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  Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
  Distributed in the United Kingdom by TSR Hobbies, (UK) Ltd. Distributed to the toy and hobby trade by regional distributors.
  This module is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of
  the material or artwork contained herein is prohibited without the express written consent of TSR Hobbies, Inc.
  STAR FRONTIERS is a trademark owned by TSR Hobbies, Inc.
  First Printing: March 1983
  Printed In USA
  © 1983 TSR Hobbies, Inc. All Rights Reserved.
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  Campaign Book
  Starships Clash over Unknown Worlds
  Designed by Douglas Niles
  Cover Artist: Larry Elmore
  Editor: Steve Winter
  Interior Artist: Jim Holloway
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  TABLE OF CONTENTS
   
   
   
  INTRODUCTION 
  SPACESHIP DESIGN
    Spaceship Types 
    Space Station Types 
    Spaceship Hulls 
    Spaceship Designs 
    Space Station Designs 
    Civilian Ships; Calculating DCR and Hull Points
    Equipping Spaceships 
    Spaceship Construction 
    Spaceship Maintenance and Repairs
  SPACESHIP EQUIPMENT
    Hull Availability and Cost 
    Spaceship Drives
    Life Support Systems 
    Computers 
    Astrogation Equipment 
    Communication and Detection Equipment 
    Emergency Equipment 
  OPTIONAL SPACESHIP EQUIPMENT 
    Weapon Systems 
    Defensive Systems 
    Mining Equipment
    Agriculture Spaceship Equipment 
    Freight Transport Equipment 
    Passenger Accommodation Equipment 
    Exploration Equipment 
    Scientific Research Equipment 
    Modifying Spaceships 
  SPACESHIP DECK PLANS
  THE SPACESHIP SKILLS
    Piloting Skill 
    Astrogation Skill 
    Spaceship Engineering Skill 
    Gunnery Skill 
  PERSONAL SPACE EQUIPMENT
    Spacesuits
    Space Vehicles 
    Tools 
  SPACESHIP MOVEMENT
    Misjumping
    Jump Limits 
   
  3
  4-10
  4
  4
  5
  5
  8
  8
  8
  9
  10
  11-17
  11
  12
  14
  14
  15
  15
  17
  18-22
  18
  19
  19
  20
  21
  21
  21
  22
  22
  23
  24-27
  24
  25
  26
  27
  28-30
  28
  29
  30
  31-34
  31
  31
   
   
    Takeoffs from Planets 
    Landing on Planets 
    Docking at Space Stations 
    Artificial Gravity and High-G Maneuvers
    Asteroid Belts 
    Ramming Spaceships 
  CLOSE COMBAT
    Boarding Actions 
    Combat in Spacesuits
    Escaping from Destroyed Ships
    Sabotaging Spaceships 
    Starship Self-Destruction
  ECONOMIC ACTIVITY IN THE FRONTIER
    Loans 
    Alternate Means of Acquiring Starships 
    Business Ventures 
    Passenger Lines 
    Freight Hauling Businesses 
    Mining Ventures 
  REFEREE'S BACKGROUND AND
  CAMPAIGN MATERIAL
    The United Planetary Federation 
    The Sathar and the UPF
    Corporations in the Frontier 
    Planets of the Frontier 
    Pirates in the Frontier 
    Suggested Plots and Objectives 
    Awarding Experience Points 
    Campaign Suggestions 
    Wages for Characters with Spaceship Skills 
  THE SECOND SATHAR WAR
    Orders of Battle: The Opposing Ships
    The Frontier Deployment Map 
    Setting Up the Game 
    Strategic Turn Sequence 
    Strategic Movement 
    Special Combat Rules 
    Supply 
    Repair 
    Replacements 
    Shatter Drones 
    Conditions for Victory 
   
  EQUIPMENT LISTS
   
  31
  32
  32
  33
  34
  34
  35-39
  35
  36
  37
  38
  39
  40-47
  40
  42
  43
  44
  45
  46
   
  48-54
  48
  50
  51
  51
  52
  52
  53
  53
  54
  55-60
  55
  56
  57
  57
  57
  58
  59
  59
  60
  60
  60
   
  61-62
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  INTRODUCTION
  The Frontier! It is a region of densely packed stars, un-
  explored worlds and the mysteries of deep space. It is a
  place where the boldest members of the four United
  Races can seek adventure and fortune. Some find
  fortunes, in trading, mining or plunder. Some find
  adventure in exploration, colonization or war. Some find
  only sudden death.
  Beings and products from dozens of worlds are
  gathered at Triad, Gran Quivera and the other great
  centers of civilization. Away from these thriving capitals
  are isolated and bleak worlds where pirates skulk or
  courageous pioneers work to build a new life in the
  wilderness. It is a time of exciting growth, as more and
  more planets are discovered and opened up to
  colonization.
  With the spread of civilization comes danger. Pirates
  inhabit many of the abandoned asteroids and barren
  planets. Their swift ships ambush the plump targets on
  major trade routes, and the pirates have no mercy for
  the innocent victims caught in their ruthless assaults.
  The United Planetary Federation Space Fleet, created
  to drive out the Sathar, fights to keep order in the space
  lanes. Pirates and outlaws have learned to fear the
  deadly effectiveness of the space fleet and the Star Law
  Rangers. Even so, a few ruthless bands have grown so
  powerful that they operate as independent nations, and
  have even attacked UPF Space Fleet ships.
  Fear comes from inside and out. Even these mercenary
  raiders were forgotten when the Sathar returned.
  Traveling in mighty vessels of war, attacking with
  unbelievable savagery, the worm-like creatures leave
  only death and destruction in their wake. Political and
  business differences were put aside as all four races
  banded together to face their common enemy.
  It took the courage of a few brave heroes, handling their
  swift ships with skill and cunning, to defeat the Sathar
  armada. These elite, honored warriors reminded the
  Frontier colonists of swift, savage birds of prey, giving
  rise to the name that still honors the ideal combination of
  a fighter and his ship: Knight Hawk!
   WHAT IS THE STAR FRONTIERSTM
  Knight Hawks GAME? 
  Knight Hawks game is a set of rules that allows players
  of the STAR FRONTIERS role-playing game to design,
  build and use spaceships in their campaigns. The Knight
  Hawks board game introduces the movement and
  combat rules for spaceships. Players do not need to
  have played STAR FRONTIERS game to play the board
  game. Players can simply read the 16 page rule book,
  choose up sides and play a game of starship-to-starship
  or fleet-to-fleet combat.
  The Knight Hawks Campaign Book (this book) intro-
  duces rules for using STAR FRONTIERS characters
  with spaceships. Players can use their own Vrusk,
  Yazirian, Dralasite or Human characters in Knight
  Hawks games. These characters can learn several new
  skills that are related to spaceships, including spaceship
  piloting, navigation, engineering and gunnery.
  Although the board game can be played by two players or two teams, a referee is needed
  to get full enjoyment from the rules in this book. The referee arranges en- counters and
  plays NPCs-the same things he does in a STAR FRONTIERS campaign. The Referee's
  Back- ground section included in this book is to aid the referee in adding spaceships to his
  campaign.
  The addition of spaceships will open many new oppor- tunities for adventures in a science
  fiction role-playing campaign. Spaceship adventures are easy to create, whether the
  characters are using a ship that was loaned to them or one that was custom-built to their
  specific- ations. Large corporations, planetary militias, scientific research organizations,
  smugglers and small traders all can use the services of a few skilled hands and a cool
  head.
  So strap yourself in, check those dials and gauges, and prepare to blast off to adventure!
   
   
  INTERSTELLARTRAVEL
  The discovery that allowed the members of the four races to expand beyond their home
  worlds and enter the Frontier was purely accidental. It occurred when space- ships were
  developed that could accelerate to a speed of about 12 million km per hour (1% of the
  speed of light). At this speed, a unique reality of space becomes apparent; in defiance of
  all previously accepted laws of physics, a ship will disappear from the space known as the
  universe and enter a region called "the Void."
  Time is very distorted in the Void, and space does not seem to exist at all. If a ship
  decelerates slightly while in the Void, it will emerge into the "real" universe at some point
  far distant from where it left the universe. By carefully coordinating the ship's direction with
  the length of time the ship spends in the Void (usually 3 to 15 seconds), a navigator can
  "jump" his ship into the vicinity of another star.
  Although this process of jumping through the Void allows ships to cover immense
  distances in very short times, jumping still takes several days. Most of this time is spent
  accelerating to jump speed and then decelerating at the other end.
  The characters who live and work on starships call themselves "Spacers." They include
  members of all four races, united in an elite group that is not bound by the restrictions of a
  single planet or even a single star. Spacers live with danger, never knowing what peril
  waits for them at the end of a jump. But they live with mystery and excitement as well. It is
  said that once a person has tasted the thrill of crossing the Void, charting a world never
  seen before, or guiding a mighty starship on a trip to the stars, no tiny bit of planet will
  ever again be called his home.
   
   
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  SPACESHIP DESIGN
  Characters may want to design their own spaceships at some point during a STAR FRONTIERS campaign. The high cost
  of building a starship will prevent most characters from owning one, however. Most starships in the campaign probably will
  be chartered, or vessels that are loaned to the characters by their employer for a specific mission.
  Even if characters do not design their own spaceship, this section will be useful if they need to modify a ship for a special
  purpose. This section explains how characters can design and build spaceships, and how they can modify existing ships.
  The following section, Spaceship Equipment, describes specific systems that can be installed on spaceships.
  Even if characters do not have enough cash or credit to design or purchase a spaceship, the referee can use this section
  himself to design ships that fit a specific need in the campaign.
  SPACESHIP TYPES
  Shuttles
  Shuttles are small ships that can land on the surface of a planet and take off again. They can fly into orbit around planets,
  but their range is too short for interplanetary or inter stellar travel. They are propelled with chemical drives (rockets).
  Shuttles are the least expensive spaceships to build.
  Shuttles are used to transport passengers and supplies from starships or space stations to a planet's surface, and from
  planets to ships in orbit. Unlike other types of spaceships, a shuttle can be flown by any technician that has reached the
  6th level of ability.
  System Ships
  System ships are driven by chemical propulsion. They can be built in a wide variety of sizes, and most have much longer
  ranges than shuttles. These vessels are called system ships because they can travel among the planets, asteroids and
  space stations of a given star system. The limitations of rocket engines, however, prevent them from attaining the speeds
  necessary for interstellar travel.
  System ships can be used for many jobs. They are used to transport minerals from mining centers on asteroids or
  uninhabited planets to large processing centers. Some exploration and agriculture ships are system ships. In star systems
  where several planets are
  inhabited, they may
  carry passengers
  between those
  planets. Any character
  with 1st level
  spaceship piloting skill
  can operate a system
  ship.
  Starships
  Starships are the
  fastest and most
  expensive
  spaceships. The
  development of the
  starship paved the
  way for the United
  Planetary Federation's
  birth, and made it
  possible for Vrusk,
  Dralasites, Yazirians
  and Humans to meet
  face to face. Star-
  ships are driven by
  either atomic fission
  engines or ion
  engines. They tend to
  be large, although the
  recent introduction of
  the assault scout has
  created an exception
  to this rule.
  Starships are used for
  any job that requires
  transport from one
  star system to
  another. Most military
  ships, many freight
  haul ers, passenger,
  research and
  exploration vessels,
  and some agricultural
  ships are starships.
  A character must have
  reached at least the
  2nd level of space
  ship piloting skill to
  operate a small
  starship. Higher levels
  of ability are required
  to operate larger
  starships. Seethe
  section on Spaceship
  Skills for more details.
  SPACE STATION
  TYPES
  Space stations are
  different from space
  ships, as they have no
  means of propulsion.
  Instead, they are
  constructed in orbit
  around a planet, and
  stay there through
  their entire service.
  Space stations vary
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  widely in size and
  cost. Most spin so that
  centrifugal force will
  simulate gravity
  around the station's
  outer rim. It is not
  uncommon for a
  station to have a
  population of several
  thousand more or less
  permanent residents.
  Space stations are
  used as docking
  centers for all other
  types of spaceships.
  Starships and large
  system ships cannot
  land on planets, so
  they transfer cargo
  and passengers while
  docked at space
  stations. Shuttles are
  used to transport
  goods and
  passengers between
  the station and the
  planet's surface.
  Larger stations carry
  large quantities of
  supplies that are
  loaded onto ships as
  they are needed.
  The docking bay of a
  space station is
  located at the "hub" of
  the circle. There is no
  centrifugal force, and
  hence no gravity, in
  the docking bay, so
  ships can gently
  connect to the ports
  leading to the interior
  of the station. The
  "spokes" of the circle
  usually contain
  elevator shafts which
  ferry individuals and
  goods to the station
  rim. As the elevators
  travel toward the rim,
  the feeling of gravity
  inside the elevator
  increases until, at the
  rim, it is the equivalent
  of about 1 g.
  Commerce Centers
  The rim of a
  commerce station
  contains all of the
  stores, restaurants,
  taverns, nightclubs,
  theatres and other
  businesses common
  in a bustling city. The
  rim is divided into
  several decks. The
  upper decks - those
  closest to the hub -
  contain living quarters
  similar to apartments
  and hotel rooms,
  where characters can
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  stay during a visit to
  the station. Above the
  lodging decks are the
  administrative offices
  of the station.
   
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  SPACESHIP DESIGN
  Larger stations store many supplies that are loaded onto spaceships
  as they are purchased. The supply storage area usually is near the
  hub, where large, massive objects and crates can be moved easily
  through the low gravity.
  Military Bases
  Military stations are organized about the same as other stations, with a
  docking bay in the center and recreational facilities along the rims. The
  docking bays are often very large, however, and missile launchers and
  weapon batteries are mounted along the rim for defense.
  Specialized Stations
  Some space stations are designed solely to be centers for spaceship
  construction, as research laboratories or as areas for food production.
  More details on these special purposes are given later in these rules, in
  the section on Optional Spaceship Equipment.
  SPACESHIP HULLS
  Spaceship hulls are rated by size from 1 to 20. A fighter has a type 1
  hull, whereas a battleship has a type 20 hull. The hull is the framework
  for every spaceship, and each hull size includes a specific number of
  hatches, decks and engine mounts. The Spaceship Equipment section
  lists each hull size with specifications for engines, entry and exit, and
  living quarters.
  Note that two hulls of the same hull size can be built in very different
  shapes. The term "hull size" is simply a measure of how much material
  is needed to make the hull. A shuttle of hull size 3 might be a
  saucer-shaped vessel with chemical drives firing out one of the flat
  sides of the disk; whereas an assault scout of the same hull size is a
  long, sleek ship equipped with two atomic engines.
  Space station hulls are shaped and rated differently. There are only 6
  types of space station hulls, with 1 the smallest and 6 the largest. As
  with ships, however, a space station design must begin with the
  selection of a hull.
  Scale illustrations of many different spaceships and stations are
  included in this book for comparison.
  SPACESHIP DESIGNS
  Standard spaceships are designed to perform a specific job. Many
  different warships were described in the boardgame. Each of these
  ships has a defined function within the UPF or Sathar Spacefleet.
  Civilian ships also are designed with an emphasis on the ship's
  purpose.
  This section lists the most common ship purposes, and briefly defines
  each. If, at some point in the campaign, a player wants to design a ship
  for a role that is not listed here, the referee should be able to use these
  descriptions as models when designing the unique ship.
  Because the size of a ship often depends on the ship's purpose, this
  section also includes a list of the common hull sizes used for each type
  of ship. The prices of the different hull types are in the Spaceship
  Equipment section.
  Warships
  Fighters. HULL SIZE = 1. Fighters are fast and maneuverable ships,
  designed to attack larger ships with assault rockets. A fighter has one
  crew member (the pilot) and carries enough life support for
  approximately 20 hours.
  Assault Scout. HULL SIZE =3. Assault; scouts can be used to attack
  larger ships much as fighters can, but their larger size and crew of 4 to 6
  give them much more versatility. They can make interstellar trips,
  although they require an overhaul. after each jump. They serve as scouts
  and rescue ships as well as combat vessels.
  Frigate. HULL SIZE =5. The frigate is the smallest of the "full size"
  spacefleet vessels. Carrying 25 to 30 crew members, frigates can make
  high speed patrols, and up to three jumps before needing an overhaul.
  Frigates are the mainstay of the UPF fleet.
  Destroyers. HULL SIZE = 6. Destroyers carry 40 to 50 crew members.
  They are very similar to frigates, being only slightly larger and a bit less
  maneuverable. A destroyer carries more fuel than a frigate, but still needs
  an engine overhaul after every three jumps. The UPF has only a few
  destroyers. The Sathar have made them their most common warships.
  Minelayer. HULL SIZE = 7. Minelayers carry 30 to 40 crew members.
  Although larger than a destroyer, a minelayer has a smaller area devoted
  to living quarters for the crew, since most of the ship is used to store
  mines and seeker missiles. Its ion engines ire slow, but very reliable, so a
  minelayer can make many jumps before it needs an overhaul.
  Assault Transport. HULL SIZE = 8-10. Assault transports can be built
  with a size 8, 9 or 10 hull. They carry very few weapons, relying heavily
  on other ships for protection. A transport can carry from 600 to 1,000
  troopers, however. The ship's cargo hold carries one shuttle for every 100
  soldiers. An assault transport's ion engines are slow, but these ships can
  make more than a dozen jumps between overhauls.
  Light Cruiser. HULL SIZE = 12-14. Light cruisers carry 70 to 100 crew
  members and can be built with a size 12, 13 or 14 hull. These ships tend
  to be fast and well-armed, but cannot absorb as much damage as a
  heavy cruiser or battleship. A light cruiser can make three jumps before
  requiring an engine overhaul.
  Heavy Cruiser. HULL SIZE = 16-18. Heavy cruisers are the original
  battleships of the spacefleet. All heavy cruisers, both Sathar and UPF,
  are old ships. They are among the slowest and least maneuverable
  starships. The Sathar have many heavy cruisers in active service, but the
  UPF has been phasing them out in favor of modern battleships. A heavy
  cruiser can make a dozen interstellar jumps before the engine must be
  overhauled.
  Assault Carrier. HULL SIZE = 14-17. Assault carriers serve as mobile
  bases for fighter squadrons. A carrier transports fighters   to the scene of
  a battle, launches them, and recovers and re-arms fighters that survive
  the battle. Because of the large amount of maintenance required by
  fighters, an assault carrier carries 300 to 400 crew members. Most
  carriers have a   complement of 5 to 8 fighters, but some of the largest
  can carry 12 or more. Although they are not fast or maneuverable, an
  assault carrier can make 3 to 12 jumps before needing an engine
  overhaul, depending on the size of its engines.
  Battleship. HULL SIZE = 20. Several battleships have recently been built
  by the UPF. These are the mightiest warships in the frontier, and carry
  about 400 crew members. A battleship has excellent maneuverability and
  acceleration, and can absorb considerable damage. In addition, the new
  and durable engines mounted on these ships allow 12 jumps between
  overhauls. The biggest disadvantage of the battleship is its extreme cost;
  only three have been commissioned at the current time.
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  Exploration Ships
  HULL SIZE = 3. Exploration ships are civilian versions of assault scouts.
  They have the same performance capabilities, but are usually unarmed.
  Instead of weapons, they carry sophisticated computers and mapping
  devices for exploring the unknown reaches of the galaxy. An exploration
  ship can carry up to 10 crew members. As traveling in unmapped regions is
  a very risky business (10 to 20% of all exploratory missions are never heard
  from again I), exploration ship crews are kept as small as possible. A wide
  variety of miscellaneous equipment can be carried by an exploration ship.
  Occasionally, a large research starship will be outfitted and manned for an
  exploratory mission. This generally occurs when a standard exploration ship
  would be too small for the expedition's needs.
  SPACE STATION DESIGNS
  Space station hulls are ring-shaped, with a dock for space ships at the
  center of the ring. Stations vary from 200 to 1,200 meters in diameter. The
  various hull sizes are rated from 1 to 6 (the scale used to rate space stations
  is different from that for starships). A station's diameter equals its hull size
  x200 meters.
  Space stations usually serve as bases for spaceship operations and as links
  for space-planetary communications and travel. At major starship airdocks
  and military bases, as many as six or eight Type 6 stations may be linked in
  a line, but these orbiting giants are rare. The types of ships that can be
  docked at various stations are listed below.
   
  Station Type
  Ship Types
  1
  2
  3
  4
  5
  6
  1-6
  1-10
  1-14
  1-18
  any
  any
  Not all space stations fit the descriptions above. Such stations are designed
  and built to serve a specific purpose, and are not equipped to serve as
  bases for spaceships. Space stations can be used for agriculture, scientific
  research and planetary defense. Stations designed for planetary defense
  are designated "fortresses," and can serve as bases for military ships. A
  fortress may even have a small complement of fight ers that can be
  launched and re-armed there.
  CIVILIAN SHIPS: CALCULATING
  DCR AND HULL POINTS
  A referee will often need to know the number of hull points and the DCR of
  civilian ships involved in combat. If the information is not given in the
  boardgame rules, the following equations can be used.
  To find a ship's Damage Control Rating, multiply the ship's hull size by 3 and
  add 20. To find the number of hull points the ship has, multiply its hull size
  by 5. These two formulas are summarized below:
  DCR = (hull size x 3)+20
  Hull  Points = hull size x 5 
   
  EXAMPLE: A freighter of hull size 8 has a DCR of (3 x 8) + 20 = 24
  + 20 = 44. It has (8 x 5) = 40 hull points.
  A ship's damage control rating represents both the crew's repair
  work and computer guided repairs that can be made in the electrical
  circuitry of a ship.
  EQUIPPING SPACESHIPS
  Required Spaceship Systems
  All spaceships must be designed to include the following seven
  systems. A full explanation of the different costs, size and
  maintenance requirements for each system can be found in the
  Spaceship Equipment section.
  Hull. The hull provides the framework that holds the ship together.
  Hulls are not always solid, with air pressure throughout the interior;
  often, much of a ship's hull resembles a cage that simply keeps
  cargo inside.
  Propulsion. Spaceships have from one to eight engines. Three
  types are available: rocket, atomic or ion drives. Rocket engines are
  often located at the stern (back) of the hull, while atomic and ion
  engines are mounted on struts and kept at a distance from the hull.
  Life Support. Life support systems are necessary to keep a ship's
  crew and passengers alive in space. The cost of life support
  depends on the number of creatures that must be kept alive. Life
  support includes air, water, food and waste utilization.
  Computer. A computer is required on a spaceship to operate the
  engines properly, run the life support system, make navigation
  calculations and operate weapons or other special systems. The
  cost of a computer will vary with the size of the ship and the number
  and complexity of programs involved.
  Navigation. A series of complicated instruments are required by
  navigators in order to take the readings necessary for inter stellar
  jumps. The cost of these instruments does not vary much from ship
  to ship.
  Communication and Detection. These systems allow a ship to
  send messages either at the speed of light via radio waves or at an
  accelerated rate with a subspace radio, and to scan the space
  around the ship for other ships, asteroids and assorted space
  objects. Communication and detection systems vary in cost
  depending on the complexity and range of the system purchased.
  Emergency. Emergency equipment is designed to keep a ship's
  crew and passengers alive if the life support, hull or other major
  system should fail. Included in this category are backup life support
  systems, spacesuits, lifeboats and rescue pods.
  Optional Spaceship Systems
  In addition to the required systems, characters can have some or all
  of the following systems installed on a ship. The actual costs and
  space requirements of optional systems are listed in the Spaceship
  Equipment section.
  Weapons. All of the weapons described in Knight Hawks game can
  be used in the role-playing game. 
  .html convertors note: the original listing on page 8 said: "A freighter of hull size 8 has a DCR of (3 x 8) + 20 = 32 + 20 = 52.
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  Restrictions on the types of weapons that can be carried by each type of
  ship still apply (a fighter cannot be armed with torpedo, for example).
  Defenses. All defenses used in the boardgame can be purchased and
  installed on the appropriate ship types.
  Special Systems. This category includes the equip- ment and materials
  needed for agriculture, mining, exploring, research, or passenger or freight
  transport. The costs and space requirements of special systems vary
  widely. Check the Spaceship Equipment section for details. 
  SPACESHIP CONSTRUCTION
  A huge amount of raw material and many skilled personnel are needed to
  build a spaceship. Airdock facilities are also needed, to hold the ship during
  construction. The necessary combination of material, personnel and
  facilities can be found in only a few places throughout the Frontier.
  Designing a Ship
  There is no such thing as a "standard" or "typical" spaceship design.
  Besides the fact that each of the four races has its own design peculiarities
  and customs, most spaceship owners prefer to have ships designed that fill
  their specific needs. High technology in the Frontier allows spaceship
  designs and construction to be extremely fluid.
  When players are trying to design spaceships for their own use, the referee
  should concentrate on maximum flexibility. Although each hull's general
  length and diameter are given on the Hull Table, there is no need to
  account for each cubic meter of the ship's interior. Extra space onboard a
  ship will generally be used for mundane storage: spare parts, spacesuits,
  small cargos, or ground equipment. Also, because starships larger than
  hull size 3 are not streamlined to land on planets, large pieces of
  equipment that will not fit inside the ship can simply be mounted on
  brackets outside the ship. Very general information on the space needed
  for some systems is given in the description of those systems in the
  Spaceship Equipment section. A few more guidelines are given here.
  Referees who want more information must generate specifics themselves.
  Bridge. A ship's bridge (command center) typically fills one entire deck.
  This usually is the topmost deck in the ship, making it easy to restrict
  access to that deck.
  Engineering Section. The bottommost deck in most ships usually is the
  engineering section. Repair shops, engine monitors and spare parts can be
  found in this area.
  Ship's Vehicles. Very few ship's vehicles are kept inside the ship's hull.
  Workpods, lifeboats and shuttles usually are mounted outside the ship,
  with a hatch between the ship and the boat. (These hatches are in addition
  to the ship's entrance airlocks.) Launches and fighters generally are kept
  inside the ship, in small landing bays.
  Construction Times
  The time needed to actually build a spaceship equals the hull size of the
  ship x 30 days. For example, an assault scout (hull size 3) can be built in
  90 days.
  Spaceship Construction Centers
  Spaceships can be built only at spaceship construction centers. Every
  construction center is rated as a Class I, Class II or Class Ill center. All
  centers consist of at least one Type 6 space station hull in orbit around an
  inhabited planet in the Frontier.
  The docking bays of these Spaceship Construction Centers (SCCs)
  are large, open areas. Often, specific docks in the bay may be
  enclosed to contain air pressure, so workers do not need to wear
  spacesuits; these are called airdocks. Spacers generally refer to an
  airdock as "the shop."
  Class I Centers can construct any type of military or civilian ship. Up
  to 140 hull points of ships can be under construction at any one time.
  To determine whether airdock space is available for ship construction,
  roll dl 00 and add 80 to the number rolled. If the total is less than 140,
  it is the number of ship hull points currently under construction at that
  center. If the number is over 140, any points above 140 represent
  ship hull points waiting for airdock space. If not enough airdock space
  is available for the characters' ship, the characters must wait for
  space to open up. The number rolled will decrease by 1 every day,
  until there is enough room in the airdock for the characters' ship.
  EXAMPLE: Several characters have a 5-hull point freighter that
  needs extensive repairs. A player rolls dl 00 and gets 72. Adding 80
  gives a total of 152. This means the airdock is full, and there are (152
  -140) = 12 ship hull points waiting for space ahead of the players. In
  12 days, all these ships will be moved inside and the players' ship will
  be first in the waiting line. In another five days, enough space will be
  opened up inside for the players to move their ship into the airdock.
  Class II Centers can house any civilian ship of 14 hull points or less,
  and military vessels of 6 hull points or less. Up to 50 hull points of
  ships can be under construction at one time.
  To determine the amount of current work and backlog at a type II
  center, roll d100. The result is the number of hull points being worked
  on (up to 50) and the number of days a ship must wait before
  construction space is freed (any number over 50).
  Class Ill Centers are used only for the construction of system ships,
  since installing and adjusting atomic engines requires equipment that
  is not available at these smaller centers. Any size civilian system ship
  can be built at a Class Ill center, but these centers will never be used
  for the construction of military vessels. Up to 20 hull points of ships
  may be under construction at one time.
  A player constructing a ship at a Class Ill center rolls 3d10 to
  determine the amount of work and backlog at the station, using any
  number over 20 as the number of days wait before construction can
  begin.
  Locations of Spaceship Construction Centers
  The Construction Center Table shows the location of all of the Class
  I, II and Ill centers in the Frontier. 
  CONSTRUCTION CENTER TABLE
  System (Planet)
  Center Class
   # of Type
  VI Hulls
  Araks (Hentz) 
  Cassidine (Rupert's Hole)
  Cassidine (Triad)
  Dramune (Outer Reach)
  Fromeltar (Terledrom)
  Prenglar (Gran Quivera)
  Theseus (Minotaur)
  Truane's Star (Pale)
  White Light (Gollywog)
  Class II
  Class III
  Class I
  Class III
  Class II
  Class I
  Class II
  Class III
  Class III
  3
  1
  6
  1
  4
  8
  3
  1
  1
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  SPACESHIP MAINTENANCE
  AND REPAIRS
  Like all types of machinery, a spaceship requires
  maintenance in order to operate with top efficiency. If
  the ship does not receive this maintenance, the
  chance of a serious breakdown during a voyage
  increases dramatically.
   
