  1d5 
  1-2d10 
  1-3d10 
  2-6d10 
   
  Average Carnivores 
  Type 
  Tiny 
  1-5kg 
  1-25cm 
  Small 
  5-20kg 
  25cm-1m 
  Medium 
  20-200kg 
  1-3m 
  Large 
  200-1500kg 
  2-5m 
  Giant 
  1500kg+ 
  5m+ 
  Number 
  1-50 
  1-20 
  1-10 
  1-5 
  1-2 
  Move 
  Fast 
  90m 
  Fast 
  90m 
  Medium 
  60m 
  Medium 
  60m 
  Medium 
  60m 
  IM/RS +7/65 
  +6/60 
  +6/55 
  +5/50 
  +5/45 
  Stamina 
  1-10 
  10-20 
  20-120 
  75-200 
  100-400 
  Attack 
  55 
  65 
  75 
  65 
  55 
  Damage 
  1d5 
  1d10 
  1-3d10 
  2-5d10 
  3-10d10 
   
  Average Omnivores 
  Type 
  Tiny 
  1-5kg 
  1-25cm 
  Small 
  5-20kg 
  25cm-1m 
  Medium 
  20-200kg 
  1-3m 
  Large 
  200-1500kg 
  2-5m 
  Giant 
  1500kg+ 
  5m+ 
  Number 
  1-20 
  1-10 
  1-5 
  1-5 
  1-3 
  Move Medium 
  60m 
  Medium 
  60m 
  Slow 
  30m 
  Slow 
  30m 
  Slow 
  30m 
  IM/RS +7/70 
  +6/60 
  +5/50 
  +5/45 
  +4/40 
  Stamina 
  1-10 
  5-20 
  20-100 
  50-150 
  150-300 
  Attack 
  45 
  50 
  55 
  60 
  65 
  Damage 
  1d5 
  1d10 
  1-2d10 
  1-5d10 
  2-8d10 
   
   
  Average 
  NPCs 
  STR/ 
  STA 
  DEX/ 
  RS 
  INT/ 
  LOG 
  PER/ 
  LDR PS 
  IM 
  Human* 45/45 45/45 45/45 45/45 
  3 
  5 
  Dralasite 50/50 40/40 45/45 45/45 
  3 
  4 
  Vrusk 
  40/40 50/50 45/45 45/45 
  2 
  5 
  Yazirian 
  35/35 50/50 50/50 45/45 
  2 
  5 
  Sathar 
  40/40 40/40 45/45 45/65 
  2 
  4 
  *Don’t forget Humans get to add +5 to any one ability 
  score. 
   
  -----Reaction Roll Adjustments----- 
   
  Human Dralasite Vrusk Yazirian Sathar 
  Human 
  0 
  0 
  -10 
  -5 
  -20 
  Dralasite 
  0 
  +10 
  +5 
  0 
  -20 
  Vrusk 
  -5 
  0 
  0 
  0 
  -10 
  Yazirian 
  -5 
  -10 
  0 
  0 
  -30 
  Sathar 
  -20 
  -30 
  -10 
  -20 
  0 
   
   
  -------------------------------- Skill Level of Hireling ------------------------------- 
  Hireling 
  1 
  2 
  3 
  4 
  5 
  6 
  Computer Operator 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  110 Cr/day 
  120 Cr/day 
  Demolitions Expert 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  Environmentalist 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  110 Cr/day 
  Martial Artist 
  40 Cr/day 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  Medic 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  110 Cr/day 
  120 Cr/day 
  Non-Skilled Labor 
  20 Cr/day 
  -- 
  -- 
  -- 
  -- 
  -- 
  Psycho-Sociologist 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  110 Cr/day 
  120 Cr/day 
  130 Cr/day 
  Roboticist 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  110 Cr/day 
  Sharpshooter (Projectile) 
  20 Cr/day 
  30 Cr/day 
  40 Cr/day 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  Space Marine (Beam) 
  40 Cr/day 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  Star Soldier (Gyrojet) 
  30 Cr/day 
  40 Cr/day 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  Technician 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
  100 Cr/day 
  Weaponeer (Melee) 
  40 Cr/day 
  50 Cr/day 
  60 Cr/day 
  70 Cr/day 
  80 Cr/day 
  90 Cr/day 
   
  90%  
  Availability 
  75%  
  Availability 
  60%  
  Availability 
  45%  
  Availability 
  30%  
  Availability 
  15%  
  Availability 
  The cost per day is increased by 20 Cr if the player’s skill level total is less than the hireling’s skill level total. 
   