  Annual Maintenance
  All spaceships, whether starships, system ships or
  shuttles, should undergo routine maintenance once
  every year. Any spaceship construction center can
  perform routine maintenance on any ship, even if the
  ship could not have been built at that center.
  These routine checks, replacements and tune-ups
  take a number of days equal to 1d10 plus the hull
  size of the ship. The cost is assessed to the
  shipowner at a rate of 1000 Cr per day of work. If the
  ship is operating under a company charter, the
  company and the owner split the cost in half.
  If a ship has gone more than a year without
  maintenance, add another d10 to the number of days
  needed to complete the work. If two years have
  passed, 2d10 should be added, and so on. In other
  words, for each year that the ship is not maintained,
  another 1 to 10 days of work are required when it
  finally does get into the shop.
   
  Spaceship Breakdowns
  The breakdown of a crucial spaceship system is a
  matter of grave concern to all spacers. While routine
  maintenance low ers the chance of a breakdown, it
  does not eliminate that chance entirely. Factors such
  as the age of the ship and the length of time since its
  last annual maintenance affect the likelihood of a
  system failure or breakdown.
  The chance that a new ship will break down on any
  given voyage is only 1%. For each five years that the
  ship has been in service, add another 1%. For
  example, a ship that is 25 to 29 years old has a 6%
  chance of breaking down on a voyage. Unless the
  referee has a specific reason for declaring a ship to
  be a certain age, consider most spaceships to be
  2d1 0 years old.
  If a ship misses its yearly maintenance, add 5% to its
  break down chance. If more than two years have
  passed since the ship was in the shop, add 10%,
  and soon.
  There will be times when the dice indicate a
  breakdown should occur, but serious problems
  would be caused in the campaign if the players had
  to stop the action to make repairs. As usual, this rule
  is simply a guideline that the referee should
  disregard whenever it is inconvenient. On the other
  hand, a breakdown is an excellent tool for the
  referee when he wants to strand the characters so
  they can have a planned adventure.
  SPACESHIP BREAKDOWN TABLE
  Dice Roll
  (2d10)
  Breakdown
  Repair Time
  (days)
  2
  Reactor meltdown; atomic engines no will explode in
  1d10 minutes, must repair be jettisoned.
  no repair
  possible
  3
  Life support failure; characters must wear
  spacesuits until repaired.
  1d10
  4
  Radar failure.
  1d10
  5
  Drive program falters, all engines shut down.
  1d10/
  engine
  6-7
  One engine hyper-ignites; replace fuel pellet.
  standard
  8
  Astrogation program fails, no jumps possible until
  repaired.
  2d10
  9-10
  Computer burnout, cannot use drives or life support
  until repaired.
  2d10
  11-12
  Communication system failure.
  1d10
  13
  Maneuver jets clogged, lose entire MR.
  1d10
  14-15
  Short circuit causes fire; roll on damage table with
  +20 modifier DCR every 10 minutes until repaired.
  DCR
  16-20
  Collision with meteor, roll on damage table with -20
  modifier.
  DCR*
  * Any failed repair roll (not just 99 or 00) means that the damage must be repaired at an SCC.
  When the repair time is listed as a number of dl 0, the result of the dice roll is the number of
  days needed to make the repairs. If an engineer is aboard, his skill level can be subtracted
  from the roll. If the result is zero or less, the repairs will take one day anyway. Only one
  engineer can subtract his skill level, even if more than one is aboard the ship.
  If the repair time is "standard," the procedure for repairing the problem is explained
  somewhere else in these rules. The play ers should use the usual procedure for repairing
  that break down.
  When the repair time listed is "DCR," the damage is repaired using the ship's DCR
  (including engineer bonuses), as if the ship was in combat. If a meteor collides with the
  ship, any unsuccessful DCR roll means that the ship must be repaired in a shop. Any further
  attempts to repair the ship in space will fail automatically.
  Battle Repairs
  When a ship survives a battle, crew members will try to repair battle damage as quickly as
  possible. Most ship systems can be repaired in space, but severe hull damage may be
  impossible to repair without airdock facilities.
  Hull damage is repaired using the ship's DCR, the same as during combat. Each successful
  roll repairs 1d10 points of hull damage. If any hull damage repair roll is unsuccessful,  
  however, then the damage cannot be repaired in space. The ship must be taken to an
  airdock and patched. While in the shop, 1d10 points of hull damage will be repaired per day,
  at a cost of 1 ,000 Credits per day.
  Other systems also can be repaired using the ship's DCR. The entire DCR can be applied
  to each repair. One roll is allowed every 30 minutes. Eventually, every system will be
  repaired. However, if any roll results in a 99 or 100, that system cannot be repaired with
  parts on the ship. The ship must be taken to an airdock, where the damaged system can be
  repaired in one day for the standard charge of 1,000 Credits per day.
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  The referee should roll for a breakdown at some time
  during each voyage. If there is a breakdown, the
  Spaceship Breakdown Table should be consulted.
  The Spaceship Breakdown Table lists many types of
  break downs that can be suffered by a spaceship.
  Once the referee determines that a ship will break
  down, he should roll 2d10 and find the result on this
  table. Or, the referee can simply choose a
  breakdown that suits his purpose, or invent a new
  one that is not on the table. 
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  SPACESHIP EQUIPMENT
  The most important part of spaceship design is choosing what equipment to install in the ship.
  The choice of equipment determines how well the ship performs in combat, and what jobs it
  can do in civilian service.
  Many different types of equipment are described in this section. Some of them are required,
  but many others are optional. The description of each item includes its cost and a report on
  what the item can do and how it is used.
  Note that "required" systems are simply those that usually are installed in spaceships. If a
  player designing a ship wants no astrogation or life support equipment, he is free to leave
  them out. The referee may have to tell the player some bad news when the ship enters space,
  however!
  Besides helping players design ships, this section is useful to players who want to learn more
  about equip- ment that is al ready on a ship. The ship rosters from the boardgame and those
  included in this book list all of the equipment installed on the different ships. Some quick
  checks through this section will explain exactly what the ships on the rosters can do.
  HULLS
  Hulls are rated by size (from 1 to 20). Each hull size has a set number of hatches and engine
  mounts. The length and diameter   of a given hull can be increased or de- creased as much
  as 25%, however, since two hulls of the same size can be of very different shapes.
  Hatches always include an airlock inside the opening in the hull. The airlock provides an
  enclosed area that can be filled with air, allowing "spacewalkers" to take off spacesuits and
  then enter the ship. Hatches are located once every two or three decks, but there 'never is a
  hatch on the deck closest to the bow.
  Engine mounts on a hull will take any type of engine. Chemical drives can be mounted in the
  tail. Ion and atomic drives must be mounted on struts. Note that a ship does not need to use
  all of its engine mounts; the engine mount number is simply the maximum number of drives
  the ship can carry.
  Entries in the ADF/MR column show the ADF and MR that a ship of that size will have if it is
  outfitted with the maximum number of atomic engines its hull can carry. This is explained in
  more detail under Spaceship Drives.
   
   
  HULL SPECIFICATION CHART
  Type
  Leng/Diam
  Hatches
  Engines
  ADF/MR
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  10/2
  30/5
  50/8
  75/12
  100/15
  130/20
  150/25
  180/30
  210/35
  240/40
  270/45
  300/50
  340/55
  380/60
  420/70
  450/75
  475/80
  500/85
  540/90
  600/100
  1
  1
  1
  2
  2
  2
  2
  3
  3
  3
  3
  4
  4
  5
  5
  5
  6
  6
  6
  8
  1
  1
  2
  1
  3
  3
  2
  2
  2
  3
  3
  4
  4
  6
  4
  6
  6
  6
  4
  8
  5
  4
  4
  4
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  Lengths and diameters are given in meters.
  HULL AVAILABILITY AND COST
  Availability
  Class I Centers. All types of spaceship hulls are
  available at Class I spaceship construction
  centers.
  Class II Centers. Military hulls of type 6 or smaller,
  and hulls for civilian purposes of type 14 or less
  may be available at Class II spaceship
  construction centers. There is a 75% chance that a
  specific type of hull will be available.
  EXAMPLE: A character at a Class II construction
  center wants a size 7 civilian hull. The player rolls
  dl 00 and gets 60. This is equal to or less than 75,
  50 the hull is available.
  Class III Centers. Class Ill construction centers
  can build only civilian system ships. Only 20 hull
  points of ships can be under construction at any
  one time. There is a 35% chance that a system
  ship hull of a specific size will be available at that
  Class III center.
  Cost
  The cost of a spaceship hull depends on the hull
  size and the type of center where the hull is
  purchased.
  At a Class I center, the size of the hull being
  purchased is multiplied by 50,000 Credits. At a
  Class II center, the size of the hull is multiplied by
  60,000 Credits. At a Class Ill center, the
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  size of the hull is multiplied by 75,000 Credits. The price is higher at small
  centers because hulls are harder to build with- out major facilities. Hull
  prices are summarized on the Hull Cost Table.
  HULL COST TABLE
  Construction Center
  Cost Multiplier
  Class I
  Class II
  Class III
  50,000 Cr
  60,000 Cr
  75,000 Cr
  EXAMPLE: An assault scout hull (hull size = 3) costs 150,000 Cr at a
  Class I construction center. The same hull costs 180,000 Cr at a Class II
  construction center, or 225,000 Cr at a class Ill construction center. (The
  hull can be used only to construct a system ship at a Class Ill center.) The
  price for the hull is the same whether it is used for a system ship or a
  starship.
  SPACESHIP DRIVES
  Three types of spaceship drives (also called engines or propulsion) are
  available: chemical fuel engines, ion engines and atomic engines. Each of
  these types has certain limitations and requirements which are discussed
  in detail here.
  In addition to a drive, each ship must have a Drive Program for the
  on-board computer. Information on Drive Programs is included at the end
  of this section.
  Sizes. Engines of all three types come in three sizes, ranked from size A
  to size C. Size A is the smallest, and size C the largest. A hull must be
  equipped with the engine size appropriate for that hull size, as shown on
  the Hull Size/Engine Size Chart.
  HULL SIZE / ENGINE SIZE CHART
  Hull Size
  Engine Size
  1 to 4
  5 to 14
  15 to 20
  A
  B
  C
  All engines are equipped with maneuver jet nozzles. These are used to
  take the ship through delicate maneuvers, such as docking with a station.
  Chemical Drives
  Chemical drives are the cheapest and simplest spaceship engines. They
  work by igniting a chemical fuel, and propel the ship with the force of the
  exhaust. Liquid or solid oxygen must be carried by the rocket. Chemically
  driven ships must carry a lot of fuel, and cannot accelerate long enough to
  achieve interstellar speeds.
  Any hull that is outfitted with chemical engines must have the full
  complement of engines for that hull. For example, a ship with a hull size of
  13 needs four chemical engines. These engines are mounted at the tail of
  the ship, instead of away from the ship on struts.
  All ships with chemical engines have an ADF of 1.
  The Chemical Drive Price Table lists the prices of the three types of
  chemical engines. Because these engines are simple and easy to
  build, the cost is the same at all construction centers.
  CHEMICAL DRIVE PRICE TABLE
  Engine Size
  Price
  A
  B
  C
  50,000 Cr
  100,000 Cr
  200,000 Cr
  Chemical Drive Fuel. Ships using chemical drives burn a load of fuel
  on every voyage, as a general rule. The cost of one load of fuel is 250
  Cr x the hull size of the ship for each engine. This is doubled for
  shuttles when they are taking off from a planet, because of the extra
  thrust required to escape the gravity well.
  If a chemical drive system ship is being used on a long voyage and
  the crew wishes to conserve fuel, the referee may allow the players
  the option of traveling very slowly (a mere 10,000 km per hour or 50).
  They may then be allowed to make a return trip with the same load of
  fuel that they started with.
  Ion Drives
  Ion engines operate on the same principle as particle beam weapons,
  such as a proton or electron beam battery. Charged particles are
  released from the rear of the engines at tremendous velocity. Even
  though the particles are extremely small, there are enough of them to
  provide a ship with a steady and long-lasting thrust. Ion drive engines
  require very little fuel.
  Ion engines must be mounted on struts, away from the hull of the
  spaceship. Any ship equipped with ion drives must have the full
  complement of engines for that hull size in order to accelerate and
  decelerate normally. The ADF of a ship with ion drive always is 1.
  Prices for ion engines are listed on the Ion Drive Price Table. Note that
  ion engines are not available at class III construction centers, and that
  they are more expensive at class II centers.
  ION DRIVE PRICE TABLE
  Engine Size
  Class I Center
  Class II Center
  A
  B
  C
  100,000 Cr
  150,000 Cr
  200,000 Cr
  150,000 Cr
  200,000 Cr
  not available
  Ion Drive Fuel. Ion engines work by ionizing (electrically charging)
  particles of fuel. This fuel can be just about anything, but the standard
  substance is hydrogen. If characters are stranded in an asteroid belt
  with an ion-driven ship, however, they could crush up the rock of the
  asteroids to use for fuel, or basically use any kind of junk that they can
  find. All fuels other than hydrogen will provide the ship with an ADF of
  only ½.
  Hydrogen can be purchased at all SCCs for a cost of 10 Cr per engine
  per ADF point used. For example, a ship with two ion engines
  embarks on a voyage with 8 units (8 x 10 = 80 Cr worth) of hydrogen.
  The ship accelerates to a speed of two hexes per turn, which uses two
  ADF points. Since both engines burned the fuel, however, this means
  that four units of fuel have been used. The ship now has just enough
  fuel to use two ADF points per engine to decelerate at its destination.
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  DRIVE PROGRAM TABLE
    Drive
  Size A
  Size B
  Size C
    Chemical
    Ion
    Atomic
  1 (3)
  3 (12)
  4 (32)
  2 (6)
  4 (24)
  5 (64)
  3 (12)
  4 (24)
  6 (128)
  Drive programs can be purchased at any construction center that carries the
  engines the program will operate. As with all computers, the cost of a program is
  1,000 Credits x the number of function points it requires.
  LIFE SUPPORT SYSTEMS
  Life support systems on spaceships provide all the elements necessary to keep
  creatures on board those ships alive. These include food storage and prepara- tion,
  and water, atmosphere and waste processing and disposal.
  A life support (LS) system consists of the machinery that per forms the various
  functions and a level 1 computer program to control the machinery. The complexity
  of a Life Support system varies with the number of creatures that must be
  supported, not with the size of the ship.
  The Life Support System Rating Chart shows how many kilo grams of LS
  equipment is needed to support various numbers of creatures (including animals!).
  The number in parentheses following each weight is the number of computer
  function points required by the system's level 1 program.
  LIFE SUPPORT SYSTEM RATING CHART
  Number Supported
  Mass (kg) and
  Function Points
  1-2
  3-6
  7-12
  13-20
  21-35
  36-60
  61-100
  101-200
  201-500
  501-1,000
  3 (1)
  5 (2)
  9 (2)
  15 (2)
  25 (3)
  50 (3)
  90 (3)
  180 (4)
  300 (4)
  600 (4)
  The cost of a Life Support system is divided between the computer program and
  the actual equipment. The program costs 1,000 Cr x  the number of function points
  needed. The equipment costs 100Cr x the weight of the system in kg. An LS
  system must be replenished with fresh food capsules and water every six months.
  Replenishment costs half as much as the original LS equipment - not including the
  computer program.
  Capacity. A spaceship or space station cannot have more creatures living in it than
  its life support system will sustain. If for some reason (rescued castaways,
  stowaways, etc.) a ship has more creatures on board than its LS system can
  handle, a backup life support system will be engaged. If the ship has no backup, or
  if the backup's capacity is exceeded, each creature aboard the ship will lose one
  stamina point per hour, due to shortage of air.
  Obviously, the ship must reach a source of air quickly or its
  occupants will begin to suffocate. If a creature reaches 0
  stamina points, it dies. When enough creatures have died to
  bring the number of occupants down to the LS capacity, no
  more stamina points will be lost. At that point, surviving indi
  viduals will regain stamina points at the rate of 1 per hour.
  Several things can be done to protect passengers in an over
  loaded ship. Characters that are placed in freeze fields
  require no life support while the field is operating. If
  spacesuits are available, persons can put them on and use
  the suit's life support instead of draining the ship's systems.
  Spacesuits are a short-term solution at best.
  Backup Life Support Systems
  Any ship that has a little extra space can carry up to three
  backup life support systems. There are two advantages to
  this.
  First, a backup LS system makes it safe for a ship to carry
  more passengers than the main life support system can
  handle. It is not hard to imagine any number of situations
  where a backup Life Support system could save many lives.
  Second, a ship with a backup life support system can keep
  functioning normally if its primary LS system malfunctions or
  is sabotaged. A disastrous fire, however, will knockout all LS
  systems because it impairs the computer's ability to control
  the ship. Losing LS during combat has no effect, because
  everyone will be wearing spacesuits. The system must be
  repaired as quickly as possible after the battle, however.
  COMPUTERS
  All of the rules in the STAR FRONTIERS Expanded Game
  rule book apply to computers on spaceships. All of the new
  pro grams introduced here can be used with any computer
  large enough to handle the program's function points,
  whether on a spaceship, station or planet.
  As explained in the STAR FRONTIERS rules, each program
  is sold with the circuitry needed to make it work. In addition, a
  special spaceship Control Panel is needed. This panel links
  the drive, life support, astrogation and other essential
  programs into an easily controlled master panel for the pilot.
  A master control panel costs 100 Credits.
  The computer control panel, containing at least the speech
  and warning programs, will be located on the bridge or in the
  cockpit of a spaceship. The rest of the computer apparatus
  can be installed near the control panel, if space is available,
  or tucked away in the ship wherever room can be found for it.
  Other programs that can be added are listed below, with a
  brief description of their functions.
  Alarm. This program will cause lights to flash, dials to flicker
  or even sirens to wail if a programed system on the ship
  begins to malfunction. The program must contain at least one
  level for each of the ship's engines, with a maximum level of
  six. (Ships with seven or eight engines may use a 6th level
  program.)
  Computer Lockout. A computer lockout program is designed
  to prevent unauthorized characters from operating a space
  ship's controls. The lockout is a series of codewords which
  usually are committed to memory, although a written record
  of the codewords is sometimes left with a ship's first mate, in
  case the captain meets an unexpected and sudden demise. A
  lockout program must be of the same level as the ship's com
  puter. A computer expert can get past the lockout by
  "Defeating Security" or "Bypassing Security."
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  Damage Control. This program coordinates the crew's and computer's
  efforts to repair damage that has been inflicted upon a ship. This program
  allows the ship to use its full DCR; ships without this program can use only
  half of their DCR. As with the alarm program, it requires one level for each
  of the ship's engines.
   
   
  ASTROGATION EQUIPMENT
  A starship astrogator needs special equipment in order to make the
  delicate course adjustments before an interstellar jump. System ships can
  get by with much simpler equipment, since they need only to navigate
  around one star. Navigators with skill level 3 or higher can purchase very
  sophisticated equipment that lets them plot a jump in less time with little
  risk.
  Required astrogation equipment is listed and described below, followed by
  necessary computer programs. A ship needs only one set of astrogation
  equipment and the appropriate program.
  Shuttles. Shuttles have the simplest astrogation requirements, involving
  only a gyroscope, radar, gravity detectors and some gauges. The
  complete package costs 1 ,000 Cr at any spaceship construction center.
  System Ships. The telescopes, doppler scanners, electro-charts,
  acceleration meters and gauges needed to navigate a system ship cost a
  total of 5,000 Cr at any spaceship construction center.
  Starships. Starships require all of the astrogation equipment of a system
  ship as well as a high powered telescope for long-range sighting. The
  package costs 15,000 Cr in its basic form, but high level astrogators can
  purchase a more sophisticated version for 50,000 Cr. Starship astrogation
  equipment can be purchased at any class I or II construction center.
  Computer Programs
  Computer programs for astrogation are listed on the Astrogation Program
  Table. The program needed by each type of ship is listed with its program
  level and the number of function points it uses. 
  ASTROGATION PROGRAM TABLE
    Ship Type
  Program Level
  Function Points
    shuttle
    system ship
    starship
  1
  2
  4
  3
  6
  24
   
   
  COMMUNICATION AND DETECTION EQUIPMENT
  Communication and detection equipment includes all devices that let a
  ship's crew send messages to nearby or distant star systems, converse
  with the crew of a station being approached, or determine the location of
  other objects such as ships, asteroids and planets in nearby space.
  Communication systems also include the intercoms used to communicate
  throughout a space- ship, and some means of jamming the
  communications and detection equipment of hostile creatures.
   
  Radios
  Videocom Radio. This communication device broadcasts a combined
  picture and voice message that travels at the speed of light. It is
  useful over relatively short distances in space, and when
  communicating between points on a planet or from an orbiting vessel
  or station to the planet.
  A videocom message takes one second to travel 300,000 kilometers.
  If, for example, the points of communication are 30 million kilometers
  apart, a message sent from one point to the other would take 100
  seconds to reach the receiver. Any reply would take another 100
  seconds to cross the distance. This means that after sending a
  message, the sender must wait at least 200 seconds (3 minutes, 20
  seconds) before receiving a reply.
  A videocom radio costs 1,000 Cr. Additional viewing/ speaking
  screens can be installed at a cost of 100 Cr apiece.
  Subspace Radio. See the STAR FRONTIERS Expanded Game rule
  book, page 48, for an explanation of subspace radio. A subspace
  radio costs 20,000 Cr. However, subspace radios mounted on ships
  use the ship's power supply and do not need their own parabattery.
  Intercom
  An intercom is a device that allows individuals in different parts of a
  spaceship to converse with each other. An intercom control panel is
  located on the bridge of a ship, and speaker/microphones can be
  installed anywhere the designer wants them.
  An intercom has four settings: monitor, selective monitor, speak and
  selective speak. The settings can be changed only at the control
  panel on the bridge. Each of these settings is explained below.
  Monitor. An intercom set on monitor activates every microphone and
  speaker of the intercom system. This allows characters in each ship
  compartment to hear what is being said in every other ship
  compartment, and to speak to the entire ship from any compartment.
  (this assumes, of course, that each compartment has a
  speaker/mike.)
  Selective Monitor. The operator of the intercom can choose selective
  monitoring, which allows him to choose any compartment or
  compartments on the ship and listen to them. Selective monitoring
  can be done between any speakers. For example, a character might
  set the speaker on the bridge to be monitored by the speaker in that
  character's compartment. He then could go to his stateroom and
  eavesdrop on the bridge.
  Speak. The speak setting is the opposite of monitor, allowing an
  individual to speak into the microphone on the bridge and be heard in
  all compartments of the ship.
  Selective Speak. This setting allows the operator to select any
  compartment or compartments on the ship and give a spoken
  message to those compartments only.
  An intercom costs 50 Cr for the control panel and an additional 10 Cr
  for every speaker/mike installed in the ship. Note that the control
  panel includes a speaker/mike for the bridge.
  Long Range Detectors
  Long Range Detectors (LRD's) are used to detect objects that are
  beyond visual sighting range from a ship or station. There are two
  types of LRD's: Radar and Energy Sensors.
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  Energy Sensor Jamming
  Neither window nor decoys will fool energy sensors! If a ship is equipped
  with an energy sensor, and being approached by a vessel that is
  screening itself from radar, the player with the sensors can wait as long
  as he wants before informing his opponent that he is equipped with
  energy sensors.
  Once a player explains that his sensors are not fooled by the decoys or
  window, his opponent must remove the decoy counters or place his ships
  on the map if they had been concealed in a screen. However, ships with
  ion engines are invisible to energy sensors. This is why ships with energy
  sensors usually carry radar, also.
   
   
  EMERGENCY EQUIPMENT
  Emergency equipment is installed on a ship with the hope that it will
  never be used. If it is needed however, it usually will be the means of
  saving someone's life, so most spaceship de signers do not scrimp when
  it comes to outfitting a ship with emergency equipment.
  Spacesuits
  Spacesuits are the most fundamental lifesaving devices, but since they
  are personal rather than ship equipment they are explained in the section
  on Personal Space Equipment.
  Escape Pods
  Escape pods are small, one-passenger lifeboats that can be launched
  from a ship toward any nearby planet, space station or ship. The pod
  must be given a target when it is launched.
  This target cannot be changed after launch, because the pod has no
  steering controls; it is completely automat- ed. Pods also carry
  automatic S.O.S. beacons that broadcast continuously in all directions.
  These beacons can be turned on or off by the passenger.
  An escape pod has an effective range of 20 million kilometers. A pod
  travels 1 million kilometers every 10 hours. Its life support equipment
  will support one person for 11 days (220 hours). After that time, the
  passenger will suffocate.
  A ship can carry a number of pods equal to its hull size. Escape pods
  cannot be mounted in fighters, but fighters can be   modified so the
  entire cockpit is ejected. Each escape pod costs 30,000 Cr.
  Lifeboats
  A lifeboat is essentially a one-way shuttle. One lifeboat can be carried
  by a ship for every 5 points of the ship's hull size. An assault scout (HS
  = 3) cannot carry a lifeboat, while a frigate (HS = 5) or destroyer (HS =
  6) can carry a single lifeboat. A battleship (HS = 20) can carry up to
  four lifeboats.
  A lifeboat can carry up to 20 passengers for 30 hours, or 10
  passengers for 60 hours. Unlike escape pods, a lifeboat can be steered
  toward any objective the pilot chooses. It will travel 60,000 km per hour
  with no acceleration, but it has unlimited maneuverability. If the lifeboat
  is not able to reach a planet, station or other ship within the time listed
  above, the passengers will die from lack of air. The lifeboat will
  continue to travel in a straight line from that point until something
  interrupts its course.
  The cost of a lifeboat is 100,000 Cr. They are available at all types of
  spaceship construction centers.
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  OPTIONAL SPACESHIP EQUIPMENT
  Besides the equipment that is needed to keep a spaceship operating, a wide variety of Systems can
  be built into a ship to enable it to perform special functions. These include weapons and defenses;
  mining, agriculture, freight hauling, exploration and scientific research equipment; and passenger
  accommodations.
  WEAPON SYSTEMS
  All the weapons in this section are described in the Advanced Boardgame. This section describes
  how weapons can be purchased and installed, and how much they cost.
  Important statistics for all the ship-mounted weapons are list ed on the Weapons Installation Table.
  Information contained on the table is explained below.
  Cost. This includes both the price of the weapon in credits and the cost of having the weapon
  installed on a ship. The price for LTD weapons is divided into the price for the weapon system and
  the price of the armaments fired or launched by those systems.
  EXAMPLE: A torpedo launcher costs 40,000 Cr. This does not include any torpedos. Each torpedo
  costs an additional 20,000 Cr. A launcher and three torpedos costs 100,000 Cr.
  MHS. This is the minimum hull size that can carry this weapon. A weapon cannot be installed on a
  ship that has a hull smaller than the size listed. Hulls that are twice as large as the minimum can
  carry two of that weapon. If a hull is three times bigger than the minimum, it can carry three of that
  weapon.
  EXAMPLE. The minimum hull size for an electron battery is 6. An electron battery cannot be placed
  on any ship of sizes 1-5. One electron battery can be mounted on hulls of size 6-11, two can be
  mounted on hulls of size 12-17 and three can be mounted on hulls of size 18-20.
  Availability. The Roman numerals in the last column indicate the classes of spaceship construction
  centers where the systems are available. Rockets, missiles, mines and torpedos can be bought
  wherever their launch systems are available.
  WEAPONS INSTALLATION TABLE
  Weapon
  Cost
  MHSAvailability
  Laser Cannon
  Laser Battery
  Proton Battery
  Electron Battery
  Disruptor Cannon
  Assault Rocket
  Launcher
  Assault Rocket
  Rocket Battery Array
  Rocket Salvo
  Torpedo Launcher
  Torpedo
  Mine Spreader
  Mines
  Seeker Missile Rack
  Seeker Missile
  Grapples
  Laser Pod
  5,000 Cr 
  3,000 Cr 
  5,000 Cr 
  5,000 Cr 
  10,000 Cr 
  5,000 Cr 
  3,000 Cr 
  10,000 Cr 
  1,000 Cr 
  20,000 Cr 
  8,000 Cr 
  10,000 Cr 
  4,000 Cr 
  4,000 Cr 
  12,000 Cr 
  25,000 Cr 
  8,000 Cr 
  5
  3
  10
  6
  12
  1
  5
  5
  7
  7
  5
  1
   