  
   
  6 
   
   
  Melee 
  Weapons 
  (Mod) 
  Cost 
  (Cr) 
  Wgt 
  (kg) 
   
  Damage 
   
  Ammo 
   
  SEU 
   
  Rate 
   
  Defense 
  Range 
  (PB/S/M/L/E) 
  Beam Weapons 
   
   
   
   
   
   
   
   
  Electrostunner 
   
  500 
  1 
  4d10/Stun 
  SEU 
  2 
  1 
  Gauss/A-S 5/15/-/-/- 
  Laser Pistol 
   
  600 
  1 
  1d10 per SEU 
  SEU 
  1-10 
  2 
  Albedo 
  5/20/50/100/200 
  Laser Rifle 
   
  800 
  3 
  1d10 per SEU 
  SEU 
  1-20 
  2 
  Albedo 
  10/40/100/200/400 
  Sonic Disruptor 
  700 
  4 
  6d10/4d10/2d10/1d10 
  SEU 
  4 
  1 
  Sonic 
  2/10/20/40/-/- 
  Sonic Stunner 
  500 
  1 
  Stun 
  SEU 
  2 
  1 
  Sonic/A-S 
  3/10/20/30/50 
  Heavy Laser 
  6,000 
  20 
  1d10 per SEU 
  SEU 
  5-20 
  1 
  Albedo 
  -/100/500/1km/2km 
  Sonic Devastator 
  5,000 
  15 
  20d10/15d10/10d10/5d10 SEU 
  10 
  1 
  Sonic 
  5/25/50/100/- 
   
   
   
   
   
   
   
   
   
  Projectile Weapons 
   
   
   
   
   
   
   
   
  Automatic Pistol 
  200 
  2 
  1d10/5d10 
  20 rounds -- 
  3(1) Inertia 
  5/15/30/60/150 
  Automatic Rifle 
  300 
  4 
  1d10/5d10 
  20 rounds -- 
  3(1) Inertia 
  10/40/100/150/300 
  Needler Pistol 
  200 
  1 
  2d10/1d10+Sleep 
  10 shots 
  -- 
  3 
  Inertia 
  5/10/20/40/100 
  Needler Rifle 
  400 
  3 
  3d10/1d10+Sleep 
  10 shots 
  -- 
  3 
  Inertia 
  10/20/40/75/150 
  Machine Gun 
  2,000 
  20 
  10d10 
  10 bursts 
  -- 
  1 
  Inertia 
  -/70/200/500/1km 
  Recoilless Rifle 
  4,000 
  20 
  12d10 
  1 shell 
  -- 
  ½ 
  Inertia 
  -/150/1km/2km/3km 
   
   
   
   
   
   
   
   
   
  Gyrojet Weapons 
   
   
   
   
   
   
   
   
  Gyrojet Pistol 
  200 
  1 
  2d10 
  10 rounds -- 
  3 
  Inertia 
  -/5/50/100/150 
  Gyrojet Rifle 
  300 
  4 
  3d10 
  10 rounds -- 
  3 
  Inertia 
  -/5/75/150/300 
  Grenade Rifle 
  700 
  4 
  As grenade 
  1 bullet 
  -- 
  ½ 
  RS check 
  -/25/50/100/200 
  Grenade Mortar 
  2,000 
  15 
  As grenade 
  1 shell 
  -- 
  ½ 
  RS check 
  -/200/500/1km/2km 
  Rocket Launcher 
  5,000 
  15 
  15d10 
  1 rocket 
  -- 
  ½ 
  Inertia 
  -/70/200/500/1km 
   
   
   
   
   
   
   
   
   
  Grenades 
   
   
   
   
   
   
   