  I, II
  I, II
  I
  I
  I
  I, II
  I
  I
  I
  I
  I
  I, II
   
  * Assault rockets cannot be used by any
  ship that has an MR less than 4.
  Included on the Weapons Installation Table
  are grapples. While not actually weapons,
  grapples are used much like weapons and
  their purpose (the capture of enemy ships)
  is basically offensive. For more information
  on the use of grapples, see Boarding
  Actions in the Close Combat section.
  Weapon Programs
  Ship-mounted weapons must be connected
  to computers, which constantly feed
  updated information about a target's
  position to the weapon. Characters
  manning the guns choose the targets and
  decide when the weapons should be fired,
  but computers do most of the aiming.
  Each weapon must have its own program.
  For example, a ship with two laser batteries
  needs two laser battery programs; one
  program cannot control both weapons. All
  of these computer programs are reusable,
  except the seeker missile program. Each
  seeker missile must have its own program,
  as the pro gram and its circuitry are
  destroyed when the missile explodes.
  The Weapon Programs Table lists the
  levels and function points of the programs
  needed by various weapons. As usual, the
  cost of a program is its number of function
  points x 1000 Credits.
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  WEAPON PROGRAMS TABLE
  Weapon
  Program Level Functions Points
  Laser Cannon
  Laser Battery
  Proton Beam Battery
  Electron Beam Battery
  Disruptor Beam Cannon
  Assault Rocket
  Rocket Battery
  Torpedo
  Mines
  Seeker Missile
  Laser Pod
   
  1
  1
  2
  2
  2
  1
  2
  1
  1
  3
  1
  3
  4
  8
  6
  8
  4
  6
  3
  1
  9
  3
  DEFENSIVE SYSTEMS
  All the defenses used in the advanced boardgame are listed here, with
  information on cost and availability. The Defensive Systems Installation
  Table is very similar to the Weapons Installation Table. Cost is the cost in
  credits to buy the system and have it installed. MHS is the smallest size hull
  that can carry this defense. Availability lists the types of spaceship
  construction centers where the systems can be purchased.
  * The costs of some Systems are marked with an asterisk. This means that
  the listed cost must be multiplied by the ship's hull size to determine the
  actual price for that defense on a specific ship. This is because in many
  cases a large ship requires more material than a smaller one to establish an
  equally effective defense.
  The price of a masking screen is 10,000 Cr. This is the price of the masking
  screen launching system. The system must be loaded with water to be used.
  The number of charges that can be held on a military ship are listed on the
  ship rosters. Civilian ships can hold two charges at hull size 4, and one
  additional charge for each additional four steps in hull size. For example, a
  ship with a size 12 hull can carry four charges. The referee may allow
  characters with engineering skill to increase this capacity by modifying the
  ship. Water usually is available free, either from planetary oceans or ice
  asteroids.
  DEFENSIVE SYSTEMS INSTALLATION TABLE
  Defense
  Cost
  MHS
  Availability
  Reflective Hull
  Masking Screen
  Electron Screen
  Proton Screen
  Stasis Screen
  ICM Launcher
  ICM
  500 Cr*
  1,000 Cr 
  2,000 Cr*
  4,000 Cr*
  3,000 Cr*
  2,000 Cr 
  500 Cr 
  1
  4
  10
  12
  10
  5
   
    I, II,
  III
    I, II,
  III
    I
    I
    I
    I, II
   
  Limits. There is a limit to the number of weapons and defenses that can be
  installed on a ship. Carrying many weapons and defenses will reduce the
  amount of space available inside the ship and decrease the ship's ADF and
  MR. When adding weapons and defenses to a ship, follow the steps below:
  1. Add together the Minimum Hull Sizes of all weapons and defenses on the
  ship.
  2. Divide the ship's hull size by 2. If this result is greater than the sum from
  step 1, the ship can carry the weapons and defenses with no reductions.
  3. If the sum from step 1 is equal to or greater than the result from step 2,
  will be affected. Divide the sum from step 1 by one-half of the ship's
  hull size (found in step 2). Round fractions up.
  4. Subtract 1 from the result from step 3.
  The final result, found in step 4, is the number of ADF and/or MR
  points that the ship loses, and the number of ship hull units that are
  filled by weapons, defenses, power units and targeting servos.
  These hull units are unavailable for other uses.
  EXAMPLE: Ish Birdt is buying weapons and defenses for the SAS
  King's Road, a hull size 6 freighter. He wants to install a laser
  battery (MHS 3) and a rocket battery (MHS 5). The step by step
  calculations are as follows:
   
  1. Sum of MHS:
  2. One-half of Hull Size:
  3. Step 1 divided by step 2:
  4. Step 3 minus 1:
  3 + 5 = 8
  6 / 2 = 3
  8 / 3 = 2 2/3 = 3
  3 - 1 = 2
  The final result is 2. This means the ship must lose 1 ADF and 1 MR
  point. This also reduces the ship's available interior space by two
  hull units. When determining how much cargo the ship can carry,
  Birdt must treat the ship as hull size 4.
  Military Ships. The procedure above applies to civilian ships only.
  Most players will observe that military ships carry more weapons
  and defenses than civilian ships, with fewer penal ties. This is
  possible due to small but significant technological refinements in
  military designs.
  Governments and military shipbuilders place heavy guards on their
  top secret designs. These plans and techniques will not be available
  to players unless they are obtained illegally (and against incredible
  odds). If players do obtain military blue prints, they still must find a
  shipyard willing to work from them.
  If players manage all this, and try to design a military ship that is not
  a standard model, the referee must use the warships from the
  boardgame and his own discretion to decide what is possible.
  Remember, however, that advanced techniques for miniaturization
  and high-stress construction can make almost anything possible.
  Defensive Computer Programs
  Many types of defenses require a computer program to coordinate
  their activation and effectiveness. These defenses will not function
  without their program. The Defensive Computer Program Table lists
  the program level and function point requirements for each type of
  defense. "NA" means no computer program is required by that type
  of defense.
  DEFENSIVE COMPUTER PROGRAM TABLE
  Defense
  Program Level
  Function Points
  Reflective Hull 
  Masking Screen
  Electron Screen
  Proton Screen
  Stasis Screen 
  Interceptor Missile 
  NA
  NA
  2
  2
  3
  3
  NA
  NA
  6
  8
  12
  12
  MINING EQUIPMENT
  Mining equipment is used to extract minerals and other valuable
  materials from planets, moons and asteroids. Two types of mining
  equipment are required before a mining operation can start: digging
  equipment and processing equipment.
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  then the ship's interior space and performance
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  Digging Equipment
  Digging into the dirt and rock of an asteroid or planetoid
  and removing valuable materials is a straightforward, but
  difficult, task. To accomplish it, mining companies use
  either heavy duty robots with level two excavation
  programs, or manned digger shuttles.
  Robots. Robots used in excavation are heavy duty robots
  equipped with tracks for movement and at least three
  limbs, one of which is a large shovel. A heavy duty robot
  can move 4 tons of earth or rock in an hour. A mining
  operation on a body with at least .1 g of gravity will use
  heavy duty robots for all of its excavation.
  Digger Shuttles. A digger shuttle can be used on asteroids
  or small moons that have less than .1 g of gravity. A digger
  shuttle is essentially a size 2 hull equipped with an
  automatic digging apparatus on its nose. The digging
  equipment adds 8,000 Cr to the cost of the shuttle. It can
  scoop mined material into the shuttle's hold at the rate of 4
  tons per hour. Up to 50 tons of material can be stored in
  the shuttle's hold before it must return to the mining ship or
  other processing center for unloading.
  Processing
  Processing is the act of removing a valuable mineral or
  element from ore that has been removed from a planet,
  asteroid or moon. Because of the high cost of space travel,
  mining operations almost always process their ore at the
  mine. This way, only the valuable minerals are transported
  on ships re turning to civilization.
  Two types of ore processing systems are available. One is
  based in a ship's hold, and the other is set up on a planet.
  Ship-Based Processing. An Orbital Processing Lab (OPL)
  can be carried in the hold of a mining ship that has 10 or
  more hull points. If the ship has 14 or more hull points, it
  can carry an OPL and a digger shuttle.
  The tailings (waste) from the refining process are jettisoned
  into space. Up to 5 tons of mineral for every hull point of
  the ship may be brought back to base. An OPL can be
  purchased at any spaceship construction center for
  100,000 Cr.
  Surface-Based Processing. A Mineral Refinery (MR) can
  be carried to a planet or large moon and set up on the
  surface. A mining ship with 12 hull points can carry the
  components of an MR in its hold, but has no way to
  transport the refinery to the planet's surface. A 16 hull point
  ship can carry the MR and a shuttle, and the shuttle can
  carry the components of the refinery to the planet in four
  trips. The refinery can be assembled in two days by 12
  workers (robots or characters). If more or fewer than 12
  workers are available, the referee should modify the time
  required for setup accordingly.
  Shuttles are needed to haul minerals to the mining ship.
  One shuttle can match the output of an MR.
  The refinery usually is left on the planet after the mining
  operation is done; even if it will not be used in the future,
  the payoff for valuable minerals (gold, silver, platinum, or
  titanium, to name a few) will be greater than the cost of
  carrying the MR back to base. A ship that hauled an MR
  can carry 10 tons of mineral for each of the ship's hull
  points. An MR can be purchased at any spaceship
  construction center for 200,000 Cr.
  Mining Programs
  A standard excavation program is needed for each robot or
  digger shuttle involved in a mining operation, and a
  MINING COMPUTER PROGRAM TABLE
  Program Task
  Level
  Function Points
  Excavation 
  Processing (OPL)
  Processing (MR) 
  2
  4
  4
  4
  12
  16
  AGRICULTURE SPACESHIP EQUIPMENT
  The cost of outfitting an agriculture spaceship is determined by multiplying the base
  cost of the materials needed to grow and tend the crops by the ship's hull size. The
  hull, drives, life support and other required systems must be purchased normally.
  The Agricultural Supplies Table lists each ingredient that is necessary to start an
  agriculture ship's crops. Each ingredient is followed by a price; that price must be
  multiplied by the ship's hull size to determine its actual cost.
  AGRICULTURE SUPPLIES TABLE
  Item
  Cost (x Hull Size)
  Seeds
  Nutrient Solution 
  Farming Robot
  Solar Collectors
  500 Cr
  1,000 Cr
  3,000 Cr
  4,000 Cr
  Farming Robots. One farming robot is required for each hull point of the agriculture
  ship. These level 3 maintenance robots need some supervision. This can be provided
  by a level 4 or higher Robotics expert on board the ship, or by a robot brain which
  can be purchased for 17,000 Cr. If a robot brain is installed on an ag ship, crops can
  be grown and harvested on schedule without any supervision from living characters.
  Growing Schedules. A crop will grow and be ready for harvest after one month. As
  explained under Spaceship Design, this crop will feed 200 creatures per hull point of
  the Ag ship for one month. If the owner of the ship puts 10% of his crop back into the
  "fields," however, he can start growing a new crop without buying additional seeds or
  nutrients.
  Ag Stations. Agriculture space stations are basically the same as Ag ships, with one
  difference: the cost of each ingredient is multiplied by 10 x the station's hull size. For
  example, the nutrient solution needed to farm a 10 hull point ship costs (10 x 1,000) = 
  10,000 Cr, while the solution for a Type 5 space station costs (5 x 10 x 1,000) = 
  50,000 Cr.
  Agriculture Programs
  An agriculture program regulates the temperature, light and water in the hydroponics
  tanks of an Ag ship. The Ag program is simply a modified Life Support program of
  level 1, with 3 function points.
  If a robot brain is used to supervise the farming robots, however, a level 6 robot
  management program is required. This program uses 64 function points, so it costs
  64,000 Cr.
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  processing program is needed to process the ore. Program
  levels and function points are shown on the Mining
  Program Table.
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  FREIGHT TRANSPORT EQUIPMENT
  Freight transport is one of the most basic functions of a spaceship, requiring very
  little specialized equipment. All that is needed is the space in or on the ship, and
  some mechanical arms for loading and unloading cargo.
  Obviously, the space comes with the ship's hull, so the arms are the only
  additional expense. Each freight hauler will have one or two of these installed in
  the hold. The bigger the ship, the bigger the arms. The cost of an arm is 1,000 Cr
  xthe ship's hull size. The decision whether to install one or two of them is up to
  the player designing the ship.
  A standard cargo in boxes, crates, bales or any type of bundles can be unloaded
  by a mechanical arm at the rate of one hull point of cargo per hour. For example,
  a ship with a hull size of 16 could be unloaded by a single arm in 16 hours. Two
  arms can accomplish the task in half as much time.
  An arm can be either manually operated by a technician, or furnished with a level
  2, 4 function point cargo handling pro gram that will accomplish the job
  automatically.
  PASSENGER ACCOMMODATION EQUIPMENT
  A successful passenger transporting business requires more than just the
  fundamentals of life support for the individuals being transported. As explained in
  the STAR FRONTIERS Expanded Rules (page 49), passengers may travel either
  First, Journey or Storage Class. Each class has different equipment
  requirements.
  First Class Accommodations
  First class passengers expect the best food and the roomiest cabins. For this
  reason, the amount of life support required by first class passengers is double the
  amount listed under Life Support Equipment.
  A first class cabin must be at least 6 meters square; it can be larger at the ship
  designer's option. A company may charge higher prices for a larger cabin. Use
  the ticket prices listed in the STAR FRONTIERS rules as a general guide; they
  can be modified at the Referee's discretion. The section on Spaceship Deck
  Plans gives information on how many cabins can be installed on a single deck.
  Furnishings (beds, chairs, etc.) for each first class cabin cost 2,000 Cr.
  Lifeboats or escape pods are required for all first class passengers. Furthermore,
  these escape devices must be placed on the same deck as the first class cabins.
  If more than one deck is used for first class, then each deck must have enough
  escape devices for all of the first class passengers on it.
  The cargo space set aside for the luggage of first class passengers must cover at
  least half as much area as the first class cabins. The hold does not need to be on
  the same deck as the cabins.
  Journey Class Accommodations
  Journey class passengers are not paying for the luxurious treatment of first class,
  so their accommo- dations are much more "primitive." The amount of life support
  given to journey class travelers is the standard amount listed under Life Support
  Equipment.
  A journey class cabin must be at least 4 meters square,
  although occasionally they are as big as 4 by 6 meters. Of
  course, a larger cabin can be more expensive. The furnishings
  required for each journey class cabin cost 1,000 Cr.
  The only emergency equipment required for journey class
  passengers is a spacesuit for each passenger. A spaceliner
  can carry lifeboats or escape pods for these passengers as
  well, but this is purely the owning company's option. Ship's that
  carry additional rescue equipment will mention this fact
  prominently in their advertising.
  The hold space set aside for the luggage of journey class
  passengers must cover at least one-fourth as much area as the
  journey class cabins. As with all luggage holds, this need not
  be on the same deck as the cabins.
  Storage Class
  Passengers carried in Storage Class require no life support,
  since they are "frozen" before they are loaded onto the ship.
  This freezing can be done at any spaceliner terminal, which
  includes most space stations. The process is completely safe,
  and it involves no risk or loss of abilities to the frozen character.
  Once frozen, storage class passengers are stacked in special
  berths. One meter of cargo space in the hold is sufficient
  luggage space for three storage class passengers.
  EXPLORATION EQUIPMENT
  Very little specialized equipment is used on exploratory
  missions. Generally, an exploration ship will carry extra
  supplies of food, water and air, and enough fuel to keep it
  running for a long time.
  The two specialized devices that usually are carried by
  exploratory missions allow the crew of an exploration ship to
  analyze planets from a safe distance. The atmoprobe reports
  on the gaseous makeup of a planet's atmosphere, and a
  landing drone will send back information about a planet's
  surface.
  Atmoprobes
  Atmoprobes are 3-meter-long missile-like objects. An
  exploration ship can carry one atmoprobe for each point of the
  ship's hull size. The probe can be launched from anywhere
  inside a star system and programed to seek out a specific
  planet or other body. It will travel at 10 million km per hour until
  it reaches its target.
  When the atmoprobe reaches its destination, it will go into orbit
  around the planet and gradually drop toward the surface. As it
  enters the atmosphere, it will send back messages to the ship
  that launched it. After a few dozen orbits (several hours), the
  probe will burn up in the atmosphere. If the planet has no
  atmosphere, the probe will crash into the surface.
  An environmental specialist aboard the exploration ship has the
  same chance of analyzing the data from the atmoprobe as he
  would of analyzing a reading on his vaporscanner: 50% + 10%
  per skill level. Only a character with environmental skill can
  interpret the findings of an atmoprobe.
  An atmoprobe costs 40,000 Cr. A level 2, 4 function point
  computer program also must be purchased for each
  atmoprobe. A guidance/analysis program (level 3, 9 function
  points) must be used on the ship launching the probes. The
  program on the ship can be used with any number of
  atmoprobes.
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  Landing Drones
  Landing drones are more sophisticated than atmo- probes. A drone is
  about the size of an aircar. It is launched and travels just like an
  atmoprobe.
  When a drone reaches its destination, it slowly des- cends through the
  atmosphere (if there is any) and makes a soft landing on the planet's
  surface. As it descends, it Sends reports about the planet's atmo- sphere
  to the ship that launched it. When it lands it begins sending geological
  information as well.
  An environmental specialist is needed to interpret the data from a landing
  drone. This is resolved as if the specialist was using a vaporscanner and a
  geoscanner. Because of the sophisticated lab equipment in a landing
  drone, however, the environmental specialist gets a bonus of +10 to each
  roll.
  A drone costs 100,000 Cr, and must be purchased at a Class I or II
  spaceship construction center. It requires a level 3, 9 function point
  computer program in order to accomplish its mission. The same
  guidance/analysis program that directs atmoprobes from an exploration
  ship can be used to guide and control a landing drone.
  A landing drone can be reused if the exploration ship travels to the planet
  the drone is on, lands on the planet, and remounts the drone. Remounting
  takes 20 hours, divided by the number of characters helping. Robots can
  help remount a drone, as long as at least one character is present for
  each robot.
  SCIENTIFIC RESEARCH EQUIPMENT
  The equipment needed to outfit a scientific research ship will vary
  according to the type of research the ship is performing. In many cases,
  the Referee will need to invent this equipment and assign costs to it. The
  items listed below are fairly standard, and might be found on any ship that
  is designed for scientific purposes.
  Laboratory
  A laboratory for testing samples is very likely to be carried on a research
  ship. A ship's lab is able to analyze biological, atmospheric and geological
  samples, much like an environmental specialist's toolkit. Because the lab
  is much more sophisticated than a portable toolkit, an environmentalist
  has a better chance of making an accurate analysis. This chance is 90% +
  1% per skill level.
  A laboratory costs 100,000 Cr. It also requires a level 3, 9 function point
  computer program to assist in analyses.
  Remote Probes
  Probes are often used to examine areas that would be fatal to living
  creatures, such as the atmosphere of a star or the interior of a highly
  radioactive cloud. Probes used in research are more sophisticated than
  those used in exploration.
  A probe will send data back to the launching ship, including information on
  gasses, temperature, radiation, nuclear activity, wave lengths of light,
  gravitational effects and other potentially interesting or dangerous
  phenomena. Details about the "other" category are left to the Referee's
  discretion.
  Information relayed by a probe must be analyzed by an environmental
  specialist. The instruments in the probe allow the specialist to add 10% to
  his "Analyzing 
  Samples" roll. Gas analysis is discussed in the STAR FRONTIERS
  rule book page 16. Information from all of the other areas can be
  analyzed following the same procedure.
  If an analysis roll misses by less than 20, the environ- mentalist
  realizes that the probe did not send back useful data. If the roll misses
  by 20 or more, the Referee should give the specialist information that
  is false. This might mean reporting that the temperature of a very hot
  world is tolerable, that a radioactive region is safe, or that an area with
  little gravity would crush a character that landed there. Note that each
  analysis (temperature, radiation, gas, etc.) is rolled for separately.
  Thus, a probe could give accurate information about several things,
  but be way off base in another category.
  A remote probe costs 100,000 Cr. It requires a level 2, 4 function point
  computer program to coordinate the analysis and relaying of data. The
  standard program used in a laboratory can be used to process and
  categorize the information sent to the ship from the probe.
  MODIFYING SPACESHIPS
  Spaceships can be modified several ways to improve their
  performance, but to improve one area the ship must sacrifice
  something from another area.
  Weapons and Defenses
  When players alter the weapons and defenses mounted on a civilian
  ship, use the standard procedure for determining the effects of the
  changes on the ship's movement and interior space.
  If players or the referee alter military ships, use these guidelines:
  1. Adding a weapon reduces the ship's ADF or MR (player's choice)
  by 1. Minimum hull size restrictions must be obeyed. Every additional
  torpedo, assault rocket, seeker missile, mine field and rocket battery
  counts as an additional weapon. Three ICMs can be added with only a
  one-point penalty.
  2. Proton and electron beam batteries can be exchanged freely. A
  laser battery can be installed in place of an electron or proton beam
  battery, but a PB or EB cannot be installed in place of an LB. Any
  battery can be exchanged for a rocket battery with four shots. Two
  torpedos can be exchanged for one additional seeker missile.
  Movement
  Armed civilian ships can increase their ADF or MR by re moving
  weapons or defenses. Military ships can gain one ADF or MR point by
  removing three weapon systems, three defenses (not including
  reflective hulls) or any combination totaling three. Any ship can gain
  one ADF or MR point by removing 20% of its hull points. This
  modification can be performed only once.
  Hull Points
  Fighters, assault scouts and civilian ships can add 5 hull points for
  each ADF or MR point that is removed. All other ships can add 10 hull
  points for each ADF or MR point sacrificed.
   
   
   
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  SPACESHIP DECK PLANS
  Deck plans are simply maps of the decks of a space- ship. They are
  useful as aids to the referee when he is describing the deck to the
  players, and they help in planning the layout of a ship. When a deck
  plan is drawn on a half-inch grid, it serves as a board for moving
  counters and resolving combat.
  Remembering a few basics of ship design makes drawing deck plans
  much simpler. First, space aboard ships is limited, so there will not be
  many large, open areas. Systems will tend to be compact and tucked
  into whatever nooks and crannies are available.
  Second, all decks will be arranged perpendicular to the ship's axis, so
  that the nose of the ship is "up." This provides a sense of gravity
  when the ship accelerates and decelerates. All doors, hatches,
  airlocks and rescue equipment should be plainly marked on the plan.
  Every area must be accessible somehow, either by door, hatch,
  airlock or access panel. Cargo bays need large, swing-away doors.
  All decks should be connected either by a central elevator or ladder
  wells.
  Movement On A Spaceship Deck
  If a deck is drawn on a half-inch grid, each square is 2 meters on a
  side.
  Normal doors to cabin, galleys and other low-security areas open
  when a character presses a button on either side of the door. These
  doors can be locked from either side. A normal door has 30 structural
  points, in case someone tries to shoot or break it open. Normal doors
  slide sideways into the wall when they are open.
  Security doors, hatches and airlocks normally open toward the interior
  of the ship (away from the outer hull), but some are built to open
  either way. If the pressure inside an airlock does not match the
  pressure outside, the airlock must be cycled. This takes five turns,
  whether pressurizing or depressurizing.
  Elevator doors slide open like normal doors. An elevator travels one
  deck per turn, and the doors can be opened on the turn the elevator
  stops moving. Characters inside the elevator cannot leave until the
  next turn, however.
  Positioning Decks
  The bridge deck of a ship usually is close to the bow (always is close
  to the bow in Spacefleet vessels). Crew quarters (cabins, galley,
  perhaps a small rec room) usually are directly beneath (or behind) the
  bridge deck. The maintenance and engineering area with its machine
  shops, engineer's quarters and supply storage is toward the stern of
  the ship.
  The central area of the ship usually is taken up by special equipment:
  cargo decks on a freighter, passenger cabins on a spaceliner,
  laboratories on a research ship, or weapons on a military vessel.
  Sample Deck Plans
  The decks of a UPF frigate are shown below, as an example. Other
  deck plans are printed on the inside cover of Warriors of White Light.
  Deck plans for several areas of a typical space station are printed on
  the reverse side of the boardgame map. This is not a complete
  station, but a few sections.
   
   
    
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  I
  I
  I
  I
  I
  I
  I
  I
  II
  II
  II
  III
  III
  III
  III
  III
  a.
  b.
  c.
  d.
  e.
  f.
  g.
  h.
  i.
  j.
  k.
  l.
  m.
  n.
  o.
  p.
  laser cannon mount
  radar and ES scanners
  small launch
  helm
  hatch and ladder to bridge
  elevator shafts
  torpedo pods
  magazine and weapon locker
  laser battery
  masking screen mechanism
  torpedo launch and guidance control
  engine struts
  machine shop
  work pods
  spacesuit locker
  tool lockers
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  THE SPACESHIP SKILLS
  Characters in a Knight Hawks games can develop their skills in several areas related to spaceship
  operations. A character must have a good foundation in technological or military skills before advancing
  to the skills described in this section.
  Spaceship skills are divided into four areas: Piloting, Astrogation, Spaceship Engineering and Gunnery.
  Gunnery is further divided into Energy Weapon and Rocket Weapon fields. Unlike the skills in STAR
  FRONTIERS game, spaceship skills are not classified by Primary Skill Areas. Characters from any PSA
  can learn Starship skills if they have the necessary basic skills.
  Qualifications For Spaceship Skills
  The qualifications needed to obtain a 1St level spaceship skill are listed on the Skill Foundations Table. A
  character must have achieved the indicated levels in all required skills before he can learn one of the
  spaceship skills.
  These requirements never increase; once a character has the minimum qualifications for a spaceship
  skill, he can learn higher-level spaceship skills without increasing his basic technological or military skill
  levels.
  Like other skills, no spaceship skill can ever be increased above level 6.
  SKILL FOUNDATION TABLE
  Spaceship Skill
  Basic Skill Level Required
  Piloting
  Astrogation
  Engineering
  Rocket Weapons
  Energy Weapons
  Technician 6, Computer 2
  Computer 6
  Technician 4, Robotics 2
  Projectile Weapons 4,
  Gyrojet Weapons 2
  Beam Weapons 6
  Acquiring Spaceship Skills
  The Spaceship Skill Cost Table lists the number of experience points needed to earn each level of the
  different spaceship skills. Spaceship skills are a lot more expensive, in terms of experience points, than
  skills from the STAR FRONTIERS game. This reflects the high degree of training a character needs in
  order to understand and use complex spaceship systems.
  SPACESHIP SKILL COST TABLE
   
  Piloting
  Astrogation
  Engineering
  Gunnery
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  Level 6
  10
  20
  40
  70
  100
  150
  8
  16
  36
  60
  80
  120
  8
  16
  36
  60
  80
  120
  6
  12
  20
  30
  50
  75
  Using Skills
  Most spaceship subskills are used the
  same way computer, medical or other
  subskills are; the subskill has a
  success rate and a modifier based on
  the character's skill level. The player
  must roll d100, and if the result is lower
  than or equal to the success rate, the
  skill is used effectively.
  Some spaceship subskills, however,
  are used only as modifiers and have no
  success rate. These modifiers are used
  as bonuses to dice rolls that have been
  explained in the board- game rules. For
  example, pilots use their evasion
  subskill only to modify the chance they
  will be hit by enemy fire.
  Piloting Skill
  Piloting skill allows a character to fly a
  spaceship. Rising levels of piloting skill
  represent both an improvement in flying
  ability and the ability to handle larger
  craft. The Pilot Certification Table lists
  the types of ships that can be operated
  by pilots at various levels.
  PILOT CERTIFICATION TABLE
  Level
  Ship Types
  1
  2
  3
  4
  5
  6
  System ships of all sizes
  9%
  Starships of hull size 3 or
  smaller
  Starships of hull size 6 or
  smaller
  Starships of hull size 12
  or smaller
  Starships of hull size 15
  or smaller
  All starships
  EVASION
     Modifier +3% x skill level
  The pilot of a fighter or assault scout
  can increase the ship's inherent ability
  to avoid enemy fire. As explained in the
  boardgame rules, fighters and scouts
  can try to evade enemy torpedos by
  using their full maneuver rating to
  dodge. Besides the enemy's usual
  modifier for shooting at an evading
  target, there is an additional modifier of
  -3% x the evading pilot's skill level.
  EXAMPLE: Jason Rhegra is a 2nd
  level fighter pilot. If he evades, the total
  modifier is -31%: -25% because the
  fighter has an MR of 5, and (-3% x2) = 
  -6% because of Rhegra's pilot skill.
  INCREASE ACCURACY OF
  FORWARD FIRING WEAPONS
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     Modifier +5% x skill level
  The pilot of a ship that carries assault
  rockets, a laser cannon or a disruptor
  beam cannon can add 5% x his skill
  level to that weapon's chance to hit.
  This reflects the pilot's skill in lining up
  the weapon for an accurate shot.
  INCREASE MANEUVER RATING
     Success Rate: 70% x skill level
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  On a given turn, a pilot has a chance to turn his ship more than its MR will allow.
  This chance is 10% per level of the pilot. If the skill check is successful, the pilot
  can make an additional 60 degree (one hexside) facing change during that
  movement. This subskill and the evasion bonus cannot be used during the same
  turn.
  This subskill cannot be used by a pilot whose ship has no MR points (due to
  damage, etc.).
  AstrogationSkill
  Characters trained in astrogation can make the complicated calculations
  required to take a starship on a safe course through the Void. Astrogators also
  have a chance to pinpoint their location in the galaxy if, for some reason, an
  interstellar jump deposits them somewhere other than their intended destination.
  Astrogators of all levels can perform all astrogation subskills.
  PLOT INTERSTELLAR JUMPS
  Success Rate: 100% on charted route with proper preparation
  A ship that makes an interstellar jump must carry an astrogator, or the pilot will
  not be able to predict where the ship will exit the Void. The time needed to make
  course calculations increases for long jumps, because even small errors become
  very serious as the distance increases.
  Normal plotting time for a jump is 10 hours for each light-year that will be
  jumped. For example, an astrogator plotting an 8 light-year jump must spend 80
  hours performing calculations before the ship could accelerate to jump speed.
  This time must be spent actually making calculations; the referee should re
  member that astrogators need to sleep sometime. (If a player wants to work
  without sleeping, the referee can make a secret Stamina check - if the character
  fails, his calculations are wrong and the ship will drift off course.)
  If a jump is made along one of the established travel routes marked on the
  Frontier Sector map, and the astrogator spends 10 hours per light-year making
  the proper course adjustments, there iS no risk that the ship will leave the Void
  anywhere other than its planned destination.
  RISK JUMPING
  Success Rate: 10% x skill level + 10% per hour
  If for some reason an astrogator does not spend the full 10 hours plotting each
  light-year of an interstellar jump, there is a chance the ship will drift off course.
  Jumping without sufficient preparation is called Risk Jumping, or "smoking the
  jump."
  The chance that a ship will reach its destination without sufficient course
  preparation depends on both the astrogator's skill level and the amount of time
  he spends planning the ship's course. To determine the exact percentage
  chance that the jump will be successful, follow the procedure below:
   
  1. Divide the total number of hours the astrogator spent preparing the course
  by the number of light-years in the jump.
  2. Add the astrogator's skill level to the result from step 1.
  3. Multiply the sum from step 2 by 10%. The result is the chance that the jump
  will be successful and the ship will arrive at the target system.
  The astrogator rolls d100, and if the result is equal to or less
  than the chance that the jump will succeed, then the ship arrives
  at its planned destination. Otherwise, the ship has exited the
  Void somewhere else (see Fix Location subskill).
  Two restrictions apply to this process. First, if the astrogator
  spends fewer than 10 hours plotting each light-year, a roll of
  96-100 always means the ship misses its mark, even if the
  astrogator's modified chance to succeed is above 100. Second,
  if the astrogator spends fewer than two hours planning each
  light-year, the ship will misjump automatically.
  If the astrogator is using high-quality astrogation equipment
  (described in the Equipment section), he can add 5% to his
  chance to lay the course properly. This applies only to the most
  expensive equipment available.
  EXAMPLE: Solleran is a 3rd level astrogator. His ship is
  carrying a desperately needed serum from Prenglar to the
  outpost at Dixon's Star. He wants to get the medicine there as
  soon as possible, so he spends only 25 hours plotting the 5
  light-year course. The chance that Solleran's ship will actually
  arrive at Dixon's Star is (25/5 + 3) x 10, or 80%.
  FIND LOCATION
  Success Rate: 30% + 10% x skill level
  When a ship misjumps, either because the astrogator spent too
  little time plotting the jump or because the ship was following an
  uncharted route, the ship will emerge somewhere other than its
  intended destination (see Misjumps in the Ship Movement
  section). The astrogator then must try to figure out where the
  ship is.
  The astrogator can determine his position easily if the ship
  enters a colonized system, because all of the inhabited
  systems   are charted in detail. The astrogator will recognize a
  charted system after only 1d10 hours of calculation.
  A very simple way for a ship to find out whether a system is
  colonized is to broadcast a normal radio message. If anyone
  answers, the characters know there are intelligent creatures
  around. Unless the ship is very near a planet, however, the
  radio message may take several hours to reach a possible
  colony, and the reply will take just as long to return. Of course,
  any intelligent creatures who answer the message will also
  know that the characters are insystem . . .
  If the system is uncharted, the stars will appear in unfamiliar
  patterns and will be difficult to recognize. Unless the astrogator
  can determine the ship's position, the crew may never see home
  again.
  Determining the ship's position in an uncharted system takes
  2d10 x 10 hours of calculations. The referee rolls d100. If the
  result is equal to or less than the astrogator's success rate for
  this subskill, the astrogator will know exactly where the ship is
  when he finishes his calculations. Like course calculations,
  these 2d10 x 10 hours do not include time for sleep.
  If the astrogator does not pass the skill check, the referee must
  consider how close the roll was. If the roll was reasonably close,
  the astrogator will realize that he cannot locate the ship. If the
  roll was very much higher than the astrogator's success rate (at
  least 30 or 40 points higher), the referee may decide to tell the
  astrogator where the ship is, but deliberately give him false
  information
  If the astrogator cannot fix the starship's position, the ship can
  jump to another star and try again. The referee 
   
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  should simply move the ship to another randomly chosen star, because it
  will misjump automatically. The astrogator has a -10% penalty on his
  location roll at the new system and, if the ship must jump blind again, an
  additional -10% for each new system it enters. (By making blind jumps, the
  ship's position becomes more and more confused.) The referee should feel
  free to expand the Frontier map if a ship jumps off the edge.
  An astrogator using high-quality equipment gets an additional +5% bonus
  when trying to fix the ship's position.
  If a ship misjumps to a star system that has never been explored, the route
  to that system is not considered charted or explored. Even if the astrogator
  locates the ship's position, he must also successfully chart a new route out
  of the system in order to leave safely.
  CHART NEW ROUTES
  Success Rate: 50% + 10% x skill level -5% x light-years
  An astrogator has a chance to chart a new route to a system. New routes
  may be shortcuts between inhabited systems that are not directly connected
  (Prenglar and White Light, for example), or they may be routes to
  unexplored star systems.
  If an astrogator guides a ship successfully on an uncharted route, that
  astrogator can regard that route as charted if he ever travels it again.
  However, the route is charted in only one direction. To completely chart the
  route, the astrogator must guide the ship back to its starting point along the
  same path.
  If the astrogator fails this subskill check, the ship misjumps (see
  Misjumping in the Ship Movement section).
  Astrogators do not get a bonus for using high-quality navigation
  equipment when trying to chart a new route.
  If the astrogator chooses to tell the UPF about the route, the
  information will be fed into the Federation's computer banks and
  within a week the route will be considered as marked on the UPF
  astrogation charts.
  The UPF pays a standard bonus of 100,000 Cr for information on
  new travel routes. By custom, this money is divided equally among
  the crew of the ship, as they all shared the risks of the jump.
  The Interstellar Distance Table. When an astrogator tries to chart
  a new route to a star, players need to know the distance between
  the origin and destination stars. The referee can use the Interstellar
  Distance Table to find this distance easily.
  To use the table, count the number of squares that separate the
  stars vertically, and the number of squares separating them
  horizontally. Find these numbers on the table. The number at the
  intersection of those two entries is the actual distance between the
  two stars, in light-years.
  EXAMPLE: The horizontal separation between Prenglar and Dixon's
  Star is 4 squares. The vertical separation is 3 squares. Checking the
  Interstellar Distance Table, the number at the intersection of the "3"
  column and the "4" row is 5, 50 the stars are 5 light-years apart. 
  INTERSTELLAR DISTANCE TABLE
                                                                                  Horizontal Separation
  Vertical
  Separation
  0
  1 
  2
  3 
  4
  5 
  6
  7
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  2
  2
  3
  4
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  3
  3
  4
  4
  5
  6
  7
  8
  8
  9
  10
  11
  12
  13
  14
  15
  4
  4
  4
  5
  6
  6
  7
  8
  9
  10
  11
  12
  13
  14
  14
  15
  5
  5
  5
  6
  6
  7
  8
  9
  9
  10
  11
  12
  13
  14
  15
  16
  6
  6
  6
  7
  7
  8
  8
  9
  10
  11
  12
  12
  13
  14
  15
  16
  7
  7
  7
  8
  8
  9
  9
  10
  11
  11
  12
  13
  14
  15
  15
  16
  8
  8
  8
  8
  9
  9
  10
  11
  11
  12
  13
  14
  14
  15
  16
  17
  9
  9
  9
  9
  10
  10
  11
  11
  12
  13
  13
  14
  15
  16
  17
  17
  10
  10
  10
  10
  11
  11
  12
  12
  13
  13
  14
  15
  16
  16
  17
  18
  11
  11
  11
  11
  12
  12
  12
  13
  14
  14
  15
  15
  16
  17
  18
  19
  12
  12
  12
  12
  13
  13
  13
  14
  14
  15
  16
  16
  17
  18
  18
  19
  13
  13
  13
  13
  14
  14
  14
  15
  15
  16
  16
  17
  18
  18
  19
  20
  14
  14
  14
  14
  14
  15
  15
  16
  16
  17
  17
  18
  18
  19
  20
  20
  15
  15
  15
  15
  15
  16
  16
  16
  17
  17
  18
  19
  19
  20
  20
  21
  Spaceship Engineering Skill
  Spaceship engineers are trained in the construction, maintenance and
  repair of spaceships. A skillful engineer often can save a damaged ship
  from destruction. The Engineering subskills are: Ship Design, Damage
  Control and Stress Analysis.
  SHIP DESIGN
  Success Rate: 100%
  A spaceship engineer must draw up plans and blueprints for a spaceship
  before a construction center can begin building it. If
  a character who is not an engineer wants a custom-built ship, an
  engineer must be hired to do the technical design. The referee must
  determine whether any NPC engineers are avail able for hire and how
  much they get paid; 500 Cr per point of hull size is standard, but this
  can vary with the number of engineers at the station and the amount of
  work available to them.
  As an engineer reaches higher levels, he can design larger ships. The
  Ship Design Qualification Table lists the types of ships an engineer can
  design at various skill levels.
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  SHIP DESIGN QUALIFICATION TABLE
  Engineer's Level
  Qualified to Design
  1
  2
  3
  4
  5
  6
  Shuttles of all types
  System ships of all types
  Starships of hull size 3 or smaller
  Starships of hull size 6 or Smaller
  Starships of hull size 15 or smaller
  Starships of all sizes
  An engineer must spend 10 days x the hull size of the ship to complete
  the design. The entire design of a ship must be done before construction
  work can start.
  DAMAGE CONTROL
  Modifier +10% x skill level (added to ship's DCR)
  An engineer can greatly aid the crew of a ship in repairing damage
  caused by combat or accidents. The engineer effectively increases the
  ship's Damage Control Rating (DCR).
  The engineer's addition to the DCR equals 10 x his skill level. For
  example, a 3rd level engineer aboard an assault scout (DCR 30)
  increases the ship's Damage Control Rating to 60.
  Unlike the ship's regular DCR, which can be divided among as many
  repairs as a player wants, the engineer can use his repair ability on only
  one repair per repair turn (he can oversee only one thing at a time).
  Otherwise, the engineer's damage control points are used the same way
  as the ship's inherent DCR.
  All or part of a ship's DCR can be combined with the engineer's damage
  control points to make a repair. Any part of the ship's DCR that is not
  combined with the engineer's ability can be used for other repairs.
  In order to use his damage control ability, the engineer must be working
  on the repairs during all three turns (30 minutes) preceding the repair
  turn. For example, a character who serves as both a ship's pilot and
  engineer cannot be flying the ship and making repairs at the same time.
  If a ship is carrying more than one engineer, each can be working on a
  separate repair at the same time.
  STRESS ANALYSIS
     Modifier -5% x skill level (to ship breakup percentage)
  Because of their keen understanding of the forces at work on the hull of
  a spaceship, engineers can advise a pilot on how to accelerate and
  maneuver a damaged ship without tearing the hull apart with excess
  stress.
  Having an engineer on board a ship modifies the chance that the ship
  will break apart when damaged. The player controlling the ship multiplies
  the engineer's skill level by Sand subtracts the result from the normal
  chance that the ship will break up.
  EXAMPLE: Doc Evanson is a 3rd level engineer. His assault scout has
  taken 13 hull hits in combat. This is 6 hits above the 50% mark for the
  15-hull point ship. In order to get away, the pilot uses full acceleration (5)
  and makes one turn. The chance that the ship will break apart is (5+1) x
  6% = 36%. Doc's advice reduces this by (3 x 5%) = 15%, 50 the actual
  chance the ship will break up is only 21%.
  An engineer cannot use this subskill during a turn when he is making or
  overseeing repairs.
  Gunnery Skill
  A ship's weapons can be fired by the ship's computer if no characters
  with Gunnery skill are aboard, but ship gunners increase a spaceship's
  effectiveness in combat. The gunnery subskills are: Improve Accuracy
  and Selective Targeting.
  When a character spends experience points for Gunnery skill, he must
  specify whether he is learning Energy Weapon or Rocket Weapon
  Gunnery. The weapons covered by these two skills are listed below:
   
  Energy Weapons
  Rocket Weapons
  Laser Cannons, Batteries
  Proton Beam Batteries
  Electron Beam Batteries
  Disruptor Beam Cannons
  Torpedos
  Assault Rockets
  Rocket Batteries
  IMPROVE ACCURACY
     Modifier: +5% x skill level
  This subskill gives a gunner a better chance to hit a target with
  ship-mounted weapons. A gunner can apply this subskill to only one
  weapon per turn. The bonus can be combined with the pilot's Forward
  Firing Weapons bonus, however.
  When player-character gunners are onboard space- ships, use the
  lower percentages in the shaded columns of the Advanced Game
  Combat Table. The higher, unshaded percentages are adjusted to
  reflect the skills of NPC gunners onboard military ships.
  SELECTIVE TARGETING 
     Modifier -30%
  This subskill lets a gunnery expert shoot at a specific system on an
  enemy ship. External systems only (those visible from out side the ship)
  can be attacked, so Life Support systems, astrogation controls, damage
  control equipment, computers and electrical systems cannot be
  targeted selectively.
  To use this subskill, the attacking ship and its target must be in the
  same hex. The gunner declares what system he is targeting, and rolls
  to hit with a -30% modifier, in addition to all other modifiers that apply.
  The gunner can use his Improve Accuracy subskill with Selective
  Targeting. If the shot hits, the damage is applied directly to the targeted
  system as described on the Advanced Game Damage Table.
  If the shot misses, it is considered a clean miss and causes no damage.
  If the system that is hit can receive several grades of damage on the
  Advanced Game Damage Table, a random die roll should be used to
  determine how badly the system is dam aged. It the ship's hull is hit,
  there is a 50% chance it will suffer double damage.
  EXAMPLE: A gunnery expert using selective targeting hits the drive of
  an enemy ship. According to the damage table, this can reduce the
  ship's ADF by 1, by half of its total, or completely to 0. In this case, the
  referee decides that the gunner must roll 1d10. A result of 1-3 means 1
  ADF is lost, 4-6 means one-half of the ship's ADF is lost and 7-9 means
  the entire ADF is lost. A 0 is ignored and re-rolled.
   
   
   
   
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  PERSONAL SPACE EQUIPMENT
   
   
   
   
  When characters venture into space, they will need
  specialized equipment. This section introduces
  equipment that is uniquely suited for use in space. Any of
  these items can be purchased at any spaceship
  construction center.
  The prices and masses of all these items can be found
  on the Equipment List.
  SPACESUITS
  Standard Suit
  A spacesuit insulates a character from the lifeless
  vacuum of space. A standard spacesuit includes a
  self-sealing, double walled shell of flexible plastic,
  enough oxygen for 20 hours, a clear, high-impact
  plexiglass bubble helmet, a short-range (10 km)
  communicator, and an emergency patch to repair
  punctures.
  Automatic Puncture Sealing. Spacesuits are made of a
  self- sealing material that will automatically close a
  puncture that is 1 centimeter or less in diameter. If the
  puncture is larger than 1 cm across, there is a 25%
  chance for each additional cm that the suit will be unable
  to plug the hole. For example, there is a 50% chance a
  suit will not automatically seal a 3 cm hole. A suit can
  never automatically repair a hole that is 5 cm or more in
  diameter; such punctures require a patch.
  The roll to determine if a hole seals itself is made as
  soon as the suit is punctured. If it is successful, the hole
  is patched immediately.
  Emergency Patches. If the suit does not repair the
  puncture automatically, an emergency patch can be
  applied. An emergency patch is a 10 cm circle of
  adhesive spacesuit material. It can be applied in one
  turn. The character applying the patch must make a
  Dexterity check. If the hole is in the front or side of the
  suit, the referee may allow a +20 modifier on the
  Dexterity check. If the hole is in the back of the
  character's suit, the check must be made at -10.
  If the check is successful, the patch is applied and bonds
  instantly. If the check is unsuccessful, air is still leaking
  around the patch. The character can attempt to reseal
  the patch, making another Dexterity check. If the second
  check is unsuccessful, the adhesive on the patch will no
  longer function and the character must find another
  means of patching the leak (or try another patch).
  A character can apply a patch to someone else's suit, if
  necessary. Extra patches can be carried, as explained
  under Optional Spacesuit Equipment.
  Effects of Leaks. If a leak is not repaired, the character
  will lose consciousness in a number of minutes equal to
  10 minus the diameter in cm of the hole. After losing
  consciousness, the character must make a stamina
  check every five turns (30 seconds). A character who
  fails this Stamina check dies immediately.
  The diameters of holes caused by various weapons are
  listed in the Close Combat section.
  Defensive Suits. A character can wear a skein or albedo suit under a spacesuit, and
  receive all of that suit's defensive benefits in combat. No defensive screens can be
  worn with a spacesuit, however, since the material of the suit interferes with the field
  patterns of all types of screens.
  Putting on Spacesuits. A character with a Dexterity of 45 can get into a spacesuit in
  five turns, if he really hurries. For every 5 points of Dexterity above 45, one turn can be
  subtracted from this time, although it always will take at least two turns to suit up. For
  every 5 points of Dexterity below 45, a character must add a turn to the amount of time
  required. Because of their many limbs, all Vrusk characters must add two turns to the
  amount of time they need to get into a spacesuit.
  Spacesuit Options
  Armor. Spacesuit armor is a semi-rigid shell of metalized plastic which is worn over a
  spacesuit. Armor reduces a character's Dexterity and Reaction Speed by 10, and cuts
  that character's movement rate in half when he is walking, running, climbing, or moving
  under his own power in any other way. The speed of a character traveling through
  space with a 'rocket pack is not affected by armor.
  Armor will protect a character to some degree from most weapons. The Weapons vs.
  Armor chart displays the effect of armor on various weapons.
  WEAPONS VS. ARMOR
  Weapon Type
  Effect of Armor
  Axe, Knife, Club, etc.
  Gas Grenades
  Needlers
  Sonic Weapons
  Spear, Sword
  Bullets
  Laser Weapon
  Fragmentation Grenade
  Gyrojet Rockets
  Electric Sword
  Vibroknife
  Electrostunner
  Shock Gloves
  Stunstick
  Tangler Grenade
  Cannot penetrate armor
  Cannot penetrate armor
  Cannot penetrate armor
  Cannot penetrate armor
  70 % protection
  65 % protection
  50 % protection
  35 % protection
  35 % protection
  30 % protection
  25 % protection
  Full penetration
  Full penetration
  Full penetration
  Full penetration
  When the suit has a percentage chance to protect the wearer, the character being hit
  must roll dl 00. If the number rolled is less than or equal to the suit's protection
  percentage, the weapon does not penetrate the armor. If the roll is unsuccessful, the
  weapon has punctured the armor, but causes only half of its normal damage to the
  character.
  COMBINING ARMOR. If a character is wearing a defensive suit inside an armored
  spacesuit, the defensive suit will reduce the amount of damage that the character
  suffers. For example, a character wearing a skeinsuit underneath an armored spacesuit
  will take only one-fourth of the normal dam age from a bullet or other ballistic or
  fragmentation weapon.
   
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  PUNCTURES. Spacesuit armor is designed to fit tightly over a suit, so any punctures in the armor will also puncture the
  suit. Emergency patches may be placed directly over the armor to repair these punctures.
  Rocket Pack. A rocket pack is a device that allows a character in a spacesuit to travel through space. A rocket pack has
  20 bursts of fuel. Each burst provides enough thrust to travel 50 meters per turn, until something causes the character to
  change course or speed. Only one burst can be used per turn.
  A character can accelerate by firing several bursts over several turns, adding 50 meters/turn to his speed with each
  burst.
  Once a character starts moving, an equal amount of power is needed to stop moving! A character could use all 20 bursts
  to accelerate to 1,000 meters/turn (about 380 mph!), but he would keep traveling at that speed in a straight line until
  someone or something stopped him, since there is no fuel left in the pack to decelerate with.
  A character using a rocket pack to move through space toward an object must make a Dexterity check to move directly
  toward that object. This check should be modified by the referee ac cording to the distance traveled and the size of the
  target. For the purpose of comparison, a 1 km trip to a spaceship of hull size 5 should be a standard check. Shorter
  distances and larger targets should allow positive modifiers, while longer distances or smaller targets are more difficult to
  hit. Modifiers should not exceed plus or minus 20.
  A character will quickly realize if he is on the wrong heading, and should be allowed to correct his trajectory. This
  requires another burst of fuel, and another Dexterity check must be made to make a proper adjustment. These
  adjustments may or may not increase the character's speed, at the discretion of the character using the rocket pack.
  Even if the burst does not accelerate the character, it must be counted as one of the pack's bursts. A character can keep
  making direction adjustments as long as the rocket pack has fuel.
  If the character gets himself aimed at the target and has enough fuel remaining to stop when he gets there, he can come
  to a gentle stop at the destination by using the appropriate number of bursts to decelerate.
  If a character is aimed correctly at a target but does not have enough fuel in the pack to slow down, he will take 1d10
  points of damage for each 50 meters/turn of his speed when he hits the object. In addition, the character must make a
  Dexterity check to stop at the object,  or he will bounce off the intended target and travel at one-half of his previous
  speed in a direction determined by the referee. This Dexterity check has a -5 modifier for each 50 meters/turn that the
  character is traveling upon impact.
  Magnetic Shoes.
  These heavy boots
  allow a character to
  walk across a metal
  surface, such as the
  hull of a spaceship or
  space station, in a
  weightless
  environment. The
  walking rate with
  magnetic shoes is
  one-half of the
  character's normal rate.
  Magnetic shoes can be
  used without a
  spacesuit for walking in
  the zero-gravity
  sections inside ships
  and stations, where air
  pressure in the
  compartment makes a
  spacesuit unnecessary.
  If a character with a
  rocket pack is in danger
  of bouncing off his
  destination because of
  excessive speed,
  magnetic shoes will
  give him a +20 modifier
  on his Dexterity check
  to see if he can hang
  on.
  Velcro Boots. These
  boots allow a character
  to walk through
  carpeted sections of a
  spaceship while
  weightless. Since it is
  standard procedure to
  carpet all inhabited
  sections of a ship,
  velcro boots are a very
  common accessory.
  The walking rate with
  velcro boots is one-half
  of the character's
  normal rate.
  Additional Life
  Support. This
  important optional
  package includes
  enough water,
  compressed food and
  oxygen to sup port a
  character for an
  additional 20 hours
  beyond a suit's normal
  capacity. Up to two
  packages of additional
  life support can be
  added to a suit, for a
  maximum time of 60
  hours.
  Anchors. Spacesuit
  anchors are
  self-adhesing disks
  attached to flexible,
  lightweight cables. An
  anchor will bond to any
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  rock, metal, plastic, or
  even wooden structure
  that is reasonably free
  of grease and dust. An
  anchor comes with 100
  meters of cable, but a
  character can carry up
  to 1,000 meters of
  cable if he purchases
  extra. An anchor is
  used to prevent the
  character from drifting
  off into space.
  An anchor also comes
  with a special belt that
  the character wears on
  the outside of his suit.
  By pushing a button on
  the belt, the character
  can be reeled in at a
  comfortable 20
  meters/turn.
  Extra Patches. A
  packet of two of these
  potentially life-saving
  devices can be added
  to a suit. The packet is
  carried on the suit's
  sleeve. A character can
  carry up to two packets
  (four extra patches).
  SPACE VEHICLES
  None of the vehicles in
  the STAR FRONTIERS
  game will work in the
  weightless vacuum of
  space, yet there will be
  times when a character
  needs something
  smaller than a shuttle
  for transportation and
  working in space. Two
  types of small vehicles
  are available.
  Launches
  A launch is a small
  "space car" that is
  powered by a rocket
  engine. It is very
  short-ranged, and is
  used primarily to travel
  from one ship to
  another nearby ship or
  station. Launches can
  be purchased in two
  sizes: four passenger
  and 10 passenger. Both
  sizes have the same
  acceleration and
  handling
  characteristics.
  A launch travels like a
  rocket pack, but a
  launch can carry 40
  bursts of fuel.
  Characters inside a
  launch do not need to
  wear suits, as the
  cabins are fully
  pressurized and carry
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  enough oxygen to
  support a full load of
  passengers for 10
  hours.
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  Launches are unarmed, but characters can fire small arms
  from a launch if the canopy is open. Of course, characters in
  a launch with an open canopy will die unless they are
  wearing spacesuits! The Vehicle Damage Table from the
  STAR FRONTIERS Expanded Game rule book is used if
  weapons are fired at a launch. All steering hits are treated as
  "No Effect." Any hit that damages the speed of the launch
  disables its rockets, so the launch will keep traveling in a
  straight line until repairs can be made or something stops its
  progress. Spins, rolls and fires are treated normally, except
  that the launch will not come to a stop after the maneuver.
  Launches have no airlocks, so the only means of entering or
  leaving one is through the bubble canopy. In the launch dock
  of a ship or station, this bubble opens into the pressurized
  atmosphere of the ship. Once the launch is in space,
  however, a character cannot enter the launch without
  opening the bubble and exposing any passengers not in
  spacesuits to instant death.
  If characters are hurriedly evacuating a ship, they can enter
  the launch at the rate of one character per turn (six
  seconds). The first character in can start the engines and
  begin releasing the docking restraints. The launch may take
  off five turns after the first character has entered it.
  All Spacefleet ships of Assault Scout class or larger carry a
  small launch. Cruisers and larger ships will have several
  small launches and a large launch. Most space stations
  maintain a complement of launches of both sizes.
  Workpods
  A workpod is a sort of one-man, space-going toolbox that
  enables a character to make repairs or perform construction
  in space. The pod is a round object about 4 meters in
  diameter, with four mechanical arms attached to it. Six small
  jets give the pod an exceptionally delicate maneuvering
  capability.
  In addition to the four arms, a workpod can extend a welder,
  riveter, and net under the control of the operator. The welder
  and riveter are used for working on ship and station hulls,
  while the net, which is on a 100 meter tether, is used to
  retrieve objects adrift in space.
  If the operator of a pod wishes to retrieve something with the
  net, the referee must determine whether the object is in
  range. If it is, the pod operator must roll one-half of his
  Dexterity or less (as if shooting a weapon) to capture the
  object. If the net misses, 10 turns must be spent reeling it
  back in before the operator can try again.
  A pod carries enough oxygen to support its operator for 20
  hours. It may use up to 25 bursts of fuel traveling to the work
  site and back to its launcher. Each burst propels the pod at
  20 meters/turn. The tiny jets used to control the pod as it
  moves around while working are not charged against this
  fuel supply, since these delicate maneuvers use very little
  fuel.
  A character can enter a pod in one turn when not wearing a
  spacesuit. A suited character needs two turns to get inside.
  Once the operator is inside, the pod can be activated and
  launched from the ship in four turns.
  A workpod is standard equipment on all Spacefleet vessels.
  The chance other types of ships will be equipped with a pod
  is listed on the Workpod Frequency Table. The percentage
  following each type of ship is the chance that that ship will
  carry a workpod. If a second percentage is given in
  parentheses, it is the chance that that ship will carry two
  workpods.
  WORKPOD FREQUENCY TABLE
  Ship Type
  Likelihood of Pod Aboard
  Agriculture Ship
  Exploration Ship
  Freighter
  Militia Vessel 
  Mining Ship
  Pirate Vessel 
  Scientific Research Ship 
  Space Station 
  Spaceliner 
    80% (25%)
    50%
    80% (50%)
    60%
    95% (80%)
    40% (5%)
    95% (50%)
  100%*
    15%
  * Space stations have 1d10 workpods.
  TOOLS
  The tools included in the various toolkits from the STAR FRONTIERS Expanded
  Game rule book will all prove useful in spaceships. Some additional, specialized
  tools that are design ed specifically for use in space are listed below.
  Engineer's Toolkit
  Engineers routinely carry a Techkit. In addition to the items in the techkit, however,
  the engineer will have three specialized tools.
  WELLASER: Laser welder which can repair punctures and tears in sheet metal.
  PLASTISEAL: Package of compressed plastic which, when activated, expands to a
  2 meter x 2 meter sheet of airtight plastic, used for sealing holes in ships. Several
  sheets of plastiseal can be used together to patch a very large hole.
  INSSUIT: Insulated suit to protect engineers while working on atomic engines. Also
  worn by fighter pilots to protect them from the nearby atomic drive.
  Laser Powertorch
  The Laser Powertorch (LPT) is designed to cut holes through the heavy metal
  hatches and hulls of enemy ships so troops can board. An LPT will cut a slash 1
  meter long in a ship's hull in one turn; a hole 1 meter square could be made in four
  turns.
  An LPT is powered by a special power backpack that holds 300 SEU. This
  backpack is so heavy it can be used only in a weight less environment. The torch
  uses 30 SEU per turn. When not cutting metal, an LPT can be used as a laser rifle
  which causes 20d10 of damage with a successful hit. There is no variable power
  setting.
  A character using an LPT as a weapon can use his Beam Weapon skill as a
  modifier. Because the LPT is not designed to be a weapon, however, the character
  can add only +5 per skill level to his chance to chance to hit, instead of the normal
  +10.
  An LPT is designed for coning a surface that is close to the tool, so it is not very
  effective as a long range weapon. The ranges for the LPT as a laser rifle are:
  PB= 0-10; S= 11-20; M= 21-40; L= 41-60; E= 61-100.
   