   
  Doze Grenade 
  10 
  -- 
  Sleep 
  -- 
  -- 
  1 
  STA check 
  5/10/15/25/50 
  Frag. Grenade 
  20 
  -- 
  8d10 
  -- 
  -- 
  1 
  RS check 
  5/10/15/25/50 
  Incendiary Grenade 
  20 
  -- 
  4d10+1d10x3 Turns 
  -- 
  -- 
  1 
  RS check 
  5/10/15/25/50 
  Poison Grenade 
  30 
  -- 
  S5/T10 Poison 
  -- 
  -- 
  1 
  STA check 
  5/10/15/25/50 
  Smoke Grenade 
  10 
  -- 
  -10 to Hit 
  -- 
  -- 
  1 
  IR 
  5/10/15/25/50 
  Tangler Grenade 
  25 
  -- 
  Entanglement 
  -- 
  -- 
  1 
  RS check 
  5/10/15/25/50 
   
   
   
   
   
   
   
   
   
  Archaic Weapons 
   
   
   
   
   
   
   
   
  Axe  
  (+5) 
  15 
  1 
  2d10 
  -- 
  -- 
  1 
  Inertia 
  5/10/15/20/25 
  Bow 
  50 
  -- 
  1d10 
  1 arrow 
  -- 
  1 
  Inertia 
  510/30/75/150/300 
  Knife  
  (+5) 
  10 
  -- 
  1d10 
  -- 
  -- 
  1 
  Inertia 
  5/10/15/20/25 
  Musket 
  100 
  2 
  1d10 
  1 shot 
  -- 
  1 
  Inertia 
  5/15/40/70/100 
  Spear  
  (+15) 
  20 
  1 
  2d10 
  -- 
  -- 
  1 
  Inertia 
  5/10/20/30/40 
   
   
   
   
   
   
   
   
   
  Melee Weapons 
   
   
   
   
   
   
   
   
  Brass Knuckles  
  (+0) 
  10 
  1 
  1d10 
  -- 
  -- 
  -- 
  Inertia 
  -- 
  Electric Sword  
  (+10) 
  150 
  2 
  4d10/Stun 
  SEU 
  2/hit 
  -- 
  Gauss/A-S -- 
  Nightstick  
  (+5) 
  20 
  1 
  2d10 
  -- 
  -- 
  -- 
  Inertia 
  -- 
  Polearm  
  (-10) 
  40 
  4 
  4d10 
  -- 
  -- 
  -- 
  Inertia 
  -- 
  Shock Gloves  
  (+0) 
  50 
  1 
  2d10 
  powerpack 2/hit 
  -- 
  Gauss/A-S -- 
  Sonic Knife  
  (+10) 
  50 
  1 
  3d10 
  SEU 
  1/hit 
  -- 
  Sonic 
  -- 
  Sonic Sword  
  (+15) 
  300 
  1 
  5d10 
  SEU 
  2/hit 
  -- 
  Sonic 
  -- 
  Stunstick  
  (+5) 
  75 
  1 
  3d10/Stun 
  SEU 
  2/hit 
  -- 
  Gauss/A-S -- 
  Sword  
  (+10) 
  30 
  2 
  3d10 
  -- 
  -- 
  -- 
  Inertia 
  -- 
  Vibroknife  
  (+5) 
  25 
  1 
  2d10 
  SEU 
  1/hit 
  -- 
  Inertia 
  -- 
  Whip  
  (-5) 
  20 
  1 
  1d10 
  -- 
  -- 
  -- 
  Inertia 
  -- 
   
   
  
   
  7 
   
   
   
  Defense 
  Cost 
  (Cr) 
  Wgt 
  (kg) 
   
  Energy 
  Defense 
  Against 
  Power Screens 
   
   
   
   
  Albedo Screen 
  2,000 
  2 
  1 SEU/min 
  lasers 
  Gauss Screen 
  1,000 
  2 
  2 SEU/hit 
  electric stun 
  Holo Screen 
  1,000 
  2 
  1 SEU/min 
  -- 
  Inertia Screen 
  2,000 
  3 
  2 SEU/hit 
  ballistic/ 
  melee 
  Sonic Screen 
  2,000 
  2 
  1 SEU/min 
  2SEU/hit 
  sonic 
   
   
   