   
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  SPACESHIP MOVEMENT
  This section deals with types of movement that are not covered by the movement rules in the boardgame. The following
  pages cover interstellar misjumps, taking off from and landing on planets, docking with space stations, the effects of ship
  and station movement on passengers, movement through asteroid belts, and ship-to-ship collisions.
  MISJUMPING
  When something goes wrong with the calculations before an interstellar jump, the ship will still exit the Void in the vicinity
  of some star system. However, it will not be the system the ship was trying to reach.
  A misjump can carry a ship to any system inside a circle that has the target system at its center and a radius equal to the
  distance from the starting system to the target system.
  EXAMPLE: When news reaches Triad (Cassidine) that a Sathar landing party has been spotted at Kdikit (Madderly's
  Star), Bla'leg Norris quickly gathers his crew and heads for Madderly's Star. Unfortunately, the navigator makes a mistake
  in his rushed calculations and the ship misjumps. The distance from Cassidine to Madderly's Star is 7 light-years, so the
  ship can emerge at any system within 7 light-years of Madderly's Star. This area is outlined in the illustration. It contains
  10 systems where the ship could arrive.
  When determining whether a system is within range of the target system, the referee can use the Interstellar Distance
  Table (see Chart New Routes subskill in the Spaceship Skills section).
  If no other systems are within the range of the misjump, the referee should extend the range so it includes one or two
  other stars.
  Once the referee knows which systems are within range of the misjump, he can pick the ship's destination either by
  assigning numbers to the stars and rolling a die, or by simply picking a system that suits his plans. Rolling the 
  die and then placing
  the ship wherever the
  referee wants it is a
  good tactic.
  A ship that misjumps
  will not necessarily
  emerge at a system
  with planets; the ship
  is just as likely to
  arrive at a binary or
  neutron star as at a
  planetary System:
  JUMP LIMITS
  Theoretically, a ship
  can jump any distance
  across the Void. The
  limiting factor is the
  precision needed in
  the pre-jump
  calculations. When a
  ship jumps more than
  15 light-years, there is
  a 10% chance per
  additional light- year
  that the ship will
  misjump. If the
  astrogator is risk-
  jumping, this
  probability is
  subtracted from his
  chance to guide the
  ship safely.
  TAKEOFFS FROM
  PLANETS
  As described in the
  Spaceship Design
  section, only a few
  types of ships can land
  on planetary surfaces.
  These types include all
  shuttles, system ships
  of hull size 5 or less,
  assault scouts, and
  other scout class
  starships. Scout class
  starships include
  military, exploration
  and research ships of
  hull size 3 with two
  atomic engines.
  Pre-Flight
  Preparations
  A pilot preparing to
  launch a ship from a
  planetary surface
  cannot simply turn on
  the engines and "fly
  away;" he must
  perform various
  pre-flight preparations.
  Larger ships require
  more checks before
  liftoff, and planets with
  strong gravity are
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  more difficult to pull
  away from.
  Countdown. To
  determine how long
  the preflight checks
  will take, the referee
  should roll 1d10 for
  each point of the
  ship's hull size. The
  result is the number of
  minutes that must be
  spent in pre-flight
  preparations. The
  preparations for
  launch can begin as
  soon as the pilot is on
  the bridge of the ship
  and strapped into his
  seat.
  Gravity. As an
  optional addition, the
  referee can multiply
  the number of minutes
  required for pre-flight
  checks by the planet's
  gravity. For example, if
  the pilot of a hull size 3
  ship must spend 16
  minutes performing
  pre-flight checks on a
  planet with a gravity of
  1 g, the same checks
  would take (16 x 1.5) =
  24 minutes on a planet
  with 1.5 gravity.
  Emergency Takeoffs.
  Pre-flight checks
  include time for the
  pilot to analyze
  computer reports on
  all of the ship's
  systems, make
  adjustments to the
  ship's instruments for
  temperature and thrust
  variables, study
  reports from scanners
  on weather and other
  factors that might
  interfere with the liftoff,
  and time to allow the
  engines to gradually
  warm up to thrusting
  temperature. This
  procedure can be cut
  short in an emergency,
  but there are risks.
  The shortest amount
  of time in which an
  atomic or chemical
  engine can be
  activated is one
  minute from the
  moment the pilot
  straps into his chair.
  Obviously, this is not
  enough time to warm
  up the engines
  properly or check the
  ship's systems
  thoroughly.
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  If a pilot is trying to shorten his pre-flight checks, the number of minutes required for
  preparation should still be calculated normally. The pilot then announces how many minutes
  he will actually spend preparing for takeoff. The number of actual minutes is subtracted from
  the number of required minutes, and the difference is the percent chance that a malfunction
  will occur during liftoff.
  When a pilot has determined the chance for a malfunction; the referee must roll d100. If the
  result is equal to or less than the percent chance for a problem, the Launch Malfunction Table
  is consulted. The referee makes this check by rolling 1d10 and matching the result to the
  table.
  LAUNCH MALFUNCTION TABLE
  Die Roll
  Occurrence
  1 - 6
  7 - 9
  0
  Engines Fail to start, begin procedure again
  Engines start but begin to sputter; land immediately within 10 km of launch
  site
  Engines work for 2d10 turns and suddenly fail; bail out before ship crashes!*
  * A ship that crashes is demolished. The referee must decide how much of the ship is
  salvageable. Under no circumstances can it be repaired and flown without heavy, hi-tech
  construction and repair equipment and lots of replacement parts.
  EXAMPLE: Anegray and her crew are chased back to their assault scout by a horde of aliens
  armed with heavy cannons. To spare the ship, Anegray wants to lift off before the cannons
  can be moved into range. She rolls 3d10 (the assault scout is hull size 3) and the result is 19.
  Because she wants to lift off in one minute, she subtracts 1 from 19, giving an 18% chance of
  a malfunction during the launch. The referee rolls d100, and the result is 47 - Anegray
  manages to lift the Bold Adventuress off the planet before the aliens can attack.
  Launch Speeds
  The speed of a spaceship or shuttle as it is taking off is deter mined primarily by the type of
  engines it has.
  Chemical Drives. A ship with chemical drives must continually accelerate through the
  atmosphere to reach the speed necessary to escape the planet's gravity. The ship will
  increase its speed by 200 meters per turn (six seconds) while it is lifting off. This is a fairly
  accurate abstraction of actual liftoff speeds.
  The speeds a ship will have and the distance it will travel after various numbers of turns are
  shown on the Liftoff Table.
  LIFTOFF TABLE
  Turn
  Speed
  (meters/turn)
  Altitude
  (meters)
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  200
  400
  600
  800
  1,000
  1,200
  1,400
  1,600
  1,800
  2,000
  200
  600
  1,200
  2,000
  3,000
  4,200
  5,600
  7,200
  9,000
  11,000
  Once the ship gets beyond the reach of anything
  on the ground, these calculations are not
  necessary. For the referee's information, though,
  the ship will continue to accelerate until it reaches
  a speed of 60,000 meters/ turn, after 30 minutes of
  acceleration. At this point, it can escape a planet
  with 1 g of gravity and soar into space.
  Atomic and Ion Engines. Because of their
  virtually unlimited power, a ship with atomic
  engines can lift off at any speed the pilot wants.
  Ships with ion engines never land on planets.
  Gravity. The referee can increase or decrease a
  ship's acceleration on planets with gravities greater
  or less than 1 g. The math involved in these
  problems is fairly complicated, but players can get
  a simple approximation by adding or subtracting a
  few meters per turn to the ship's acceleration and
  making their own Liftoff Tables.
  LANDING ON PLANETS
  Landing on a planet is much simpler than taking
  off, as the planet's gravity is working with the ship
  instead of against it. In general, as long as a ship
  has power or, in the case of some shuttles, is
  capable of gliding, the pilot can set it down on any
  part of the planet he wants.
  Of course, if that nice green field turns out to be a
  mass of liquid ooze, or the apparently solid hill is
  only a thin shell of dirt that will collapse at the
  slightest pressure, the referee should feel free to
  describe whatever result seems appropriate.
  Landing Sites
  Most of the hazards of landing involve choosing a
  landing site. The referee must handle this case by
  case. The appearance of the planet should be
  described to the pilot (within the limits of the ship's
  sensing devices), and the pilot allowed to choose a
  point for touch-down. The referee then explains
  what happens as the ship lands and what the crew
  members see as they open the hatches.
  Generally, most plains, grasslands, gravel flats,
  deserts and wide beaches should be safe to land
  on. Forests, areas of open water, extremely rough
  hills, or plains strewn with large boulders will prove
  too rough to land a ship on. All of these general
  cases are subject to the referee's modification, of
  course.
  Other Hazards
  The referee may also, at his discretion, declare a
  random chance of engine failure, landing gear
  collapse, or other system failure. This is especially
  useful if the referee wants to strand his players on
  a planet for a while in order to provide some
  challenging adventure or obstacle.
  DOCKING AT SPACE STATIONS
  Docking at space stations is a much more common
  procedure for most spaceships than landing on
  planets. Docking is a safe and routine procedure,
  but may take some time.
  The docking area of a space station is at the
  station's hub: the center of the "wheel." Docking at
  the rim would be very difficult, because of the
  station's rotation. Also, there is no gravity at the
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  station's center.
  The docking bay in the center of the station is a
  large, open area with openings to space at either
  end. A ship intending to dock must approach the
  station slowly and position itself out side the
  docking bay. Then, the ship's pilot uses maneuver
  jets to make the ship rotate at
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  exactly the same rate as the station. As an example, a hull size 5 station
  (1 km in diameter) rotates once every 40 seconds.
  To find out how long it takes a pilot to position his ship and match the
  station's rotation, the player rolls 1d10 and adds the hull size of his ship to
  the result. The pilot's skill level is subtracted from this sum, and the final
  result is the number of minutes necessary to establish the docking
  rotation.
  Once the rotation of ship and station are matched, it is a simple matter for
  the ship to ease forward into the docking bay and slowly settle to one wall.
  Airlocks will extend to the hatches of the ship, allowing crew members to
  enter the pressurized environment of the station.
  ARTIFICIAL GRAVITY AND 
  HIGH-G MANEUVERS
  Accelerating, decelerating, launching and maneuvering a spaceship all
  have very significant effects on the passengers in the ship. This section is
  intended to give the referee some idea of what these effects are.
  Takeoffs
  Atomic Drives. If a ship equipped with atomic engines makes a slow
  liftoff, the effect on passengers in that ship is similar to taking a slow
  elevator ride. If the ship is raised rapidly, the effect is the same as riding a
  shuttle or other chemically driven ship during liftoff.
  Chemical Drives. All characters aboard a chemically driven ship that is
  taking off from a planet must be strapped into some kind of chair or
  acceleration couch, or risk taking damage from the tremendous forces of
  the ship's acceleration.
  The seats in shuttles are designed to handle this stress, as are the duty
  station chairs occupied by pilots, navigators and other crew members. If a
  character is not properly strapped into a seat, he must make a Dexterity
  check as the ship begins its liftoff. If the check fails, the character is
  knocked to the floor and takes 2d10 points of damage.
  While a ship or shuttle is accelerating through the atmosphere of a planet,
  characters cannot move around inside the ship. After the ship leaves the
  planet's atmosphere, interior conditions can be weightless or under
  normal gravity, depending on whether the ship is accelerating or coasting.
  Traveling Through Space
  When a ship is in space, the only time that it will seem to have gravity is
  when it is accelerating or decelerating. When a ship is coasting without
  thrust - even it it is traveling at 20,000 km/hour - all of the characters and
  objects inside the ship will be in freefall.
  A shuttle will coast in freefall as soon as it leaves a planet's atmosphere.
  As it approaches its destination, however, it will need to decelerate so it
  can dock. In order to decelerate, the shuttle will use maneuver jets to turn
  around so its tail points toward its destination, and then use its main
  engines to slow down. During this deceleration, passengers will be
  pressed against the decks of the ship, creating the feeling that gravity is
  holding them there.
  The same thing happens on a starship making an interstellar voyage.
  The starship will be either accelerating or decelerating during most of
  the trip, so passengers will feel the effects of "gravity" during most of
  the voyage.
  On a normal interstellar voyage, the starship pulls away from the
  space station and begins accelerating at 1 g toward its destination
  star. This is about the same acceleration a ship uses when it increases
  its speed on the boardgame map by one hex per turn. While the
  starship is accelerating, the tail of the ship will be "down" to anyone
  aboard the ship, and the nose will seem to be "up."
  After several days of acceleration, the ship should be ready to make its
  jump through the Void. Before the ship enters the Void, lights will flash
  and announcements will be made throughout the ship warning all
  passengers to strap themselves into seats or anchor themselves
  somehow.
  A few minutes before the jump, the ship will stop accelerating and
  everything on board will float weightlessly. When the final preparations
  for the jump are made, the navigator will accelerate slightly and the
  ship will enter the Void.
  During the brief period the ship spends in the Void, characters will feel
  that their senses are very distorted; colors and sounds will be
  unfamiliar, and the sense of touch will seem to vanish completely.
  Then the navigator decelerates slightly, the ship leaves the Void, and
  everything inside it will again float weightlessly.
  Several minutes will pass while the ship uses maneuver jets to turn so
  that its tail is pointed toward its destination. The ship will then use its
  main engines to decelerate, at the same time restoring a feeling of
  gravity to the passengers. Again, the tail of the ship will seem to be
  "down" and the nose "up." The ship will continue to decelerate for
  several days, until it nears the- space station or planet that is its
  destination.
  At this point, passengers and crew will again be instructed to strap
  themselves into their chairs. The ship will stop decelerating, causing
  objects inside to become weightless once more. Everything will remain
  weightless as the ship approaches the station, matches its rotation and
  enters the docking bay.
  Combat Maneuvers
  When a ship is in combat, characters must be tightly strapped to their
  seats or they will certainly be injured by the ship's rapid turns and
  changes in speed. All crew members of any ship will have a solidly
  anchored Battle Station. If passengers are aboard, they must be
  strapped to their beds or chairs in order to assure their safety.
  If a character is not strapped to a chair or bed, and the ship that the
  character is in goes through violent maneuvers, the character will be
  slammed repeatedly against the decks and bulk heads of the ship. The
  referee should roll 1d10 for each ADF or MR point that the ship uses
  during a 10 minute space combat turn. The sum of the dice is the
  number of stamina points of damage suffered by that character. If the
  character makes a successful Reaction Speed check, however, the
  character manages to grab something and hold on for dear life,
  reducing the damage by half (round fractions down).
  If a character passes this Reaction Speed check, he can try to move
  toward a safer place during that turn. The character can move at
  one-half his normal walking movement rate. Until the character is
  strapped in, however, the character should suffer damage every turn
  that the ship uses its MR or ADF.
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  Space Stations
  Space stations spin rapidly so that centrifugal force will simu late gravity along their outer rims. This "gravity" is
  strongest at the rim of the station, and gradually drops to nothing at the center (hub) of the station.
  A station's rim and hub are connected by elevators that run through the "spokes" of the wheel. These
  elevators are adja cent to the airlocks that open into the docking bay. As the elevator moves toward the rim of
  the station, the gravity grad ually increases until it reaches about 1 g at the rim.
  Stations usually have several levels of decks along their rims. The gravity is strongest on the deck farthest
  from the hub, but the change from deck to deck is barely noticeable. The gravity does not become significantly
  lower until characters approach the zero gravity region near the hub.
  ASTEROID BELTS
  Interstellar and intrasystem travel routes always bypass the hazardous areas of asteroid belts. The large
  amount of rock and rubble in these areas makes them very perilous for space ships. Mining operations and
  outlaw hideouts are sometimes located among asteroids, however.
  Marking Asteroids On The Map
  Asteroid belts can be portrayed on the hex map used for the boardga me. Planetary counters and upside
  down counters are used to represent asteroids. Instead of placing these counters in a hex, however, place
  them atthejunction of three hexes, as shown in the diagram.
   
   
  Asteroid counters can be as frequent or sparse as the referee ' desires.
  Each of the three hexes touching the counter has a high concentration of asteroids in it. These hexes are
  shaded in the diagram. Ships can travel through these hexes, but there is danger. Hexes that are not touched
  by asteroid counters are clear. They do contain asteroids, but these rocks are far enough apart that ships can
  easily fly between them.
  Occasionally, a hex can be touched by two asteroid counters. The asteroids are packed so densely in these
  hexes that any ship trying to move into or through that hex will be destroyed by hundreds of hurtling chunks of
  cold rock.
  The asteroid belt itself can cover the whole map, if the referee desires, or only half of the map, or even a band
  down the middle of the map. Clear channels may offer many routes through the belt or lead to dead-ends
  where ships will be forced to pick their way through the asteroids.
  Traveling Through Asteroids
  When a ship enters an asteroid
  area, follow the step-by-step
  procedure to determine whether it
  passes through safely.
  A) Add the ship's MR to the pilot's
  skill level. Multiply this sum by 5,
  then add 50.
  B) Add the ship's hull sire to its
  speed in hexes per turn. Multiply
  this sum by 3.
  C) Subtract the product of step B
  from the product of step A.
  The result from step C is the ship's
  percent chance to pass through an
  asteroid hex with no damage. The
  player controlling the ship must roll
  dl Oo for each asteroid hex the
  ship passes through. If the ship
  moves through more than one
  asteroid hex, the dice must be
  rolled once for each. If the roll is
  equal to or less than the result
  from step C, then the ship gets
  through the hex safely. A higher
  roll means that the ship has
  collided with an asteroid.
  If a ship's MR has been reduced
  to 0, then treat its MR, its speed,
  and the pilot's skill level as 0 when
  determining the ship's chance to
  avoid asteroids. In these cases,
  the ship's chance to pass the
  asteroids safely is simply 50 - (3 x
  HS). A ship always gets through
  safely with a roll of 01-05, no
  matter what its chance was.
  If a ship collides with an asteroid,
  roll once on the Damage Table
  with a -20 modifier. If the result is
  "Hull Damage," roll 2dl0 to
  determine how many hull points
  are lost. Double this figure if the
  result was Double Hull Damage.
  RAMMING
  SPACESHIPS
  Ramming is a suicide tactic that is
  used very rarely in space combat.
  The Sathar have been known to
  ram enemy ships as 8 last,
  desperate maneuver.
  Procedure for Ramming
  A ship that intends to ram another
  ship must end its movement in the
  same hex with the target vessel. In
  addition, the ram ming ship must
  be traveling faster (in hexes/turn)
  than its intended victim.
  If the above conditions are met the
  anacker announces that he
  intends to ram his opponent. Both
  players roll 1d10 and add the
  ship's MR and pilot's skill level to
  the result. (If this rule is being
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  used in the Advanced Boardgame
  without character skill levels, add
  each ship's MR twice.)
  If the attacker's total is higher, the
  anacking ship has rammed its
  target. If the result is a tie, or the
  defender has the higher total, the
  target ship dodged away from the
  attacker.
  Effects of Ramming
  If a ramming aflempt succeeds,
  the ramming ship is completely
  destroyed. The player that
  controlled the ramming ship
  should roll a number of 10-sided
  dice equal to the hull size of the
  ramming ship. The result of this
  roll is the number of points of hull
  damage caused to the ship that
  was rammed.
  EXAMPLE: A Sathar frigate has
  rammed a UPF destroyer The
  Sathar frigate is destroyed
  automatically in the collision The
  frigate is hull size 5, so the
  destroyer takes 5d10 points of hull
  damage.
   
   
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  CLOSE COMBAT
   
   
  This section deals with close combat in space. All of the STAR FRONTIERS
  rules for ranged weapon and melee combat apply in space, unless exceptions
  are mentioned here. The specific topics covered include Boarding Actions,
  Combat in Spacesuits, Escaping from Destroyed Ships, Sabotaging Spaceships,
  and Self-Destruction of Spaceships.
  BOARDING ACTIONS
  Generally, the crew of an attacking ship does not want to completely destroy an
  enemy's ship. Instead, they will try to board the ship and accomplish some
  objective inside. Rescuing prisoners, stealing cargo or capturing the ship intact
  are a few reasons why boarding parties would be used.
  Approaching The Enemy 
  The first step in boarding is approaching the enemy ship. Two very different
  techniques are used, depending on whether the ship to be boarded is drifting or
  maneuvering under power.
  Approaching a Drifting Ship. A ship is drifting if it has no ADF and no MR
  points left. In this case, the pilot of the attacking ship can simply pull alongside
  the drifting ship and match its course.
  To match a drifting ship's course, the pilot of the attacking ship must maneuver
  into the same hex as the drifting ship, and adjust his ship's facing and speed so
  they match those of the drifting ship.
  Once the ship's courses are matched, the boarding ship must spend a few turns
  approaching the drifting ship (remember, a hex is 10,000 kilometers across!).
  The attacker can close to boarding range (about 20 meters) in a number of turns
  equal to: 
     2d10 - pilot's skill level - approaching ship's MR
  At least one turn will always be needed, even if the result is zero or less.
  EXAMPLE: Bla'Ieg Norris, a level 3 pilot, is approaching a drifting pirate vessel
  to board it. His frigate-class vessel has an MR of 3. The result of the 2d1 0 roll is
  13, so the approach will take (13 - 3 - 3) = 7 turns.
  Approaching a Maneuverable Ship. Approaching a ship that can still
  maneuver or accelerate is much trickier than the process described above.
  Unless the crew of the boarding ship can use its weapons to destroy the enemy
  ship's engines, causing it to drift, the enemy ship must be grappled.
  A ship of hull size 5 or larger can be equipped with grapples (see Spaceship
  Equipment section). Grapples are strong cables with powerful magnetic tips.
  They have a range of only 200 meters, however, so some delicate maneuvering
  is required before they can be used.
  Grapples are MPO weapons, so they can be fired only by the
  moving player. The following conditions also must be met:
  1) The moving player's ship must end its movement in the same
  hex as the ship to be grappled.
  2) The two ships must have the same facing and speed.
  3) Conditions 1 and 2 must have been maintained for at least
  five consecutive turns.
  4) If conditions 1 through 3 have been met, both players roll
  1d10 and add their pilot's skill level and the MR of their ship to
  the result.
  5) If the player attempting to grapple has the highest modified
  die roll, he can fire his grapples.
  If the player attempting to evade the grapples has the high die
  roll, then the ships are not within grappling range. If the pursuer
  can stay with his target, however, he can make another attempt
  on the following turn - he does not need to wait another five
  turns before trying again.
  Even if the grappling player got the high die roll in step 5, this
  simply means that the ships have been maneuvered to within
  grappling range. The pilot of the ship being attacked still has a
  chance to evade.
  EVADING GRAPPLES. The pilot's chance to evade a grappling
  attack equals the pilot's skill level plus the ship's MR, multiplied
  by 10%. The MR used should be the ship's functional MR,
  including any reductions caused by damage - not the ship's
  original MR. If the chance is greater than 100, the pilot and ship
  are just too nimble to be grappled. If the result is less than 100,
  the evading pilot must roll d100. If the roll is equal to or less
  than the chance to evade, the pilot evaded the grapples.
  HAULING IN GRAPPLES. Following a successful grappling
  attempt, the grappled ship can be "reeled in" at a rate of 10
  meters per six-second turn, bringing the ship within boarding
  range in two minutes. As long as the two ships are attached by
  grapples, they will cancel out each other's drive and maneuver
  abilities. Thus, the grappled ships will drift as if neither had
  power.
  Grappling a Drifting Ship. A ship that is already drifting can be
  grappled to assure that it does not make repairs and then
  accelerate or maneuver. In this case, steps 1, 2 and 3 of the
  grappling process are followed as usual. During step 4, only the
  moving player rolls 1d10 and adds the level of his pilot. If the
  result is 8 or greater, the grappling attempt is successful.
  Entering An Enemy Ship
  Getting inside a defended enemy ship is the most difficult part of
  a boarding action. The attackers must decide what section of
  the enemy ship will be boarded, and how the attempt will be
  made.
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  Boarders must wear spacesuits or be inside some type
  of vehicle or machine when they cross the 10 or 20
  meters separating the two ships. Once they reach the
  enemy ship, there are two ways boarders can get
  inside: open the hatches or cut holes in the hull.
  Opening Hatches
  Hatches on a hostile ship must be opened by force.
  Each hatch has 200 + d100 structural points. The
  hatch can be attacked with Kaboomite or hand
  weapons. When damage equal to the hatch's
  structural points has been caused, the hatch is
  shattered and an opening big enough to step through
  is made. If the hatch separating the airlock from the
  rest of the ship also is secured, it must be destroyed
  the same way.
  Decompression. If both of the airlock's hatches are
  destroyed, the deck connected to that hatch will
  depressurize. Anything on that deck that is not
  fastened down, including characters, will be swept into
  space with the rushing air. Characters using velcro or
  magnetic shoes, and characters who are strapped
  down, are safe.
  Other characters must make a Dexterity check; those
  who pass manage to grab something solid. Those who
  fail are swept toward the airlock. A character can make
  another Dexterity check at the airlock. A successful
  check means the character catches himself at the
  hatch and, although he will be a tempting target for
  boarding enemies, he is not swept into space. If the
  character fails the second check, he is carried into
  space and will die in one turn unless wearing a
  spacesuit.
  A character swept into space will drift directly away
  from the ship at the rate of 20 meters per turn (six
  seconds).
  Air will continue rushing out through the shattered
  airlock for a number of turns equal to the ship's hull
  size. For example, one deck of a destroyer (hull size 6)
  will depressurize in six turns (36 seconds). At the end
  of that time, the deck will be a vacuum.
  Any compartments behind closed hatches or pressure
  doors will hold their air as long as the hatch or door
  stays closed. Elevator shafts and ladders between
  decks have automatic seals that will prevent a leak on
  one deck from depressurizing other decks. Regular
  doors, however, are not airtight.
  Exposure to Vacuum. Any character directly exposed
  to vacuum will die in one turn. Characters on a deck
  that is depressurizing will die one turn after the deck is
  fully decompressed, unless they can get through a
  pressure door or hatch that has air beyond it. Opening
  the door will take two turns. On the third turn, the
  character can move through the door and close it
  behind him if he passes a Dexterity check. The
  character can make one Dexterity check per turn, but
  must get through the door before the chamber beyond
  depressurizes.
  Entering the Ship. Boarders cannot get through a
  hole that is depressurizing a ship. Any shots fired from
  outside the ship at characters inside have a -20%
  penalty. Characters wearing spacesuits who are
  anchored inside the ship can fire at targets outside the
  ship with no penalty.
  Once the deck is depressurized, the normal rules for
  weightless movement and combat apply. The
  If explosives are used, consider a ship's hull to have 200 + 2d100 structural points.
  The referee should describe the ship's hull in detail to the boarders, so they can decide
  where to enter. The referee is the final judge of where the attackers' holes actually break
  into the ship. If the ship has skin sensors or outside cameras, the crew will know where
  the attack is coming from and can prepare to defend the ship.
  Precautionary Decompression
  Most starships require all passengers to don spacesuits before a fight, and then
  depressurize the interior of the ship. This prevents violent decompression due to battle
  damage or boarding attempts.
  COMBAT IN SPACESUITS
  Combat in the cold vacuum of space is a risky business. The injuries caused by weapons
  are of secondary importance when compared to the threat of depressurization caused by
  bullet and laser holes in a character's spacesuit!
  The description of spacesuits in the Personal Space Equipment section explains the
  procedure for patching suits. The Puncture Diameter Chart is a list of weapons and the
  diameter of the holes caused by them.
  PUNCTURE DIAMETER CHART
  Weapon
  Diam.. of Puncture (cm)
  Auto-seal %
  Electrostunner 
  Pistol bullet 
  Needler weapon
  Fragmentation grenade
  Gyrojet pistol 
  Laser pistol
  Laser rifle
  Machine gun bullet
  Rifle bullet
  Gyrojet rifle
  Heavy laser
  Laser powertorch
  Knife
  Sword
  Spear
  Vibroknife
  Electric Sword
  0
  1
  1
  2 (= 1d10 holes)
  2
  2
  2
  2
  2
  3
  3
  3
  1d5
  1d5+2
  1d10
  1d10
  1d10+2
  100%
  100%
  75%
  75%
  75%
  75%
  75%
  75%
  50%
  50%
  50%
  varies
  varies
  varies
  varies
  varies
  Note that sonic weapons will not work in a vacuum. Bullets can be fired in space if the
  firing chamber of the gun is equipped with an oxygen supply, which is standard equipment
  on most modern automatic rifles and pistols.
  Melee weapons can cause punctures of different sizes. The exact size is determined by
  rolling 1d5 or 1d10, and sometimes adding a modifier. These variables reflect the fact that
  melee weapons can be used to slash or stab.
  If a character is hit by a burst from an automatic weapon, the suit will be punctured in
  several places. To determine how many punctures are made, the 10 bullets in the burst
  should be divided by the number of characters struck by the burst, with any remaining
  bullets ignored. For example, if three characters are hit by a burst, each will have three
  holes in his suit, and the tenth bullet is lost. If one character is struck by the burst, he must
  find a way to repair 10 holes in a hurry!
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  attackers must deal with any defenders in spacesuits
  on the deck being attacked.
  Opening Holes In The Hull
  Rather than enter through an airlock, boarders can
  make their own entrances with explosives or laser
  power torches.
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  Weapon Ranges in Zero Gravity Survival
  In space, there is no atmosphere to slow down bullets or diffuse a laser
  beam, and no gravity to pull projectiles away from their targets. To
  account for this boosted efficiency, the ranges of all ranged, hand-held
  weapons can be doubled when the weapons are used in space.
  EXAMPLE: The normal and doubled ranges for an automatic pistol are:
  range:
  normal:
  doubled:
  PB
  0-5
  0-10
  Short
  6-15
  11-30
  Medium
  16-30
  31-60
  Long
  31-60
  61-120
  Extreme
  61-150
  121-300
  Damage
  Besides putting a hole in the spacesuit a weapon does its normal damage
  to the character inside the suit. A spacesuit does not reduce the amount of
  damage taken, although armor may.
  Armor. Spacesuit armor protects its wearer from damage, but if a weapon
  penetrates the armor, it makes a hole in the armor the same size as the
  hole in the spacesuit.
  Effects Of Wounds. Characters who have taken damage equal to or
  greater than one-half of their Stamina have a -10% modifier on their
  Dexterity checks when trying to patch punctures in their spacesuits.
  ESCAPING FROM DESTROYED SHIPS
  While it is not an automatic death sentence, any character who is on a
  ship when it is destroyed obviously is in trouble. This section explains
  what characters can do to escape this unpleasant predicament.
  A ship is considered destroyed when it has taken sufficient hull damage to
  reduce its hull points to "0." Even if every other system on the ship is
  knocked out, the ship will hold together if it has at least one hull point left.
  Decompression. When a ship's last hull point is destroyed, it will
  depressurize completely in 2d10 six-second turns. Any characters not in
  spacesuits or other pressurized areas (life boats or workpods, for
  example) will die from exposure to vacuum at this time.
  Engine Destruction
  When a ship with atomic drive is reduced to zero hull points, a series of
  chain reactions begins in the engines. This chain reaction will end in 1d10
  minutes with an all-consuming explosion that will utterly destroy the ship
  and all of its contents. The referee should roll 1d10 secretly when the
  ship's last hull point is destroyed. Characters will not know how long the
  engines can last before exploding, but the referee can give clues such as
  "The vibrations are getting more violent!" to enhance the characters' sense
  of panic.
  If any other ship is within 1 kilometer of an exploding ship, it will be
  damaged by the explosion. The damage is equal to one torpedo hit for
  each engine on the exploding ship. This damage should be rolled on the
  Damage Table, including the -20 modifier for torpedo hits.
  Survival
  A character's only chance to survive this explosion is to get far away
  from the ship. A character who leaps away from the ship will travel
  2d10 meters per turn in a straight line away from the ship. Otherwise,
  the character can use a rocket pack to accelerate his escape, or try to
  reach a launch, rescue pod, workpod or lifeboat.
  The referee must determine how many turns it will take the character
  to reach rescue equipment or a hatch. Things to consider are the
  deckplan of the ship, the number of hatches that must be opened,
  whether the character is wearing a spacesuit and how much wreckage
  is blocking the character's path.
  Characters who escape the ship must calculate their chance to survive
  at the time of the explosion. A character has a 10% chance to survive
  for each 250 meters of space between the ship and him. Anyone 2.5
  kilometers (2,500 meters) or more from the ship is completely safe.
  Several modifiers apply to this survival roll. These are listed on the
  Castaway Survival Table.
  CASTAWAY SURVIVAL TABLE
  Character is in:
  Modifier to Survival Roll
  Spacesuit Armor
  Launch
  Escape Pod
  Lifeboat
  Work Pod
  +10%
  +20%
  +20%
  +25%
  +30%
  All modifiers are cumulative, so a character wearing spacesuit armor
  inside an escape pod gets +30 to his survival chance.
  EXAMPLE: Bagrat Denuffe is the pilot of an assault scout that is
  struck by an assault rocket that causes 16 points of damage.
  Unknown to Bagrat, the referee rolls a die and determines that the
  ship will explode in five minutes. Bagrat is wearing a spacesuit and
  armor already. With his reduced movement it takes him three and
  one-half minutes to reach the scout's workpod. Another 30 seconds
  are spent activating the pod's drives before Bagrat launches into
  space at maximum acceleration.
  The referee knows that Bagrat has one minute (10 turns) left before
  the ship explodes. The pod accelerates 20 meters/turn each turn, so a
  quick calculation shows that Bagrat will be
  (20+40+60+80+100+120+140+160+180 +200) = 1,100 meters from
  the ship when it explodes. This gives him a base chance to survive of
  40%, with an additional +40 modifier (10 for the armor and 30 for the
  work pod), for an 80% chance to survive. Unfortunately, Bagrat rolls a
  97 and the pod, armor, spacesuit and poor Bagrat himself are all
  incinerated by the white-hot flash of the exploding assault scout.
  Chemical And Ion Drives
  Ships with chemical or ion drives will not explode automatically.
  However, if the referee wants the ship to explode, he can announce
  that fuel, ammunition, cargo or anything else on the ship was set off by
  damage to the ship. The referee should feel free to increase or
  decrease both the blast radius and the length of time between the
  hull's destruction and the explosion.
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  SABOTAGING SPACESHIPS
  Occasionally, it might be possible for a character or group of characters to
  sneak aboard a spaceship and damage it from inside. Getting inside is the
  first obstacle. Once inside, technicians, demolitions experts and computer
  experts all can damage the ship in various ways.
  Gaining Access to Enemy Ships
  Spaceship hatches are routinely protected by locks. The levels of these
  locks vary with the type of ship; this information is displayed on the
  Spaceship Security Table. The lock can be destroyed (see Boarding
  Actions) or a technician can use his Opening Locks subskill.
  If a ship's computer has an Installation Security program, other security
  devices at the hatch must also be detected and deactivated. Otherwise,
  alarms will be set off in the ship's control panel.
  Characters must decide what types and levels of locks they install on their
  own ships. The Spaceship Security Table lists the levels of locks and the
  types and levels of other security devices likely to be found on various types
  of NPCs' ships.
  SPACESHIP SECURITY TABLE
  Ship Type
  Lock
  Level 
  Security System and
  Level
  Spacefleet (1-14)
  Spacefleet (15-20)
  Militia
  Pirate
  Spaceliner (6-12)
  Spaceliner (13-15)
  Freighter
  Shuttle
  Research Ships
  Agriculture Ships 
  Mining (8-12)
  Mining (13-20)
  Exploration
  5
  6
  4
  5
  3
  5
  4
  2
  2
  1
  5
  6
  3
  Heat Sensitive (5)
  Heat Sensitive (5)
  Sound Sensitive (3)
  Video (4)
  Sound Sensitive (3)
  Video (4)
  Sound Sensitive (3)
  Mechanical (1)
  Pressure Sensitive (2)
  Mechanical (1)
  Video (4)
  Heat Sensitive (5)
  Sound Sensitive (3)
  Numbers in parentheses following a ship type are a range of hull sizes that
  use that level of security device. Larger ships typically have more advanced
  security systems, and smaller ships have simpler security systems.
  Once characters have gotten aboard, they must deal with any other security
  systems they run into, as well as any guards or crew members that might
  resent the intrusion. These obstacles are left to the referee's discretion.
  Computer Sabotage
  A computer expert can do all sorts of nasty things to a space ship's
  computer programs. The appropriate computer subskills are listed here, with
  explanations of how they can be used for sabotage. Full descriptions of
  these subskills can be found in the STAR FRONTIERS Expanded Game
  rule book (p.11-18).
  OPERATE COMPUTER. Obviously, the specialist must be able to operate
  the computer before he can do anything to its programs.
   
  BYPASS or DEFEAT SECURITY. If the computer has a Computer
  Security program, the specialist must get past it somehow. In the
  case of sabotage, a character will rarely have enough time to Defeat
  Security, and will be forced to risk Bypassing Security.
  DISPLAY INFORMATION. Information on cargo, passengers,
  weapons, fuel supply, astrogation charts, schedules, crew members
  and deck plans is routinely stored in a ship's computer. The
  specialist must roll separately for each type of information ha is
  seeking.
  MANIPULATE PROGRAMS. This function allows the computer
  expert to alter or eliminate programs stored in the ship's computer. If
  the program for a specific ship system, such as the engines, is
  destroyed, the ship cannot use that system until a new program has
  been written or obtained otherwise. Purging a program takes 1d10
  minutes.
  The character also can try to alter a program that is in the computer.
  For example, a laser battery targeting program could be altered so it
  will track a few degrees behind its target. Altering a program takes
  5d10 minutes.
  Demolitions Sabotage
  A Demolitions expert who manages to get aboard an enemy
  spaceship with a supply of Tornadium D-19 is an extremely potent
  destructive force.
  Explosives can be used to destroy anything in the ship that the
  demolitions expert has access to. As usual, the amount of explosive
  needed to destroy an object depends on the object's structure
  points. The Structural Points of Spaceship Systems chart lists the
  number of structure points of the most sensitive systems. The
  referee can use these as a guide when deciding how many structure
  points should be given to systems that are not listed.
  STRUCTURAL POINTS OF SPACESHIP SYSTEMS
  Ship System or Component
  Structural Points
  Hatch
  Hull Sections
  Control Panel
  Battery Weapon 
  Cannon
  Engine (size A)
  Engine (size B)
  Engine (size C)
  200 + 1d100
   200 + 2d100
   100 +1d100
  300 + 2d100
   500 + 2d100
   2d10 x 100
   5d10 x 100
   5d10 x 200
  * If a Hull Section is destroyed, a hole is placed in the ship's hull in a
  specific location. The area near the hole will depressurize as during
  a boarding action. Any parts of the ship sealed from the hole by an
  airlock or pressure door - including other decks - will not
  depressurize.
  It is possible to destroy an entire ship with a large demolition
  charge, but this usually requires a prohibitive amount of kaboomite.
  The amount of Tornadium D-19 needed is 200 kg x the hull size of
  the ship. For example, a frigate of hull size 5 could be destroyed
  with 1,000 kg of TD-19. As with all demolition attempts, the
  demolitions expert must make a successful Set Charge roll. 
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  Technical Sabotage
  A technician can use his or her knowledge of machinery to disrupt the various electrical
  and mechanical systems on a spaceship. Sabotage is treated as a new Technician
  subskill. The referee may allow this function to be used on planet-based equipment as well
  as spaceships.
  SABOTAGING EQUIPMENT
     Success Rate: 70% + 70 x skill level
  A technician can try to sabotage any piece of equipment in a spaceship, if he can get to it.
  Only the specific item sabotaged will be affected, however; if a ship has three engines,
  each must be sabotaged separately in order to knock out the ship's drives.
  A technician can try to sabotage a specific piece of equipment only once. If that attempt
  fails, the technician is unable to sabotage that particular item.
  If the sabotage roll is successful, the technician has damaged the system enough to keep
  it from working. The equipment must be repaired using the vessel's DCR, the same as
  combat damage.
  If the technician makes his sabotage roll with a margin of 40 or more, the damage done to
  the system is so extensive that it cannot be repaired in space. In this case. the damage is
  treated like combat damage with a DCR roll of 99 or 00; the ship must return to a
  spaceship construction center before that particular system can be repaired.
  STARSHIP SELF-DESTRUCTION
  This tactic is used most commonly by Sathar when one of their ships is in danger of being
  lost to boarders. The computer program described here is a standard part of all Sathar
  on-board computers. Other self-destruction programs written for any atomic-powered
  vessel work exactly the same way.
  Only atomic-powered ships can self-destruct as
  described here. Ships with chemical or ion drives can
  be destroyed with demolition charges, by setting off
  torpedos inside the ship, or some other similar
  method, but the referee must judge these cases.
  A ship will destroy itself if its computer is programed to
  activate the atomic drives at full power, without
  releasing any thrust. The heat and pressure produced
  in the engine reaction chambers build to the point
  where the engine housings cannot hold together. The
  disintegrat- ion of the housing releases an explosion
  that has exactly the same effect as the explosion of a
  ship that has had its hull destroyed (see Escaping
  From Destroyed Ships).
  A 6th level program is required to overload a ship's
  drives. This program contradicts the ship's normal
  drive program, so the drive program must be purged
  from the computer first. If the character writing the
  program is working on an unfamiliar ship, the normal
  procedures for bypassing or defeating security must
  be followed also.
  Risks. The biggest risk in writing this program is the
  unpredictability of the engines. The engines begin to
  overload as soon as the program is activated, and
  once the overload begins, it cannot be reversed! The
  explosion will occur d100 minutes after the overload
  begins. Of course, the referee makes this roll secretly
  so the character who programed the computer does
  not know whether he has one minute or 100 minutes
  to es cape from the ship.
  Because the program cannot be reversed, the only
  way to save a ship after its engines have begun to
  overload is to jettison the engines. Jettisoned engines
  drift away from the ship at the rate of 100
  meters/minute. If the engines explode within 1,000
  meters of the ship, each engine should be treated as a
  torpedo hit on all ships within range. The Damage
  Table is used to determine the exact damage. Once
  the engines are 1,000 meters or more from all ships,
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  they can explode harmlessly.
   
   
   
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  ECONOMIC ACTIVITY IN THE FRONTIER
  Characters may want to try making a personal fortune in the
  Frontier. This is not impossible, but it is not a sure thing either. Any
  business venture has a possibility of failing in the best of times.
  Space pirates, claim jumpers and other shady types are further
  threats to the honest businessman in the Frontier. Add to these
  obstacles the high cost of spaceships and equipment, and an
  investment can be seen for the risky speculation that it is.
  Despite the risks, millionaires are created regularly in the Frontier.
  Space travel is at a premium, and the person who has a ship in the
  right place at the right time can often make a killing. This section
  details some of the ways characters can use ships to earn money,
  the dangers in their path and how they can get started.
  LOANS
  Any world larger than an outpost will have banking facilities
  available. The Pan-Galactic Bank, Streel Bank, Greater Vrusk
  Mutual Prosperity Institution, and First Bank of Cassidine are the
  largest financial institutions in the Frontier, but there are many
  others.
  All of these banks make loans, and all charge 4% interest
  compounded every 40 days. This is about 23% per year. This high
  interest rate is justified by the volatile economy in the Frontier and
  offset by the possibility of making a quick fortune.
  A character cannot just walk into a bank, demand a loan and
  walkout with money. A bank will not lend money unless it has a
  reasonable guarantee that the loan will be repaid. Depending on the
  size of the loan and the borrower's reputation, the bank may ask for
  collateral equal to the value of the loan, a personal guarantee, a
  tracer implant or a combination of these.
  Applying For A Loan With Collateral
  A bank will lend money to any character who can leave collateral
  with the bank.
  Any valuable item that the character owns can be used as collateral.
  Before the collateral will be accepted, the bank's appraiser must
  inspect the item or items and verify that their combined value is at
  least equal to the value of the loan. The referee must use some
  discretion when deciding what a bank will accept as collateral.
  Valuable jewelry, buildings or a percentage of ownership in a space
  station orbiting the planet the bank office is on are good collateral. A
  spaceship that the character intends to take to the far end of the
  galaxy is unacceptable.
  Collateral (or the deed or stock certificate representing it) remains
  with the bank until the loan is completely repaid. When the loan is
  paid off, the collateral is returned.
  If the character misses a loan payment, the bank will issue a
  warning. If the character misses two payments in a row, the bank
  will close the loan and seize the collateral. The character loses both
  his collateral and all the loan payments he has already made.
  Someone who has lost his collateral can try to recover it by resuming
  payments on the loan. The bank will charge at least a 10% fine on each
  payment that was missed, if it is willing to reopen the account at all. The
  referee must decide whether the bank is willing to renegotiate the loan.
  EXAMPLE: Disan, a Yazirian, needs a loan for 50,000 Cr. As collateral, she
  offers the bank a gold and platinum statue recovered from alien ruins in the
  Dramune system, and the jewel-encrusted Twin Laurels for Manifest
  Gallantry given to her by the governor of Terledrom. The bank's appraiser
  places their value at 37,000 Cr and 16,000 Cr respectively. Together, they
  are worth 53,000 Cr, so the bank will accept them as collateral on a loan of
  up to 53,000 Cr.
  Applying For A Loan Without Collateral
  A character who tries to get a bank loan without collateral must meet some
  minimum qualifications to be eligible for the loan. The character must have a
  good reputation (or, at the least, no criminal record). The character also
  must meet a bank loan officer and describe to him in detail how the loan will
  be invested, and how it will be repaid. After the character has presented his
  plan, the referee makes a simple die roll to determine whether the bank will
  extend the loan to the character.
  Interviews. A bank loan officer will set up an interview with a character
  when the character applies for a loan. Loan inter views are good situations
  for role playing. The referee plays the role of the loan officer, and should
  thoroughly question the character applying for the loan. If the character gives
  dubious answers or is rude, the loan officer will be suspicious. (Bank loan
  offices are routinely monitored by computer, so any at tempts to hypnotize
  the loan officer will be noticed and the loan officer will be notified.)
  Securing the Loan. After ~e interview, the referee must determine whether
  the loan officer will recommend lending money to the character. The referee
  rolls d100. If the result is equal to or less than one-half of the character's
  Personality score, the bank will lend him money. Otherwise, the loan is
  refused and the character cannot try to borrow money from that bank until he
  has accomplished some new deed worthy of public notice and praise.
  The referee can modify this die roll to match the situation. Modifiers should
  be based on whether the character's plan has a good chance to succeed,
  the current economic conditions in the Frontier and the character's attitude
  and treatment of the loan officer during the interview. These modifiers should
  not exceed plus or minus 10%.
  Reapplication. Note that large population centers will have at least four
  major banks, and that having a loan turned down at one bank will have no
  effect on an application at another bank. The actual number of banks in any
  city, and any particular lending policies of those banks, are left to the
  Referee's discretion.
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  Bounties. In order to further discourage people from not repaying their loans,
  banks offer rewards for the capture of loan defaulters. For small loans, the
  reward usually is equal to the value of the loan. For loans over 15,000 Credits,
  the re wards become proportionally smaller. For example, the reward for a
  character who defaulted on a 75,000 Credit loan may be only 25 or 30,000
  Credits. These rewards are paid only if the defaulter is captured alive.
  Duration and Interest of Ioans
  Characters can arrange to repay their loans on a schedule lasting from 1 to 20
  years. Payments usually must be made once every 40 days. Interest is
  assessed at the rate of 4% every 40 days.
  To figure out what the monthly payments are for a loan, use the Interest Table.
  This table shows the monthly payments that must be made on a 10,000 Cr
  loan, depending on how many years the loan lasts.
  To use the table, find the "Monthly" entry that matches the number of years
  the loan lasts. Divide the amount of the loan by 10,000 Cr. Multiply this
  number by the monthly payment from the table. The result is the monthly
  payment for the loan.
  To find out how much money the loan will have cost when it is completely paid
  off, multiply the number in the "Total" column by the amount of the loan
  divided by 10,000 Cr. 
  INTEREST TABLE
  Years
  Monthly
  Total
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  12
  14
  16
  18
  20
  1,232.9
  735.8
  578.3
  505.2
  465.5
  442.0
  427.5
  418.1
  412.1
  408.1
  403.7
  401.7
  400.8
  400.3
  400.2
  12,329
  14,716
  17,349
  20,208
  23,275
  26,520
  29,925
  33,448
  37,089
  40,810
  48,444
  56,238
  64,128
  72,054
  80,040
  EXAMPLE: Lemuel Fairbanks Ill needs 200,000 Cr to remodel his starship. He
  applies for a loan at the First Bank of Cassidine. He has no collateral, but his
  excellent reputation and well-known adventures defending the Frontier make
  him eligible for a loan of up to 500,000 Cr. He is extremely courteous during
  the interview, and his investment plan seems well thought out. The referee
  rolls d100, and the result is 32. One-half of Fairbanks' Personality is 40, 50 the
  bank will lend him the money.
  Fairbanks agrees to pay off the loan over a period of three years. To find his
  monthly payments, the player divides the amount of the loan (200,000 Cr) by
  10,000. The result is 20. This is multiplied by the monthly payment for a
  three-year loan. The result is (20 x 578.3) =  11,566 Cr every 40 days. At the
  end of three years, Fairbanks will have paid (20 x 17,349) = 346,980 Cr to the
  bank, and the loan will be completely paid off.
   
  As the example shows, paying off a loan is expensive. Players
  should make every effort to guarantee they can repay a loan
  before actually taking the loan. Loans that are repaid over many
  years have lower monthly installments, but short-term loans are
  less expensive overall.
  Multiple Loans
  It is possible for characters to receive more than one loan. This
  can be done by getting loans from more than one bank, or by
  getting one loan on collateral and another on reputation. In fact,
  this may be the only way characters can finance very large
  purchases.
  ALTERNATE MEANS OF
  ACQUIRING STARSHIPS
  If players are unable or reluctant to get a bank loan for a starship,
  the referee should consider the possibilities listed below. These
  are ideas only, not rules. The referee must make his own rules
  based on common sense in these situations.
  Government Subsidies
  Some planetary governments will subsidize the purchase of a
  starship if the characters being subsidized have demonstrated that
  they can be trusted, and have agreed to use the ship in a way that
  benefits the subsidizing agency. Basically, the government loans
  money to the characters (at a low rate of interest) so they can
  purchase a starship that fits the government's specifications. The
  characters then must use the ship in government service until the
  loan is paid off. Examples of areas a government might subsidize
  are long passenger or freight lines to remote worlds, transport of
  dangerous materials or desperately needed high-overhead
  cargos, privateer mg, or a government courier service.
  Crime Organizations
  Characters who are unable to secure bank loans, either be cause
  bf their unsavory reputations or because they lack collateral, may
  be able to get a loan from a large criminal organization. In return,
  the criminals may demand very high interest (60 to 100 percent
  per year is not unusual) and will hold the title to the ship until the
  loan is paid off. They may also demand that the characters use
  the ship to do "favors" for the organ- ization, such as smuggling
  illegal cargos, helping fugitives es cape the police, or using the
  characters' business as a legitimate front for criminal activity.
  In some rare instances, criminals may allow characters to put
  themselves up as collateral for a loan. If the characters default on
  the loan, the criminals will track them down and either sell them as
  slaves or kill them and sell their body parts on the black market,
  using their brains to build cybernetic robots.
  In all cases, characters looking for criminal backing must make
  their own contacts and arrangements. The referee must re
  member that only the largest criminal organizations have the
  resources to make these types of deals, and criminals do not
  become powerful in the Frontier without being ruthless and
  aggressive.
  Corporate Lease
  A corporate lease is similar to a charter (see Business Ventures),
  except the company owns the starship. The characters agree to
  take a smaller percentage of the profits in return for use of the
  ship. The characters usually have the option to buy the ship,
  applying their lease payments to the purchase.
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  Joint Ventures
  Characters can raise cash to purchase a starship by selling stock in their
  business. Persons who buy the stock are buying a percentage of the profit
  earned by that ship, and gambling that their share of the profit will be more
  than the cost of their shares. Characters can sell whatever percentage of
  their profits that they wish, but should be sure to keep enough for
  themselves to assure they can stay in business. At the end of each fiscal
  period (200 or 400 days are common), the business must deliver dividends
  to its shareholders. Shareholders who feel they have been defrauded or
  ripped off will almost certainly complain to the authorities.
  Used Ships
  Corporations (and occasionally governments) some- times sell old ships.
  These ships typically are sold for 40 to 80 percent of their new value. The
  disadvantage to buying a used ship is that characters must take it as it is,
  and must pay a starship construction center to make any modifications
  they want. Used ships may be damaged when they are sold
  (nonfunctioning drives, defective computer, etc.) and are more prone to
  break downs and malfunctions than new ships. The referee should feel free
  to let the life support or some other system break down right after
  characters take possession of the ship, just to let them know what they can
  expect in the future.
  Payment
  A corporation or research group may be willing to sign over a ship's title to
  characters who use the ship on an extremely dangerous and important
  mission. Such ships usually are very old, however, and subject to the same
  disadvantages as used ships. Players must negotiate such arrangements
  themselves.
  Patron's Ships
  Characters may be able to find a ship owner who has no crew. If the patron
  is willing, the characters can agree to serve as the ship's crew, using it in
  the patron's service. Characters may even agree to work free, letting the
  ship owner keep their wages as a down payment against eventual
  purchase of the ship.
  Salvage
  According to interstellar law, any ship that is found abandoned and adrift in
  open space is the property of whoever salvages it. This can lead to
  interesting adventures, especially if the previous owner decides to reclaim
  the ship or a lost cargo hidden in a secret hold.
  Hijacking
  While it is extremely risky, it is not unknown for pirates to hijack a
  commercial or military starship and divert it to their own use in a remote
  corner of the Frontier. Any characters trying this should meet a lot of
  resistance, both from the ship's crew during the hijacking and from port
  authorities and the Star Law Rangers after the hijacking.
  Deus ex Machina
  As a last resort, the referee can intervene in the players' behalf with some
  miraculous event ("Your rich great-aunt just died and left her mining ship to
  you. After all, it is a family heirloom.").
  BUSINESS VENTURES
  Characters who have gone to the expense of designing and building
  a spaceship probably will want to use that ship to earn enough
  Credits to pay off their investment. This section explains three
  different businesses that characters can get into: passenger
  transport, freight transport and mining.
  Each of these businesses requires a spaceship specially equipped for
  that job. Besides the costs of starting and operating the business,
  characters must consider the routine costs of spaceship
  maintenance.
  Obtaining A Company Charter
  Although many small businesses manage to survive in the Frontier,
  most trade is controlled by large, powerful corporations. The most
  significant of these are listed in the Referee's Background and
  Campaign Material section. The surest way for a small ship owner to
  guarantee a steady supply of customers is to get a charter from one
  of these companies.
  A charter is a license from a company to do business in that
  company's name. The procedure for obtaining a charter is similar for
  all companies and most types of businesses.
  Applications. The first step in obtaining a charter is to make an initial
  application. The character must go to the company's office, fill out an
  application form, and interview a low-level executive. After the
  interview, the referee should secretly roll d100; if the result is less
  than or equal to the character's Personality score, the interview was
  successful and the character will be contacted 1d10 days later for a
  final interview.
  The final interview will be conducted by two or three high-level
  executives of the company. The owner of the ship and all crew
  members will be interviewed, one at a time. The spaceship will be
  inspected by a high-level company engineer.
  After all interviews and inspections are completed (which may take
  several days), the player rolls d100. The referee can as sign a
  positive or negative modifier up to plus or minus 10, based on the
  interviews and the condition of the ship. If the roll is equal to or less
  than one-half of the character's Leadership score, the charter is
  granted.
  Operating Under a Charter. Characters who are granted a company
  charter also receive, free of charge:
  - uniforms for all ship's crew members
  - a corporate insignia painted on the ship's hull
  - use of company docking facilities at space stations
  - company credit to draw from in times of financial stress.
  In return, the company expects the ship to perform the tasks that are
  assigned in the time allotted. Refusing to perform a task, repeated
  delays or thievery will be grounds for revoking the charter.
  A ship operating under a company charter will have layovers of six to
  10 days (1d5+5) at each station on its route. The cargos and
  destinations are selected by the company, but profits and ship
  maintenance and repairs are the responsibility of the characters. For
  details on profits and expenses, see the sections dealing with specific
  businesses.
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  PASSENGER LINES
  Carrying passengers from planet to planet or star
  to star in the frontier is a major business. A
  character who owns a spaceliner can try to sell
  passage to individuals on a regular route or
  charter the ship for special trips.
  Offices
  The first step in starting a passenger transport
  business is opening an office at each city or
  spaceport where the liner will take on
  passengers. Each office costs 500 Cr every 40
  days (5,000 Cr per year). This includes a
  secretary/receptionist robot, videophone, small
  room, and use of a simple appointments and
  reservations computer. An office is needed at
  each embarkation point on the liner's route. For
  example, on a two-way route the business must
  have an office at each end.
  Spaceliners operating under a company charter
  do not need offices, as the parent company will
  take care of bookings, routes and schedules.
  Bookings
  The number of passenger tickets that can be
  sold for a voyage depends on the number of
  cabins available. How these tickets are divided
  among First, Journey and Storage classes also is
  a question of ship design.
  The Spaceliner Bookings Table lists the
  percentage of berths of each type that will be
  filled on any voyage. The percentage sold
  depends on the populations of the departure and
  destination points. As explained in the STAR
  FRONTIERS Expanded Game rule book (p.49),
  planet populations are rated H, M, L or O (heavy,
  moderate, light or outpost).
  To use the table, locate the type of population at
  the starting point of the trip (Start Pop.) and
  follow that line over to the population of the
  destination (Destination Pop.) The table entry at
  that point indicates a base number and a dice roll
  that is added to the base number. The
  appropriate number of dice are rolled and the
  result is added to the base number. This sum is
  the percentage of all berths on the spaceliner
  that have been booked for that particular voyage.
  The tickets sold should be divided as evenly as
  possible between all three passenger classes.
  Any tickets remaining after this division will be for
  the best available class.
  SPACELINER BOOKINGS TABLE
  Start Pop.
  Destination Pop.
   