   
   
  Defensive Suits 
   
   
   
   
  Albedo Suit 
  500 
  1 
  100 points 
  laser 
  Military Skeinsuit 
  300 
  1 
  50 points 
  ballistic/melee 
  Civilian Skeinsuit 
  500 
  1 
  50 points 
  ballistic/melee 
   
   
  Toolkit or Refill 
  Cost 
  (Cr) 
  Wgt 
  (kg) 
  Techkit 
  500 
  12 
  Robcomkit 
  500 
  10 
  Medkit 
  500 
  10 
  - Antibody Plus 
  5 
  -- 
  - Antitox 
  5 
  -- 
  - Biocort 
  10 
  -- 
  - Omnimycin 
  5 
  -- 
  - Staydose 
  5 
  -- 
  - Stimdose 
  5 
  -- 
  - Telol 
  10 
  -- 
  Envirokit 
  500 
  10 
   
   
  Miscellaneous Equipment 
  Cost 
  (Cr) 
  Wgt 
  (kg) 
  All-weather blanket 
  20 
  -- 
  Anti-Shock Implant (r) 
  2,000 
  -- 
  Chronocom (r) 
  100 
  -- 
  Compass (r) 
  10 
  -- 
  Everflame 
  50 
  -- 
  Exoskeleton* 
  2,000 
  5 
  Flashlight 
  5 
  -- 
  Freeze Field 
  1,200 
  4 
  Gas Mask 
  30 
  -- 
  Holoflare 
  5 
  1 
  Infra-red Goggles (r) 
  300 
  -- 
  Infra-red Jammer* (r) 
  500 
  1 
  Life Jacket 
  10 
  1 
  Machete 
  30 
  3 
  Magnigoggles (r) 
  200 
  -- 
  Parawing 
  200 
  3 
  Poly-vox 
  1,500 
  1 
  Radiophone (r) 
  500 
  4 
  Rope 
  2 
  1 
  Solvaway 
  10 
  -- 
  Subspace Radio 
  20,000 
  100 
  Sungoggles 
  2 
  -- 
  Survival Rations 
  2 
  -- 
  Tornadium D-19 
  50 
  1 
  Toxy-Rad Guage (r) 
  20 
  -- 
  Variable Timer 
  5 
  -- 
  Vitasalt Pills 
  1 
  -- 
  Water Pack 
  4 
  4 
  * This item must be plugged into a power pack to operate.  It 
  uses 1 SEU per minute while in operation. 
  (r) This item can be added to a robot at its cost plus 10% 
  installation fee. 
   
   
  150 Cr 
  Standard Equipment Pack 
  1 kg 
  • Chronocom 
  • Coveralls or uniform with many pouches/pockets 
  • Doze Grenade 
  • First Aid Pack with bandages, antiseptic, etc. 
  • ID Card 
  • Pocket Flashlight 
  • Pocket Tool 
  • Staydose 
  • Stimdose 
  • Sungoggles 
  • Survival Rations (5 days) 
   
    
  Ammo Type 
  Cost 
  (Cr) 
  Wgt 
  (kg) 
  Energy/ 
  Rounds 
  Beam Weapon Ammo 
   
   
   
  Power Clip 
  100 
  -- 
  20 SEU 
  Power Beltpack 
  250 
  4 
  50 SEU 
  Power Backpack 
  500 
  10 
  100 SEU 
   
   
   
   
  Gyrojet Ammunition 
   
   
   
  Pistol Jetclip 
  10 
  -- 
  10 rounds 
  Rifle Jetclip 
  20 
  -- 
  10 rounds 
  Grenade Bullet 
  3 
  -- 
  1 round 
  Grenade Shell 
  8 
  -- 
  1 round 
  Rocket 
  15 
  4 
  1 round 
   
   
   
   
  Projectile Weapon Ammo  
   
   
  Pistol Bulletclip 
  2 
  -- 
  20 rounds 
  Rifle Bulletclip 
  5 
  -- 
  20 rounds 
  Pistol Needleclip 
  10 
  -- 
  10 rounds 
  Rifle Needleclip 
  20 
  -- 
  10 rounds 
  Machine Gun Belt 
  50 
  4 
  200 rounds 
  Recoilless Shell 
  10 
  1 
  1 round 
   
   
   
   
  Archaic Weapon Ammo 
   
   
   
  Arrow 
  2 
  -- 
  20 arrows 
  Powder and Shot 
  10 
  1 
  20 rounds 
   
  Space Travel 
   
  Starship Tickets 
  Cost (Cr) 
  First Class 
   
  200/LY 1 metric ton 
  Journey Class 
   
  100/LY ½ metric ton 
  Storage Class 
   
  30/LY 
  100kg 
   
  Travel Time: Starships travel 1 LY per day.  Characters 
  must wait 3d10-3 days at any location before the next 
  starship is ready to leave upon which they can purchase 
  passage. 
   
  Costs above do not include any Customs, Duties, or Taxes. 
   
  
   
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  -- Function Points for Levels -- 
  Computer Program 
  1 
  2 
  3 
  4 
  5 
  6 
  Analysis 
  1 
  2 
  4 
  8 
  16 
  32 
  Bureaucracy 
  2 
  4 
  8 
  16 
  32 
  64 
  Commerce 
  3 
  6 
  12 
  24 
  48 
  96 
  Communication 
  3 
  6 
  12 
  24 
  48 
  96 
  Computer Security 
  2 
  4 
  8 
  16 
  32 
  64 
  Industry 
  3 
  6 
  12 
  24 
  48 
  96 
  Information Storage 
  2 
  4 
  8 
  16 
  32 
  64 
  Installation Security 
  3 
  6 
  12 
  24 
  48 
  96 
  Language 
  1 
  2 
  4 
  8 
  16 
  32 
  Law Enforcement 
  4 
  8 
  16 
  32 
  64 
  128 
  Life Support 
  4 
  8 
  16 
  32 
  64 
  128 
  Maintenance 
  2 
  4 
  8 
  16 
  32 
  64 
  Robot Management 
  2 
  4 
  8 
  16 
  32 
  64 
  Transportation 
  3 
  6 
  12 
  24 
  48 
  96 
  Function Point 
  Total 
  Resulting 
  Computer Level 
  Wgt  
  (kg) 
  1-10 
  Level 1 
  3 
  11-30 
  Level 2 
  8 
  31-80 
  Level 3 
  20 
  81-200 
  Level 4 
  100 
  201-500 
  Level 5 
  300 
  500+ 
  Level 6 
  800+ 
  Computers cost 1,000Cr x the total # of Function Points. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Robot Design 
  Cost 
  (Cr) 
  Body Types 
   
  - Standard 
  2,000 
  - Heavy Duty 
  5,000 
  - Anthropomorphic 
  3,000 
  Extra Limbs 
   
  - Standard Pair 
  800 
  - Heavy Duty Pair 
  1,200 
  - Anthropomorphic 
  1,000 
  Altered Movement Modes 
   
  - Hover 
  2,000 
  - Rotor 
  5,000 
  - Rocket 
  10,000 
  Special Programs 
   
  - Restrain  
  (min Level 2) 
  500 
  - Self Defense  
  (min Level 2) 
  500 
  - Attack/Defense  
  (min Level 2) 
  1,000 
  - Search & Destroy  
  (min Level 4) 
  3,000 
  - Computer Link  
  (min Level 4) 
  4,000 
  - Security Lock  
  (min Level 1) 
  500 
  Level 
  1 
  2 
  3 
  4 
  5 
  6 
  Cost (Cr) 
  200 
  500 
  1,000 
  2,000 
  4,000 
  8,000 
   
  Parabattery 
  SEUs 
  Cost (Cr) 
  Wgt (kg) 
  Type 1 
  500 
  600 
  25 
  Type 2 
  1,000 
  1,200 
  50 
  Type 3 
  2,000 
  2,300 
  100 
  Type 4 
  4,000 
  4,500 
  200 
  Generator 
  SEUs/Hour 
  Cost (Cr) 
  Maintenance 
  Type 1 
  500 
  10,000 
  100 Cr/day 
  Type 2 
  1,000 
  20,000 
  200 Cr/day 
  Type 3 
  2,000 
  40,000 
  400 Cr/day 
  Type 4 
  4,000 
  80,000 
  800 Cr/day 
   