  H
  M
  L
  O
  H
  M
  L
  O
  80+2D10
  60+4D10
  40+6D10
  20+8D10
  70+3D10
  60+4D10
  30+6D10
  20+4D10
  60+4D10
  40+3D10
  20+4D10
  20+2D10
  10+4D10
  10+3D10
  10+1D10
   0+1D10
  EXAMPLE: Lemuel Fairbanks III has set up a
  passenger service from Kdikit (Madderly's Star)
  to Gollywog (White Light) and back again, using
  The Honorable has nine Storage Class berths, five Journey Class berths and six First Class
  berths, for a total of 20 berths. Eighty-five percent of 20 is (.85 x 20) = 17 passengers. Dividing
  these as evenly as possible gives six Storage Class passengers, five Journey Class
  passengers (as many as the ship can carry) and six First Class passengers.
  Independent Lines. Spaceliners operating with a company charter always receive the number
  of bookings indicated by the Bookings Table. The number of tickets sold by privately operated
  liners depends on the layover time the ship spends at the station, as follows:
  - If 20 or more days are spent in layover, the ship will sell the number of tickets indicated on the
  chart.
  - If fewer than 20 days are spent in layover, the number of tickets sold will be reduced by half.
  In this case, the number of tickets sold is rolled normally and divided by two. Fractions are
  rounded up.
  Profits
  The profitability of a spaceliner business is determined by subtracting business expenses from
  the money earned through ticket sales. While it is possible to make money in this area,
  characters should realize that it will take quite a few paying passengers to begin paying for the
  spaceship!
  Risks
  Operating a spaceliner is a fairly safe business, since pirates generally leave the liners alone. If
  a very important person (planetary or military leader, business tycoon, etc.) is aboard, however,
  the referee may wish to include an encounter with criminals, pirates, assassins or other
  undesirables during a voyage through space. Otherwise, the referee can roll d100 and check
  the Spaceliner Hazards Table each trip to find out whether any unfortunate incidents occur. The
  referee can modify the table if the ship is carrying VIPs or following a dangerous route.
  SPACELINER HAZARDS TABLE
  Dice Roll (d100)
  Hazard
  01-02
  03
  04-05
  06
  07-00
  Hijacking attempt by passengers
  Pirates attack
  Drive problems; repairs will take (2d10 - engineer's skill level)
  days
  Renegade Sathar Frigate
  Safe and pleasant voyage
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  his newly remodeled starship, Honorable. When
  Fairbanks travels from Kdikit to Gollywog, he is
  traveling from a Medium to a Heavy population,
  so he can sell 60 + 4d10 percent of the berths on
  his ship. The player rolls 4d10 and the result is
  25, so Fairbanks has sold (60 + 25) = 85% of the
  ship's passenger berths.
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  FREIGHT HAULING BUSINESSES
  Just as people need to be transported from
  one place to another in the Frontier, many
  different goods also must be hauled from place
  to place. This is the job of the freight ship, and
  another area where characters can earn some
  credits (if all goes well ...).
  If a ship is operating under a company charter,
  all bf its cargos will be arranged by the parent
  company. There is a six to 10 day layover
  between trips, as mentioned above.
  Independent haulers must "drum up" their own
  customers, however.
  Locating Cargo
  Freight haulers can set up offices, the same as
  passenger liners. When a hauler tries to locate
  a cargo at a planet or station where he has an
  office, a load will be offered 2d10 days after the
  ship arrives. Once a load is contracted, another
  1d10 days must pass before the cargo can be
  loaded onto the ship.
  A freight hauler may also find cargos at
  stations where he has no office. This is done
  by "beating the docks" (spending time visiting
  bars, cafes and business offices on a station).
  If the referee decides the economic conditions
  are so strong that goods are stacked up
  awaiting shipment, the hauler will find a cargo
  in 4d10 days. Another 1d10 days will pass
  before dock space is available for loading the
  cargo.
  Hauling Under A Charter
  The economics of freight hauling varies
  between private and company ships. Charter
  carriers charge the cost of the cargo to the
  parent corporation. After delivery, the cargo is
  sold for the amount listed on the Cargo Charts
  and profit (selling price minus purchasing price)
  is calculated. The parent corporation's account
  at the station where the cargo was sold is
  credited for 20% of the profit immediately, and
  the rest goes to the owner (or captain, if the
  owner is not present) of the ship. The owner
  must pay his crew and maintain his ship with
  his share of the profits.
  Independent Haulers
  A private ship must provide some kind of
  guarantee on cargo before it will be brought
  aboard. The best guarantee is a large bankroll,
  that allows the private shipowner to purchase
  the cargo outright at the point of departure. The
  shipper then is free to take the cargo wherever
  he can sell it for a profit.
  If the shipowner does not have enough cash to
  buy the cargo outright, the cargo's owner may
  demand that cargo guards accompany the
  merchandise. One guard will be sent for every
  two units of cargo, but if the cargo is smaller
  than four units, two guards will be sent anyway.
  The ship owner must pay their wages. The
  guards will help the ship's crew repel pirates
  and fight other dangers, but their primary job is
  to make sure that the ship 'and cargo do not
  "disappear." Cargo guards always will be 5th or
  6th level weapon specialists, with demolitions,
  Commodities
  The Cargo Chart lists the types of cargo that can be picked up both at industrial and resource
  centers. If the referee has not decided beforehand what cargos are available, he can choose one
  randomly by rolling d100.
  Cargo Units. One unit of cargo is the amount of cargo that can be carried in one hull size point.
  For example, a freighter of hull size 8 can carry 8 units of cargo.
  CARGO CHART
  Cargo Acquired at Industrial Centers
  Price per unit
  Type of Cargo
  At Source
  At Destination
  01-07
  08-16
  17-23
  24-27
  28-30
  31-38
  39-46
  47-51
  52-54
  55-59
  60-64
  65-70
  71-75
  76-78
  79-87
  88-92
  93-96
  97-00
  Air Cars
  Chemicals*
  Computers*
  Drones
  Explorers
  Farming Equipment
  Generators
  Ground Cars
  Hand Weapons*
  Hovercraft
  Jetcopters
  Lab Equipment
  Medical Equipment
  Parabatteries
  Plastics
  Robots*
  Ship Drives*
  Tools
  20,000 Cr
  20,000 Cr
  60,000 Cr
  35,000 Cr
  40,000 Cr
  20,000 Cr
  30,000 Cr
  20,000 Cr
  80,000 Cr
  30,000 Cr
  30,000 Cr
  30,000 Cr
  50,000 Cr
  25,000 Cr
  15,000 Cr
  40,000 Cr
  50,000 Cr
  25,000 Cr
  45,000 Cr
  40,000 Cr
  120,000 Cr
  90,000 Cr
  100,000 Cr
  35,000 Cr
  80,000 Cr
  40,000 Cr
  120,000 Cr
  50,000 Cr
  75,000 Cr
  75,000 Cr
  75,000 Cr
  70,000 Cr
  25,000 Cr
  100,000 Cr
  80,000 Cr
  40,000 Cr
  Cargo Acquired at Resource Centers
  Type of Cargo
  At Source
  At Destination
  01-07
  08-11
  12-13
  14-15
  16-18
  19-28
  29-33
  34-36
  37-39
  40-42
  43-44
  45-46
  47-54
  55-56
  57-66
  67-70
  71-74
  75-77
  78-80
  81-82
  83-96
  97-00
  Aluminum
  Copper
  Diamonds*
  Emeralds*
  Gold*
  Iron
  Magnesium*
  Mercury
  Molybdenum
  Nickel
  Platinum*
  Plutonium*
  Quartz Crystals
  Rubies*
  Salt
  Silver*
  Titanium*
  Tungsten
  Uranium*
  Vanadium
  Water / Ice
  Zircon
    50,000 Cr
    15,000 Cr
  400,000 Cr
  300,000 Cr
  200,000 Cr
    20,000 Cr
    70,000 Cr
    40,000 Cr
    60,000 Cr
    40,000 Cr
    80,000 Cr
  100,000 Cr
    40,000 Cr
  250,000 Cr
    20,000 Cr
    80,000 Cr
    75,000 Cr
    50,000 Cr
  100,000 Cr
    80,000 Cr
    30,000 Cr
    30,000 Cr
  70,000 Cr
  25,000 Cr
  600,000 Cr
  450,000 Cr
  300,000 Cr
  25,000 Cr
  100,000 Cr
  75,000 Cr
  75,000 Cr
  55,000 Cr
  120,000 Cr
  150,000 Cr
  60,000 Cr
  400,000 Cr
  30,000 Cr
  120,000 Cr
  100,000 Cr
  75,000 Cr
  150,000 Cr
  100,000 Cr
  40,000 Cr
  45,000 Cr
  * This cargo is "high risk" material; see Risks.
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  martial arts and computer skills as well.
  If a freighter is running a regular route, there is
  a chance its owner will be trusted with a cargo.
  This chance equals 10% x the number of years
  the ship has run the same route. The
  shipowner can try this roll once each time a
  cargo is offered.
  When a private shipowner secures a cargo and
  sells it at the end of a run, all the profit goes
  directly to the owner, who can use it however
  he wants. Crew salaries, supplies, fuel and
  maintenance also must be paid for, of course.
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   Supply and Demand. The prices of cargo, both at the source and the destination, are subject to modification by the
  referee. Not all types of cargo should be available at all sources, and supply and demand can raise or lower prices
  depending on how much of a particular commodity is available on a planet.
  Risks
  Hauling freight is more dangerous than carrying passengers, because pirates can make a lot of profit by selling stolen
  cargos. Referees can use the Freighter Hazard Table to determine whether a freighter runs into trouble during a trip.
  The referee should apply a -10 modifier on the roll if a ship is carrying a high risk cargo.
  FREIGHTER HAZARD TABLE
  Die Roll
  Hazard Encountered
  01-02
  03
  04-05
  06-08
  09-00
  Attacked by pirates in frigate or two assault scouts
  Crew mutinies unless captain passes Leadership check
  Drive Trouble; engineer needs 1d10 days to repair
  Searched and harassed by local militia at destination
  Safe and uneventful voyage
  The Hazard Table is intended as an aid to the referee. As with all tables in these rules, the referee should ignore or
  modify the table's results to fit the campaign.
  MINING VENTURES
  Although many planets consist of nothing but worthless rock and low grade iron ore, others are fairly bursting with
  valuable metals, gems and other resources. Mining ships are designed to transport a crew to a mineral-rich planet and
  serve as a base of operations while those resources are exploited.
  Finding Mining Sites
  Determining whether a planet has natural resources worth mining involves as much luck as science. A mining concern
  can find good prospects for operations in two ways: by prospecting and by following rumors.
  Prospecting. Prospecting involves examining samples taken from various likely locations on a planet, looking for
  valuable minerals. These planets might be minor outposts, uninhabitable worlds or even part of a newly discovered
  system.
  The referee should feel free to decide himself that a planet has no valuable, minable resources, or that it is chock full of
  recoverable ores. If characters are examining planets randomly, the referee can use the procedure outlined below.
  PRESENCE OF
  MINERALS. The base
  chance that an unmined
  planet, planetoid or
  asteroid belt has
  valuable resources is
  25%. The referee can
  increase this slightly if
  the planet is very close
  to its star, or decrease it
  if the planet is at the
  edge of the system. The
  referee should make this
  roll secretly.
  NUMBER OF
  RESOURCES. If
  valuable resources are
  present, the referee
  should roll 1d10 to see
  how many resources can
  be mined.
   
  Die
  Roll
  Minable
  Resources
  1-5
  6-8
  9-10
  1
  2
  3
  FINDING DEPOSITS. If
  valuable resources are
  present, players must
  find them using either a
  geoscanner or a landing
  drone. The following
  procedure is used when
  characters are searching
  for minerals:
   
  1. The referee rolls
  d100 to determine
  whether resources
  are present on the
  planet or asteroid.
  2. If resources are
  present, the referee
  rolls 1d10 to
  determine how many
  resources there are.
  3. The characters
  choose a spot on the
  surface where they
  will search for
  minerals.
  4. The referee rolls
  1d10. If the world
  contains resources,
  a roll of 1 means that
  the location where
  the characters are
  searching has
  resource deposits. If
  the world has no re
  sources, the
  characters will never
  find any, regardless
  of this roll.
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  5. The characters
  conduct a check with
  a geoscanner or
  landing drone. If the
  check is successful
  and resources are
  present, characters
  have found the
  resources and can
  begin mining.
  The characters can
  repeat such scans as
  often as they want, and
  in as many different
  places on the planet as
  they wish.
  Rumors and "Gold
  Rushes." Thesecond
  way to find a promising
  location for a mine is to
  follow the crowd - travel
  with large groups of
  miners to planets that
  are reported to be the
  sites of rich strikes.
  Both the Cappellan Free
  Merchants and the
  Cassidine Development
  Corporation (see the
  Referee's Background
  and Campaign Material
  section for more about
  these companies) sell
  information on possible
  mine locations. This
  information will cost
  1,000 to 10,000 Cr,
  depending on the value
  of the resources. CFM
  and CDC provide this
  service to promote
  competition with the
  larger corporations.
  Some prospectors also
  earn their livings by
  locating mineral deposits
  and selling their locations
  to miners. Information
  bought from prospectors
  usually costs more, but
  reputable prospectors
  will not sell a mine's
  location more than once.
  Characters who do not
  want to buy information
  may be able to get what
  they want free.
  Characters who visit
  taverns and restaurants
  on resource worlds,
  space stations or other
  likely spots may, at the
  referee's discretion, hear
  rumors that can lead
  them to mineral strikes.
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  REFEREE'S BACKGROUND AND
  CAMPAIGN MATERIAL
  The referee in a STAR
  FRONTIERS campaign is
  the person who
  determines whether the
  campaign is a success or
  a failure. The referee must
  be prepared to make quick
  decisions, and must be
  familiar with the selling of
  the campaign. This section
  contains information on
  the Frontier intended to
  help the referee, as well
  as suggestions for
  conflicts, plots and
  adventures.
  The information in this
  section describes the UPF
  at the start of the Second
  Sathar War. Of course,
  nothing requires that the
  referee set his campaign
  in this time period.
  Depending on the kinds of
  adventures the referee
  wants, the campaign could
  be set during the early
  days of the Frontier,
  during the First Sathar
  War, the period between
  the wars, or even after the
  Second Sathar War.
  Whatever time frame is
  chosen for the campaign,
  the referee must establish
  a consistent setting for the
  adventure. The following
  information is one possible
  framework. The referee
  can use this information
  exactly as it is presented,
  modify it, or completely
  disregard it, according to
  the needs of his
  campaign.
  THE UNITED
  PLANETARY
  FEDERATION
  The United Planetary
  Federation is a bizarre
  blend of cultures, races
  and lifestyles. Considering
  the diversity of the
  members, it is remarkable
  that the United Planets get
  along as well as they do.
  Despite the rough
  confederacy brought about
  by the First Sathar War,
  there is much dissension
  and disagreement among
  the members of the UPF
  regarding galactic policy.
  Many smaller strike forces and patrol groups are active throughout the. Frontier. The composition of these task forces
  does not remain constant, as ships are often reassigned from one group to the other. The patrol groups usually
  consist of one or two assault scouts and a frigate. Small strike forces often contain several frigates, a destroyer and a
  light cruiser.
  Gollwin Academy
  Spacefleet officers receive their training at the Gollwin Academy, which is the fleet war college. The academy is a
  huge group of space stations orbiting Morgaine's World. It offers a two year program in the tactics and strategy of
  interstellar combat. Its graduates assume the rank of Junior Lieutenants on Spacefleet vessels.
  The academy has a fine reputation for graduating skilled and effective leaders. Each graduate is qualified at the 1st
  level of a spaceship weapons skill and 2nd level of piloting, astrogation or spaceship engineering skill. The program of
  instruction is rigorous, and only highly qualified individuals can gain admission to the school.
  Spacefleet Enlisted Personnel
  Although the officers of the Spacefleet represent some of the finest individuals in the Frontier, the same cannot be
  said for the crews of Spacefleet ships.
  The enlisted members of the fleet come from all walks of life. The fleet always is short of crew members, so the
  requirements for enlistment are not rigorous. No checking is done regarding a crew member's background or
   
   
   