   
  -- Cost (Cr) per robot Level -- 
  Standard Robot 
  1 
  2 
  3 
  4 
  5 
  6 
  Maintenance Robot 
  2,200 
  2,500 
  3,000 
  4,000 
  -- 
  -- 
  Heavy Duty Robot 
  5,200 
  5,500 
  6,000 
  7,000 
  -- 
  -- 
  Combat Robot 
  -- 
  3,500 
  4,000 
  5,000 
  -- 
  -- 
  Security Robot 
  -- 
  3,500 
  4,000 
  5,000 
  7,000 
  11,000 
  Service Robot 
  -- 
  -- 
  4,000 
  5,000 
  7,000 
  11,000 
  Cybernetic Robot 
  -- 
  -- 
  -- 
  5,000 
  7,000 
  11,000 
  Warbot 
  -- 
  -- 
  -- 
  -- 
  12,000 
  16,000 
  Robot Brain 
  -- 
  -- 
  -- 
  -- 
  -- 
  17,000 
   
   
  Cost 
  -- Top Speed -- 
  -- Cruise Speed -- Accel/ 
  Passen-  
   Vehicle Type 
  (Cr) 
  kph 
  m/turn 
  kph 
  m/turn 
  Decel 
  gers 
  Cargo Limit 
  Ground Car 
  5,000 
  100kph 
  175m/t 
  60kph 
  80m/t 
  60/40 
  6 
  150kg, 1 cubic meter 
  Ground Transport 
  15,000 
  75kph 
  125m/t 
  60kph 
  50m/t 
  40/30 
  3 
  10,000kg, 30 cubic meters 
  Ground Cycle 
  2,000 
  120kph 
  200m/t 
  60kph 
  100m/t 
  100/40 
  2 
  20kg, 0.5 cubic meter 
  Hover Car 
  8,000 
  150kph 
  250m/t 
  60kph 
  70m/t 
  80/40 
  6 
  100kg, 1 cubic meter 
  Hover Transport 
  20,000 
  150kph 
  250m/t 
  90kph 
  40m/t 
  60/30 
  3 
  10,000kg, 35 cubic meters 
  Hovercycle 
  2,000 
  100kph 
  175m/t 
  80kph 
  90m/t 
  100/40 
  2 
  20kg, 0.5 cubic meters 
  Explorer 
  20,000 
  90kph 
  150m/t 
  50kph 
  100m/t 
  60/40 
  6 
  2,000kg, 6 cubic meters 
  Glijet 
  3,000 
  100kph 
  -- 
  30kph 
  -- 
  -- 
  1 
  15kg, 0.1 cubic meter 
  Jetcopter 
  40,000 
  350kph 
  -- 
  50kph 
  -- 
  100/100 
  4 
  500kg, 5 cubic meters 
  Aircar 
  50,000 
  900kph 
  -- 
  400kph 
  -- 
  100/100 
  4 
  1,000kg, 2 cubic meters 
   
   
  Parabattery Types 
  Type 1:  
      Ground cycles and Hover cycles 
  Type 2:  
      Ground cars and Hover cars 
  Type 3:  
      Trucks, Hover trucks,  Explorers 
  Type 4:  
      Air cars and Jet-copters 
   
  
   
  9 
   
  Neutron Star 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Star System uninhabited/unexplored 
  Binary Star System 
  Yazirian primary colonists 
  Human primary colonists 
  Vrusk primary colonists 
  Dralasite primary colonists 
  Mixed colonization 
   
   
   
   
  
   
  10 
   
   
   
   
    
   
   
    
   
   
   
   
   
  The Frontier Worlds 
  System/Planet  
  Col.  
  Pop.  
  Grav.  
  Moons  
  Day  
  Star 
  Araks  
   
   
   
   
   
  Yellow 
    Hentz  
  Y  
  HI  
  .7  
  0  
  25  
   
  Athor  
   
   
   
   
   
  Orange 
    Yast  
  Y  
  MA  
  1.0  
  2  
  15  
   
  Cassidine  
   
   
   
   
   
  Orange-Yellow 
    Rupert's Hole  
  H  
  MIA  
  .9  
  0  
  20  
   
    Triad  
  *  
  HI  
  1.1  
  1  
  30  
   
  Dixon's Star  
   
   
   
   
   
  Green-Yellow 
    Laco  
  H  
  O  
  1.4  
  1  
  60  
   
  Dramune  
   
   
   
   
   
  Orange-Yellow 
    Inner Reach  
  D  
  MAI  
  .8  
  1  
  20  
   
    Outer Reach  
  *  
  MIR  
  1.0  
  5  
  35  
   
  Fromeltar  
   
   
   
   
   
  Yellow 
    Groth  
  D  
  LA  
  1.2  
  0  
  45  
   
    Terledrom  
  D/V  
  HI  
  1.0  
  3  
  60  
   
  Gruna Goru  
   
   
   
   
   
  Yellow 
    Hargut  
  Y  
  HR  
  1.1  
  1  
  20  
   
  K'aken-Kar  
   
   
   
   
   
  Red-Orange 
    Ken'zah Kit  
  V  
  MA  
  .9  
  0  
  25  
   
  Kizk'-Kar  
   
   
   
   
   
  Yellow 
    Zik-kit  
  V  
  MIR  
  1.0  
  0  
  65  
   
  Madderly's Star  
   
   
   
   
   
  Yellow-Green 
    Kdikit  
  H  
  MIA  
  1.0  
  5  
  30  
   
  Prenglar  
   
   
   
   
   
  Yellow 
    Gran Quivera  
  *  
  HI  
  1.0  
  0  
  15  
   
    Morgaine's World  
  H  
  O  
  1.5  
  4  
  40  
   
  Scree Fron  
   
   
   
   
   
  Orange-Red 
    Histran  
  Y  
  O  
  .6  
  7  
  25  
   
    Hakosoar  
  Y  
  LAI  
  .9  
  5  
  50  
   
  Theseus  
   
   
   
   
   
  Yellow-Orange 
    Minotaur  
  H  
  HI  
  1.2  
  0  
  15  
   
  Timeon  
   
   
   
   
   
  Green-Yellow 
    Lossend  
  H  
  LFI  
  .7  
  0  
  70  
   
  Truane's Star  
   
   
   
   
   
  Orange-Yellow 
    Pale  
  *  
  MIR  
  .9  
  3  
  55  
   
    New Pale  
  H  
  LA  
  1.4  
  0  
  20  
   
  White Light  
   
   
   
   
   
  Red-Orange 
    Gollywog  
  H  
  HR  
  1.0  
  0  
  50 
   
   
  Hentz (Araks) is ruled by a religious clan, the Family of One. Everyone who lives there wears a uniform showing his 
  job and position. 
   
  Triad (Cassidine) is a major industrial planet where very high technology items are manufactured and sold. 
   
  Inner Reach (Dramune) has an unusual local custom. The Dralasites that live there dye their skin various colors to 
  show their mood for the day. The dyes wash off easily.  
   
  Outer Reach (Dramune) is a gathering place for criminals and outlaws of all types. People there do not ask strangers 
  how they earn their livings. 
   
  Terledrom (Fromeltar) is ruled by a council of Vrusk companies and elected Dralasites. The companies control all 
  trade with other planets, and consider smuggling a serious crime. The planet has rings that are visible from the 
  ground during the day. 
   
  Zik-kit (Kizk'-Kar) has very rich mining deposits. These are exported mainly to Terledrom for manufacturing. Zik-kit is 
  controlled as a colony by the Terledrom government. 
   
  Gran Quivera (Prenglar) is the hub of the Frontier Sector. The Star Law Rangers, Pan Galactic Corporation, and 
  United Planetary Federation all have headquarters at Port Loren, the major city. 
   
  Morgaine's World (Prenglar) is a UPF and Star Law base. The planet has rings. 
   
  Pale (Truane's Star) is the starting point of the only possible starship route through the Xagyg dust clouds. The route 
  to Zebulon was just recently opened. 
   
  
SOURCE: textdata/thevault/Star Frontiers (osr)/Star Frontiers Remastered/Remastered Star Frontiers Quick Reference.pdf