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  The UPF is not an empire
  in any sense of the word.
  Matters of internal
  government are left to the
  member planets. The UPF
  does collect taxes for the
  maintenance of the Star
  Law Rangers and the
  Spacefleet, but the United
  Planets are concerned
  only with the defense of
  the Frontier.
  Planetary governments
  and large corporations
  make most of the day to
  day policy decisions on
  the various planets of the
  Frontier. The organization
  of several of these
  institutions is explained
  below, as well as a brief
  description of the
  interaction between the
  Four Races and the
  Sathar.
  Spacefleet Organization
  The Spacefleet was
  formed after the first
  Sathar war, to defend the
  Four Races of the Frontier
  from all external foes. The
  fleet has been equipped
  with a series of fast and
  modern ships, the
  mightiest of which are the
  three battleships: Admiral
  Clinton, Admiral Morgaine
  and Admiral Harsevoort.
  Each of these battleships
  is the flagship of a fleet
  task force. Task Force
  Cassidine (flagship:
  Admiral Harsevoort) is
  centered at Triad; Task
  Force Prenglar (flagship:
  Admiral Morgaine) is
  based at the UPF base
  orbiting Morgaine's World;
  and Strike Force NOVA
  (flagship: Admiral Clinton)
  has a home base at Gran
  Quivera, but spends much
  time patrolling the travel
  lanes of the Frontier.
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  The Spacefleet Rank Table lists the ranks of Spacefleet officers, from lowest to highest.
  Following each rank is the number of experience points which must be spent to acquire
  that rank, and the daily pay received by characters of that rank.
  SPACEFLEET RANK TABLE
  Rank
  Exp. Pts. Needed
  Daily Pay (Cr)
  Junior Lt
  Lieutenant
  Fleet Lt
  Commander
  Space Commander
  Commodore
  Rear Admiral
  Admiral
  Fleet Admiral
  graduate from Academy
  50
  100
  150
  200
  250
  350
  500
  1,000
  75
  100
  140
  180
  250
  300
  350
  400
  500
  Officers in the Spacefleet do not earn experience points for "passing time." They earn
  points for doing their jobs well; bonuses may be awarded at the referee's discretion.
  Unless a charactey performs a truly heroic act, promotions will come every one or two
  years in wartime, and much less frequently during times of peace.
  Command. As mentioned earlier, Spacefleet enlisted personnel are not always the most
  pleasant and cooperative types. If a character is in charge of enlisted NPCs, his
  Leadership score becomes very important.
  Enlisted NPCs will obey most orders automatically, if the officer expresses it frankly and
  fairly and it is a basically mundane order. If the order requires the NPC to risk his life, or is
  expressed arrogantly or insultingly, the NPC will obey the order only if the character
  passes a Leadership check. The officer should receive a +5 modifier for each level of his
  rank. A Fleet Lieutenant, for example, gets a bonus of 15 to his Leadership for this check.
  As usual, this rule can be modified or disre- garded by the referee to suit the situation at
  hand.
  THE SATHAR AND THE UPF
  The inhabitants of the Frontier first became aware of the Sathar when a surprise attack hit
  the planets of Truane's Star. Pale and New Pale were ravaged, and the few survivors fled
  to Prenglar via Dixon's Star. Thus began the First Sathar War.
  At that time there was no Spacef leet of any sort. A number of starships had been
  equipped with weapons to battle pirates and members of the other three races, and this
  motley assortment of vessels was mustered for the defense of the Frontier. Command of
  the fleet was given to a Human, Vincent Morgaine, who was given the honorary title of
  admiral.
  Morgaine chose to place his ships at Cassidine, following the sacking of the Truane
  system. A small outpost at Dixon's Star was to warn him if the Sathar attempted to move
  toward Prenglar; but the Admiral's gamble paid off. The Sathar emerged from the Void in
  the Cassidine system, heading directly toward the huge population center of Triad.
  Admiral Morgaine and his rag-tag fleet were waiting, howev er, hidden among the rocks of
  Cassidine's dense asteroid belt. Their surprise attack on the rear of the Sathar fleet
  destroyed nearly a third of the over- confident enemy's ships. Apparently bewildered by
  the onslaught, the Sathar and their ships accelerated away from Cassidine and
  disappeared into the Void.
  Now Morgaine made his second shrewd estimation of
  the unknown foe, and moved his fleetto Prenglar.
  While hewasen route, word arrived from Dixon's Star
  that the Sathar were attacking there. The transmission
  was interrupted, and it was later learned that the
  outpost planet of Laco (Dixon's Star) had been
  ravaged as viciously as the Pale worlds.
  Once again, however, as the Sathar emerged at a
  major population center (Gran Quivera at Prenglar, this
  time), the Admiral and his "fleet" were waiting. A
  savage battle developed around a large and, at that
  time, uninhabited ringed planet. During the course of
  the battle, nearly all of the Frontier's ships were
  destroyed. Admiral Morgaine's cruiser was lost with all
  hands.
  The Sathar fleet was similarly devastated, however.
  The few remainipg enemy ships scattered in all
  directions. Many of the survivors were never
  accounted for, but the Sathar war fleet had been utterly
  destroyed.
  A grateful population named the ringed planet after the
  hero of the First Sathar War. Frightened by the
  savagery of the attack, and determined to never let it
  happen again, the peoples of the Frontier formed the
  UPF to combine the defensive resources of the Four
  Races. Since then, Morgaine's World has become a
  primary UPF and Star Law base.
  In the decades following the First Sathar War, the
  activities of the "worms" were limited to subterfuge and
  sabotage as they and their agents tried to undermine
  the foundation of the United Planets. Recently,
  however, the attack on Volturnus (Zebulon) and the
  drive on Kdikit (Madderly's Star) have caused the
  Frontier to prepare for war again.
  Now the Sathar are appearing in fleets that dwarf the
  ships of the First War, and as the defense of the
  Frontier for the Second Sathar War is undertaken, the
  Spacefleet will be called upon to follow the tradition of
  its founding Admiral. The Spacef leet now has large
  and modern ships, but they usually are outnumbered
  by the ferocious foe.
  Can the Sathar be stopped again?
  Suggestions for Controlling Sathar
  The Sathar home worlds are unknown to the members
  of the United Races. In fact, the only information
  known about the worm-creatures is what has been
  observed in combat. This information is included here
  to aid the referee when he must operate Sathar ships
  in a space battle.
  The Sathar have never surrendered to any members of
  the UPF. Once, in fact, a disabled Sathar destroyer
  was approached by a UPF frigate with intent to board.
  As the frigate pulled alongside the Sathar ship, the
  destroyer exploded with a force that completely
  destroyed both ships. It has since become standard
  procedure to bombard crippled Sathar ships from a
  distance, without attempting to board.
  The Sathar attack with incredible ferocity, but this does
  not mean that they use no tactical maneuvering in
  space battles. In fact, the mysterious race is famed for
  devious cunning that makes them extremely
  unpredictable in combat. Feints, bluffs and diversions
  have all been used to great effect by the Sathar at one
  time or another.
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  The Sathar have even been known to retreat a few
  times, but only if they are hopelessly outnumbered or
  believe that they can inflict greater damage in a later
  encounter. Suicide tactics, including ramming enemy
  ships, also are used by Sathar if a battle is going
  against them.
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  CORPORATIONS IN THE FRONTIER
  Many huge and multi-faceted corporations are at work in the Frontier, and they are
  reluctant to let a matter such as the Sathar incursion interrupt their billion credit per day
  operations. It would be impossible to describe all of these corporations here, so the list
  below mentions only the major ones.
  Pan-Galactic Corporation
  This is the largest business operation in the Frontier, with offices on nearly every
  inhabited planet. The PGC has operations in transport, mining, agriculture, banking and
  industry. It is very conscious of its public image, so if the PGC needs dirty work done, it
  will work through a smaller corporate "front" (often the Galactic Task Force).
  Streel Corporation
  This is the #2 business in the Frontier, and it aggressively seeks to outdo the PGC. The
  Streel Corporation does not have as many offices as the PGC, but where it does have
  offices, SC actively tries to eliminate competition. Its tactics are often brutal, but
  effective.
  Greater Vrusk Mutual Prosperity Institution
  The GVMPI is composed almost exclusively of Vrusk personnel. It is involved in most
  areas of business, but prefers to avoid conflict whenever possible. The GVMPI has
  made great strides in areas where the PGC and Streel Corp. have worn each other out
  in savage competition.
  Cassidine Development Corporation
  The CDC is involved primarily in opening routes to new star systems, exploring planets
  in those systems, and exploiting the resources of newly discovered planets. Usually,
  CDC will have finished its operations on a world by the time PGC and Streel Corp. start
  fighting over it. The Cassidine Development Corporation has a reputation for being
  ready to speculate on a "long shot."
  Capellan Free Merchants
  CFM is a group of businessmen who have banded together to compete with the
  Pan-Galactic Corporation and other large enterprises. CFM has offices on most planets
  of the Frontier, but these offices often are hidden behind some kind of "front." This
  conceals CFM's activities from its major competitors, and allows it greater freedom to
  exploit opportunities as they arise. CFM does not always feel constrained by the
  niceties of interstellar law.
  Interplanetary Industries
  This company specializes in developing new technological devices. It is extremely
  security conscious, and has its own police force. Because of the sensitive nature of its
  operations, Interplanetary Industries has been known to take the law into its own hands
  when dealing with suspected spies or saboteurs.
  Galactic Task Force, Incorporated
  The Galactic Task Force is in the business of providing services for other companies.
  Anyone can find employment through the GTF, as illustrated by their slogan:
  "Secretaries to Mercenaries, We've Got a Place for You!"
  Employment
  Any of the listed corporations might hire characters for
  special missions. The Galactic Task Force, Capellan
  Free Merchants and Cassidine Development
  Corporations are suggested as offering particularly
  interesting activities to the adventurous character. The
  referee is encouraged to invent any other corporations
  he wants for his campaign.
  Competition
  Often, competition between these companies has
  exploded into violence. Privately owned starship fleets
  have battled each other for the rights to mineral-rich
  worlds, and occasion ally large groups of mercenaries
  will engage rival groups in full-scale ground warfare.
  Laco's World (Dixon's Star) is the scene of a
  decade-long conflict between the Streel Corporation on
  one side and the Pan-Galactic Corporation operating
  through the Galactic Task Force on the other. Tens of
  thousands of casualties have been inflicted on the
  planet, and more than a dozen spaceships have been
  destroyed in what has come to be called "Laco's War."
  PLANETS OF THE FRONTIER
  The inhabited planets of the Frontier are listed and keyed
  in the STAR FRONTIERS rules (p.50). The referee may
  add any new planets he wants to this list. The map of the
  Frontier Sector shows many unexplored and uninhabited
  systems where characters can make discoveries and
  have various adventures.
  Because this book deals with spaceships, planets do not
  play a major role in these rules. Three areas, however,
  are worth discussing here, as they relate directly to
  players and their ships. These areas are planetary
  defenses, planetary militias and planetary governments.
  Planetary Defenses
  An old maxim of naval warfare states that a shore battery
  always has an advantage over an attacking ship,
  because the shore battery cannot be sunk. It follows that
  any weapon that can be placed aboard a ship becomes
  much more dangerous when built larger and placed on a
  planet.
  All of the Frontier planets with a population rating of
  moderate or heavy, or those lightly populated planets
  with any industrial potential (listed with an "I" in the STAR
  FRONTIERS rules) have planetary defenses. These
  usually contain laser cannons and missiles, but they are
  much larger than those carried on ships.
  Planet-based batteries can destroy a ship at the fringe of
  the planet's atmosphere. If the ship tries to bombard the
  planet, incoming torpedos and missiles will be
  neutralized easily by the planet's laser anti-missile
  defenses. Laser weapons fired from space cannot cause
  much damage on a planet's surface because the
  weapon's area of effect is so small.
  If characters try to bring a ship into a position to attack
  the surface of a planet, the referee can resolve the
  combat normally. Assume that the planet has 2d10 laser
  batteries that can be brought to bear. Each of these
  batteries will inflict 10 times as much damage as a
  ship-mounted laser if hull damage is called for. If a
  system (such as drive or steering) is hit, the system is
  completely destroyed, and cannot be repaired. Planets
  also are able to launch an unlimited number of ICMs, so
  ship-launched torpedos and assault rockets have only a
  5% chance to reach their targets.
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  If the referee wants to create a special case where
  bombarding a planet is possible, he should try to work
  within these restrictions. For example, sabotage could 
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  destroy many of the ground batteries. For obvious reasons, it is
  undesirable to let characters easily get into a position where they
  can threaten an entire world.
  Because planetary defenses are designed for intense, short-range
  fire, they are unable to attack anything beyond a planet's
  atmosphere. When a transport brings troops to a planet, the landing
  shuttles are released beyond the planet's atmosphere; If a large
  force descends, it usually is possible for some of the shuttles to get
  past the planetary defense. However, in operations like this, the
  tremendous number of casualties among the landing troops usually
  is unacceptable to any race except the Sathar.
  Planetary Militias
  Most planets beyond the status of outpost maintain a small space
  militia. Supposedly, these militias aid the Spacefleet in dealing with
  pirates; often they are used by the planetary rulers or by influential
  corporations as enforcers. Militia ships are generally no larger than
  frigates, although major planets may have destroyer class ships. A
  planetary militia may contain one to 10 ships, depending on the
  population of the planet.
  Interplanetary disputes, where the militia of one planet attacks
  another, are rare but not unheard of. Inner Reach and Outer Reach
  (Dramune) have seen several disagreements blossom into shooting
  wars.
  Planetary militias are always looking for recruits. It is very likely that
  an applicant with even a low-level spaceship skill will be offered a
  commission in one of these forces. Any character can get a job as a
  crewmember on a militia ship. Generally, only high level characters
  with piloting or weapons skill will be given command of a ship. The
  adventure module The Warriors of White Light (included with the
  Knight Hawks game) offers a detailed setting for player characters
  in a planetary militia.
  A major function of the planetary militias is combating smugglers.
  While these search and seize operations have the approval of the
  government that authorized them, outsiders are likely to see such
  acts as little better than piracy.
  Planetary Governments
  The governments of the United Planets vary widely from system to
  system and race to race. Some generalities are given here for
  referees who want to include politics in their campaign.
  Many of the more heavily populated planets are governed by some
  sort of democracy or republic, with regular elections where
  creatures of all races are allowed to vote. Some planets (notably
  Terledrom in the Fromeltar system) are ruled by councils of
  businessmen and corporate executives. This is a very common
  system on outpost worlds, also, where one corporation has invested
  heavily in the colony and managed to exclude most competition.
  Monarchies are not uncommon on planets of the Frontier. In these
  enlightened times, however, any monarchy must display an obvious
  concern for its citizens in order to survive. The planet Gollywog,
  described in the adventure module included with this game, is an
  example of one of these "benign monarchies."
  Occasionally, a dictatorship will appear on a Frontier planet. The
  rising and falling of these states is left strictly to the residents of the
  planet, as the Spacefleet or Star Law Rangers are never called to
  interfere in a matter of planetary politics.
  PIRATES IN THE FRONTIER
  Pirates represent a major threat to the trade routes connecting the planets of
  the Frontier. Pirate ships are crewed by members of all four races, and every
  inhabited star system has suffered from their scourge at one time or another.
  The standard pirate tactic is a fast assault on a lone ship, usually a freighter
  or spaceliner. The pirates try to disable the victim's drives and maneuver jets
  and then board her. Everything of value is removed from the ship, including
  passengers and crew in many cases, who can be used as slaves at the
  pirate base. Sometimes the passengers and crew are not kidnaped, but left
  on board the drifting hulk, hoping for rescue before their life support runs out.
  Pirate ships usually are small and fast. Assault scouts and frigates are the
  preferred pirate vessels. Whatever type of ship is used, it will be heavily
  armed. The Warriors of White Light introduces a new ship type often used by
  pirates: the Corvette.
  Asteroids, uninhabited planets, unknown regions of outpost worlds and
  moons all might serve as pirate bases. These bases usually are not very well
  developed, since the pirates must be prepared to escape quickly if ships of
  the Spacefleet or a planetary militia suddenly attack.
  Some lightly populated planets have governments that are actually run by
  pirates. Because of the charter of the UPF, the Spacefleet is prohibited from
  taking direct action against these worlds, and must limit itself to intercepting
  pirate ships as they go about their unlawful business. Outer Reach
  (Dramune system) is the most significant of these pirate governments.
  SUGGESTED PLOTS AND OBJECTIVES
  The list of potential conflicts in the Frontier is a long one. Corporate wars,
  piracy, interplanetary squabbles and Sathar attacks are common enough to
  supply the adventurous character with all of the action he could desire. Eight
  very broad ideas for adventures that can easily include spaceships are
  outlined in this section.
  Fleet Battles
  The scenarios from the boardgame are only a few of the fleet actions that
  could take place between the Sathar and the UPF. Sathar blood raids,
  pursuit of Sathar raiders, interception of Sathar spy ships and sabotage are
  four of the hundreds of remaining possibilities.
  Raids
  The small assault scout is a UPF ship for which the Sathar have no known
  equal. The assault scout is ideal for groups of characters making daring
  raids on Sathar or pirate outposts. These raids can be straightforward
  assault rocket attacks or more sophisticated boarding and sabotage
  operations.
  Rescue
  Although the Sathar are not known to take prisoners, pirates and other nasty
  types will often hold captured corporate executives or popular planetary
  leaders hostage for a large ransom or some other unreasonable demand.
  Also, some pirates are reported to hold large groups of slaves. A rescue
  mission to free some of these unfortunate captives could be turned into a
  fine adventure.
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  Blockade Running
  This can be a highly profitable, although dangerous, enterprise.
  Planets with dictatorial governments often blockade all space
  travel to and from that planet. Or, a Sathar battle fleet that cannot
  assault a planet directly because of its planetary defenses might
  blockade the planet. Items being run through a blockade can
  include medicine, food supplies, refugees, rebels, or anything else
  the referee can justify.
  Escorting Civilian Ships
  Mining ships, freighters and spaceliners may all need an escort at
  one time or another. Whenever a new world is being exploited, or
  a route has been plagued by pirates, armed ships may be
  commissioned to protect valuable unarmed merchant ships. Escort
  ships are operated by the Spacefleet, planetary militias and large
  corporations. (It is not unusual for the PGC or Streel Corporation
  to design and outfit ships solely for combat.)
  Drifting Hulks
  An abandoned ship could be of Frontier or alien origin. Perhaps it
  is on a collision course with something that must be protected.
  This scenario provides opportunities for suspenseful boarding
  actions and encounters with all sorts of bizarre creatures and
  artifacts.
  Robot Ships
  A robot ship is operated entirely by robots and computers under
  the control of a mechanical brain. Depending on the origin of the
  ship and the programing of its robots, this situation can provide
  either an intense battle or an opportunity for some sophisticated
  tinkering by the technological experts.
  Contacting Aliens
  The referee's imagination is the only restriction here. A new alien
  race may be advanced or primitive, savage or friendly. Whatever
  the situation, the referee is encouraged to spend some time
  contemplating the new race: What does it look like? What are its
  values? Why does it do what it does?
  AWARDING EXPERIENCE POINTS
  Experience points in the Knight Hawks game serve the same
  function that they do in STAR FRONTIERS games: they reward
  players for their accomplishments and enable characters to
  acquire more advanced abilities and skills.
  Points should be awarded for spaceship adventures the same as
  for planetary adventures. Each player should be awarded 1 to 3
  points for each goal accomplished, based on how actively and
  intelligently he played.
  Characters should be able to achieve one to three goals in an
  evening of play. The referee may, at his option, award bonus
  points to characters who gallantly risked their lives or made some
  exceptionally clever deductions. A character should not receive
  more than 10 experience points for a single evening, however.
  The adventure module, The Warriors of White Light, has specific
  suggestions for the referee on experience point awards. Referees
  should use the module as an example of the types of
  accomplishments that qualify as goals, and what actions deserve
  bonus points.
  CAMPAIGN SUGGESTIONS
  The following suggestions are for referees who want to use large groups of
  ships in a STAR FRONTIERS adventure. Mass battles can easily distract
  players from role-playing. The ideal situation gives players a feeling that their
  characters can make a meaningful contribution to events that are much larger
  than themselves.
  Playing Large Battles as Boardgames
  The simpler boardgame rules can be used when player characters are not
  taking part in the battle. Everyone present, including the referee, should be
  divided into teams. One team controls each fleet, using the rules from either
  the Basic or Advanced Boardgame.
  If this battle will have an effect on player characters at some later time,
  players controlling the opposing force (the Sathar, for example) might be
  tempted to let their side lose, giving the characters a better chance to survive
  when the campaign shifts back to role-playing. To prevent this, the referee
  should be the top commander of the "enemy" team. He can intervene if he
  suspects his cohorts are not trying their best to win.
  Combining Large Battles with Role-Playing
  If player characters are aboard a ship in a large fleet action, it is unreasonable
  to expect the referee to handle all of the NPCs. In this situation, the referee
  should control the enemy fleet. The enemy might be the Sathar, or pirates, or
  even the Spacefleet, if characters are involved in something illegal. The
  referee should control these opponents with the same neutral style that he
  normally uses for NPCs.
  The players, of course, should be allowed to run their own characters. If a
  player character is second-in-command on a militia or Spacefleet vessel, that
  character must still follow the orders of his superior officer. The referee should
  try to describe the battle to the player as the character would see it.
  The ships of the friendly fleet should be divided as equally as possible among
  the players. For example, a UPF Task Force divided among five players might
  have one player running the battleship, another running the assault carrier
  and its fighters, a third running a light cruiser and a destroyer, the fourth
  operating a squadron of four frigates, and the last player controlling six or
  eight assault scouts.
  As the players' ships meet the enemy fleet, each player commands the ships
  under his control, and the referee commands all of the enemy ships. The
  referee also must observe the battle objectively, to ensure that the players do
  not abuse their command by giving an unfair advantage to the ships their
  characters   are on.
  For example, if an assault scout carrying a player character gets cut off from
  the rest of the fleet because of a reckless maneuver, it is unrealistic to let the
  entire fleet rush immediately to rescue one small ship. If players try to do this,
  the referee must point out the illogic of the act from an overall tactical point of
  view. Perhaps one frigate might be sent to aid the assault scout, if the frigates
  in the battle are not under heavy attack. The referee may even rule that no
  ships can be spared to help the character's assault scout.
  The Warriors of White Light includes several scenarios that illustrate this
  situation. The referee plays a group of pirate ships in one and Sathar in
  another, while the players are responsible for all of the militia ships. As
  low-level officers in the militia, the player characters do not have the authority
  to command the entire naval militia of Gollywog!
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  NPCs and the Spaceship
  Skills
  Player characters involved in
  ship-to-ship combat receive
  bonuses from their spaceship
  skills. It follows that the NPC
  crews of most ships will have
  some spaceship skills as well.
  A referee can offset this
  advantage in one of three
  ways.
  Use the Boardgame Tables.
  The easiest way to resolve the
  problem of skills is to use either
  the Basic or Advanced
  Board-game rules and no skill
  modifiers. Average skill levels
  were taken into account when
  these tables were designed.
  This assumes that everyone in
  the battle has average skill
  levels.
  Use Average NPC Skills.
  Characters are likely to
  possess a wide variety of skills,
  and different crews will have
  different average skill levels.
  Rather than have the referee
  determine a skill level for each
  NPC aboard each ship,
  averages are listed for various
  jobs on different types of ships.
  The referee can determine
  average modifiers for different
  types of ships by checking the
  Average NPC Skill Levels
  table. Tables are prepared for
  Sathar, UPF, pirate, militia and
  civilian ships. The average
  level of each significant skilled
  NPC aboard that type of ship is
  listed. The most important
  bonuses received by NPCs
  during spaceship combat also
  are listed.
  SKILL BONUSES
  Pilot:
  Evasion = -3% x skill
  level
  Improve FF Accuracy
  = +5% x skill level
  Increase MR = 10% x
  skill level per turn
  Gunner: Increase Accuracy =
  5% x skill level
  Engineer:Damage Control =
  DCR + 10 x skill level
  Stress Analysis =
  -5% x skill level
  AVERAGE NPC SKILL
  LEVELS
  few ships because it gives an extra flavor of realism to the encounter. It also provides actual people for the
  characters to deal with, instead of uninteresting "enemy ships." This is especially valuable when characters are
  battling a high level NPC whose skills are a major obstacle, such as an old and wily pirate captain.
  Most referees will find occasions to use all three of these Systems. Use whichever system is best for the current
  situation. The most important goal is keeping the action moving and the players provided with challenges!
  WAGES FOR CHARACTERS WITH SPACESHIP SKILLS
  The Spacer Wages table shows suggested daily wages for characters working on commercial spaceships. Pay
  can vary up or down considerably, depending on economic conditions in the area.
  SPACER WAGES
  Skill Level
  Skill
  1
  2
  3
  4
  5
  6
  Credits Per Day
  Piloting
  Astrogation
  Engineering
  Rocket Weapons
  Energy Weapons
  150
  120
  120
  100
  100
  175
  140
  140
  120
  120
  200
  160
  160
  150
  150
  225
  180
  180
  175
  175
  250
  210
  210
  200
  200
  300
  240
  240
  225
  225
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  UPF Spacefleet
  Pilot 4 Gunner 3 Engineer 4
  Sathar Attack Vessels
  Pilot 2 Gunner 1 Engineer 1
  Pirate and Planetary Militia
  Ships
  Pilot 3 Gunner 2 Engineer 2
  Civilian Ships
  Pilot 4 Gunner 0 Engineer 3
  Ships often carry several
  gunners. The number of
  gunners aboard a ship will
  equal one-half of the ship's
  weapons, rounded up. A ship
  with one or two weapons will
  have one gunner, for example,
  while a ship with five or six
  weapons will have three.
  Use Unique NPCs. This is
  suggested only when the
  characters' ship is fighting one
  or two enemy ships, because
  the referee must do a lot of
  preparatory work.
  In a small engagement, the
  referee can determine a skill
  level for each skilled individual
  on each of the ships involved.
  This includes NPCs on board
  the characters' ship, as well as
  those on enemy ships.
  Although this system requires
  extra preparation, it is
  recommended for detailed
  combats involving only a 
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  THE SECOND SATHAR WAR
  This section provides the referee with rules for a
  strategic-level boardgame about the second Sathar
  attack on the Frontier. Although the game can be
  played separately as a wargame, it is ideally suited
  to be worked into a campaign. The players and
  referee can alternate between role-playing and
  boardgaming at their gaming sessions. Fewer
  players are required for the boardgame.
  Materials Needed To Play
  The materials needed to simulate the entire Second
  Sathar War include the same map used for the
  boardgame, most of the counters included with this
  boxed set, the Frontier Deployment Map (the
  outside cover of the module included with this
  game), paper or ship roster forms, pencils and
  10-sided dice.
  Determining Sides
  Any number of people can play this boardgame, but
  two to six players is best. The referee should control
  the Sathar ships if only two or three people are
  playing. If more than three people are involved, the
  referee should let one or two control part of the
  Sathar fleet. The other players command the ships
  of the UPF Spacefleet and the various planetary
  militias.
  The ships on each side should be divided among
  the players as evenly as possible. For example, if
  there are three UPF players, each could take a
  single task force and the militias of three planets.
  Roll dice to settle any disagreements about how the
  forces should be divided.
  ORDERS OF BATTLE:
  THE OPPOSING SHIPS
  All of the ships available at the start of the Second
  Sathar War are listed by type below. Both sides
  have a limited ability to repair damaged ships and
  replace lost ships during the war (see
  Replacements).
  Rosters for the various ships should be filled out
  before ships go into battle. Each ship should be
  outfitted with the weapons, defenses, DCR and
  movement capabilities recommended in the Basic or
  Advanced Game rules.
  If the Basic Rules are used, all weapons and ships
  introduced in the Advanced Game are still used, as
  is the Advanced Game Combat Table. Ships may
  move off-map as described under the Advanced
  Game rules. The Advanced Game Damage Table
  and the repair rule are ignored, however.
  Sathar Order of Battle
  25 
  8 
  15 
  7 
  8 
  4 
  Fighters
  Frigates
  Destroyers
  Light Cruisers
  Heavy Cruisers
  Assault Carriers
  The fighters must be carried by assault carriers at the start of the campaign. Each assault
  carrier has a capacity of eight fighters. The fighters can be divided among the carriers
  however the Sathar player desires, within the limits of the carrier's capacities.
  UPF Spacefleet Order Of Battle
  Task Force Cassidine
  6
  3
  2
  1
  1
  1
  1
  1
  Fighters
  Assault Scouts
  Frigates
  Light Cruiser
  Heavy Cruiser
  Battleship
  Assault Carrier
  Minelayer
  Task Force Prenglar
  1
  5
  3
  2
  3
  1
  1
  Minelayer
  Assault Scouts
  Frigates
  Destroyers
  Light Cruisers
  Battleship
  Assault Carrier
  Strike Force NOVA
  6
  3
  2
  1
  2
  1
  1
  Fighters
  Assault Scouts
  Frigates
  Destroyer
  Light Cruisers
  Battleship
  Assault Carrier 
  Non-Attached Ships
  4
  3
  1
  2
  2
  Fighters
  Assault Scouts
  Minelayer
  Destroyers
  Light Cruisers
  The fighters in each task force can be placed aboard that force's carrier, or they can be
  based at the station where the fleet is based. The non-attached fighters can be placed with
  any of the task forces, or based at any station in the Frontier.
  Ships may be freely detached or added to the various UPF forces after the game begins.
  Task forces may even be disbanded if the UPF player wishes.
  Planetary Militia Order of Battle
  The colors listed beneath each planet name are the colors of that planet's militia ship
  counters.
   
  Gollywog (White Light):
  (black on light green)
  3 Assault Scouts
  1 Frigate
  Hargut (Gruna Garu):
  (black on dark green)
  2 Assault Scouts
  Hentz (Araks):
  (black on dark blue)
  3 Assault Scouts
  1 Frigate
  Inner Reach (Dramune):
  (black on orange)
  3 Assault Scouts
  1 Frigate
  1 Destroyer
  Ken'zah Kit (K'aken Kar):
  (black on purple)
  2 Assault Scouts
  Minotaur (Theseus):
  (black on yellow)
  4 Assault Scouts
  1 Frigate
  1 Destroyer
  .html converter's note: the original book stated another Minelayer
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  Hentz & Ken'zah Kit said white on dark blue & white on purple respectfully
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  Outer Reach
  (Dramune):
  (black on lt.
  orange)
  2 Assault
  Scouts
  2 Frigates
  Pale (Truane's
  Star):
  (black on gray)
  3 Assault
  Scouts
  1 Frigate
  Terledrom
  (Fromeltar):
  (black on brown)
  3 Assault
  Scouts
  1 Frigate
  Zik-kit (Kizk'-Kar):
  (black on tan)
  2 Assault
  Scouts
  Militia ships begin the game based
  at a station orbiting the
  appropriate planet.
  UPF Spacefleet Fortresses
    Fortress Kdikit (Madderly's Star)
    Fortress Redoubt (Gollywog,
  White Light)
    Fortress Gollwin (Morgaine's
  World, Prenglar)
    Fortress Pale (Truane's Star)
  Each fortress is in orbit around the
  indicated planet. All fortresses
  have the following statistics:
    HP 300 / ADF 0 / MR 0 / DCR
  200
    Weapons: LB (x3), EB, PB, RB
  (x12)
    Defenses: RH, MS (x3), ES, PS,
  ICM (x20)
   
  Fortified and Armed Space
  Stations
   
  Fortified
  Stations:
  Minotaur
  (Theseus)
  Ken'zah Kit
  (K'aken Kar)
  Hentz (Araks)
  Gran Quivera
  (Prenglar)
  Armed Stations:
  Kawdl-Kit
  (K'tsa-Kar)
  Zikit (Kizk'-Kar)
  Groth (Fromeltar)
  Terledrom
  (Fromeltar)
  New Pale
  (Truane's Star)
  Inner Reach
  (Dramune)
  Outer Reach
  (Dramune)
  Rupert's Hole
  (Cassidine)
  Triad (Cassidine)
  Hargut (Gruna
  Garu)
  Lossend
  (Timeon)
  Each station is in orbit around the
  indicated planet. All fortified and
  Star Systems
  The large yellow starbursts labeled with system names represent the inhabited star systems of the Frontier.
  Each star system has one or two planets pictured inside. Each planet is labeled by name.
  Transit Boxes
  The paths of light blue boxes between systems mark the known travel routes in the Frontier. The boxes are
  "transit boxes." Each transit box marks one day of acceleration or deceleration along that route. Thus, transit
  boxes measure speed, not distance. Ships move from system starbursts to transit boxes, and along transit
  boxes to other star systems. A ship normally moves only one transit box per turn.
  If a player decides that a ship should stay where it is and not jump to another system, it must decelerate back
  toward the star at the rate of one transit box per day. A ship in a transit box can stop accelerating and coast,
  maintaining its speed, for any number of turns. The ship can resume moving along the transit box track in
  either direction on any turn.
  Sathar Start Circles
  The dark red circles are Sathar Start Circles. These are possible locations from which the Sathar can launch
  their attacks on the Frontier. The light red boxes connecting the Start Circles to star systems are the paths that
  the Sathar must follow in order to attack the star systems. Each of the light red boxes is a transit box,
  representing one day's travel.
  The start circles represent the positions of Sathar ships as they emerge from the Void. The start circle leading
  to Prenglar, for example, is actually inside the Prenglar system, but the ships inside the circle are moving at
  tremendous speed toward the star. The boxes leading to Prenglar represent the number of days the Sathar
  ships need to slow down enough to attack the stations and ships based there.
  Combat
  If Sathar and UPF ships occupy the same star system on the FDM, the counters may be moved to the
  boardgame map for combat.
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  armed space stations have the
  following statistics:
   
  Fortified
  Stations:
  HP 140 / ADF 0 /
  MR 0 / DCR 100
  Weapons: LB
  (x2), RB (x8)
  Defenses: RH,
  MS (x2), ICM
  (x10)
  Armed Stations:HP 80 / ADF 0 /
  MR 0 / DCR 75
  Weapons: LB, RB
  (x6)
  Defenses: RH,
  MS (x2), ICM (x6)
  THE FRONTIER
  DEPLOYMENT MAP
  The Frontier Deployment Map
  (FDM) is an abstracted
  representation of the Frontier. It is
  used to keep track of fleet and
  ship locations on a daily basis.
  Combat never takes place on the
  Deployment Map.
  .html converter's note: Outer Reach & Terledrom said white on orange & white on brown respectfully
  Also the Stations may not be with the proper System as you see them (sorry!)
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  SETTING UP THE GAME
  Before placing counters on the FDM, each player should make
  a Fleet Deployment Sheet on a blank piece of paper. This sheet
  should be divided into squares large enough to hold several
  dozen counters each. The UPF Fleet Deployment Sheet should
  have boxes for Task Force Prenglar, Task Force Cassidine and
  Strike Force NOVA. The Sathar sheet should have boxes for
  Sathar Attack Fleets #1 and #2, and any other fleets the Sathar
  player forms.
  Ships that belong to the various forces are placed in the
  appropriate box on the Fleet Deployment Sheet, and the
  counter representing the fleet is placed on the FDM. This
  eliminates large, clumsy stacks of counters on the FDM.
  The composition of the two Sathar attack fleets is up to the
  Sathar player. Each fleet may contain however many ships the
  Sathar player wants to put in it. The Sathar player may decide
  not to organize his ships into fleets at all.
  The contents of the fleets, or any other stacks on the FDM, may
  be examined freely by all players. (Both armies have
  well-developed intelligence networks throughout the Frontier.)
  UPF Set-Up
  The UPF player(s) sets up all UPF task forces, militias, stations,
  fortresses and non-attached ships before any Sathar ships are
  placed on the map. Strike Force NOVA and any non-attached
  ships assigned to it are placed off the map until later.
  Stations and fortresses must be in orbit around their planets, as
  listed on the Order of Battle. Planetary militia ships are docked
  at the stations orbiting their planets. Task Force Prenglar and
  Task Force Cassidine are placed in orbit around Morgaine's
  World and Triad, respectively.
  Non-attached ships can be placed in any systems where the
  UPF player wants them. They can be split into as many small
  groups or individual ships as desired. Any number of
  non-attached ships can be added to one or more of the task
  forces.
  Sathar Set-Up
  After the UPF ships are deployed, the Sathar player must place
  at least 20 of his ships (not counting fighters) on the FDM.
  These ships must be divided among two or more of the Sathar
  Start Circles. The Sathar ships can be distributed among as
  many start circles as the Sathar player wants, but no more than
  half of the ships placed can be in one start circle. Sathar ships
  that are not placed on the map at this time can be placed in a
  start circle at the beginning of the Sathar move on any later
  turn. On any turn, however, no more than half of the Sathar
  ships placed on the map may start in one start circle. (Sathar
  always try to attack from several directions at once, to confuse
  the enemy.) These ships can move as soon as they are placed
  on the map.
  Strike Force NOVA
  After the Sathar player has made his initial placement, the UPF
  player can decide whether to place Strike Force NOVA on the
  map. This formidable group of ships patrols the Frontier
  regularly, so the Sathar have little idea where it is located as
  they begin their attack. The strike force is placed randomly,
  however, so the UPF player also has very little idea where it is.
  The UPF player can place Strike Force NOVA on the map
  immediately, or keep it off the map until later in the 
  game. If SFN is kept off the map, it can be placed on the map at the start of any
  UPF turn. Like Sathar reinforce- ments, SFN can move normally during the turn it
  is placed on the map.
  Whenever Strike Force NOVA is placed on the map, the UPF player must roll
  1d10 and check the Strike Force NOVA Placement table. The strike force is
  immediately placed on the map wherever the dice roll indicates.
  STRIKE FORCE NOVA PLACEMENT
  Die Roll
  Initial Location of SFN
  1-3
  4
  5
  6
  7
  8
  9
  0
   
  Gran Quivera (Prenglar)
  Pale (Truane's Star)
  Inner Reach (Dramune)
  Terledrom (Fromeltar)
  Zik-Kit (Kizk'-Kar)
  Kenzah-kit (K'aken Kar)
  Gollywog (White Light)
  Kawdl-Kit (K'tsa-Kar)
  STRATEGIC TURN SEQUENCE
  After the opposing forces are set up on the Frontier Deployment Map, players
  follow the Strategic Turn Sequence, below:
   
  1. Sathar reinforcements are placed on the map. 
  Sathar ships are moved.
  2. UPF reinforcements are placed on the map. 
  UPF ships are moved.
  3. Sathar player declares any attacks.
  Sathar attacks are resolved using Basic or Advanced rules.
  4. UPF player declares any attacks.
  UPF attacks are resolved using Basic or Advanced rules.
  5. The Time Record is advanced to the next turn. 
  The turn sequence is repeated.
  The Time Record Track
  The Time Record Track is printed on the Frontier Deployment Map. It is used to
  record the passage of time during the Second Sathar War. Each box on the track
  represents either 1 or 10 days. At the end of each turn, the "Day" counter is
  moved to the next square on the track. When day 10 is reached, the marker is
  moved back to day 1 and the "Tenday" marker is placed over the 10 in the
  Tenday column. This indicates that it actually is day 11 of the war.
  STRATEGIC MOVEMENT
  As mentioned earlier, the FDM is designed to regulate movement of ships and
  fleets as they travel from star to star in the Frontier. All ships begin the game in a
  star system or Sathar Start Circle.
  Using The Transit Boxes
  A fleet, task force or individual ship can leave a star system by moving into an
  adjacent transit box. On each following day, it advances into the next transit box.
  When the ship(s) enter a dark blue box marked with an arrow pointing in the
  same direction that the ships are traveling, those ships have jumped into the next
  system and are decelerating toward that star. Dark blue transit boxes with arrows
  pointing in the opposite direction of a ship's travel are treated as normal transit
  boxes.
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  Sathar and UPF ships can occupy the same transit box without having any sort of
  encounter. This is because the transit boxes represent speed, and not a specific
  location in space. Ships that occupy the same transit box are traveling at the same
  speed - they may be millions of kilometers away from each other.
  A battle may occur when ships of both sides occupy the same system space. If Sathar
  ships enter a system space during Sathar movement, UPF ships in that space can
  avoid combat by moving to a transit box during the UPF move, since combat is
  declared after each side has moved.
  Accelerated Movement (Risk Jumping)
  At some point in the war, both sides are likely to find themselves in an urgent situation
  where they need to move their ships more than one transit box per day. This can be
  done by risk-jumping.
  Players using accelerated jump movement must accept the risk of those ships making
  a mistake in their jump calculations and becoming lost. The chance that a ship will
  become lost depends on the ship's acceleration and the skill of its astrogator. These
  percentages are summarized on the Mis-jump Probability Table.
  Ships with an ADF of 2 or more can move two transit boxes per day. Ships with an
  ADF of 3 or more can move three transit boxes per day. No ship can move more than
  three transit boxes per day, because such extreme, prolonged acceleration would
  disable the crew.
  Ships that are risk-jumping should be placed underneath the appropriate counter (RJ 2
  or RJ 3). This indicates whether the ships are moving two or three transit boxes per
  day.
  A ship using accelerated movement must travel at the increased rate from the time it
  enters the first transit box until it reaches the jump point. The ship must stop moving for
  the turn when it enters its Jump Box (dark blue box containing arrow), even if the ship
  has moved only one or two boxes this turn. After the ship makes the jump, it can
  decelerate at the in creased rate or at a lower rate. Ships decelerating more than one
  transit box per turn must stop as soon as they enter the system's starburst symbol.
  MISJUMP PROBABILITY TABLE
  Ship Type
  Transit Boxes Crossed per Day
    2  3
  UPF Battleship
  UPF Ship (except battleship)
  Sathar Warship
  Frontier Militia
  95%
  90%
  90%
  70%
  90%
  70%
  70%
  50%
  The player controlling the jumping ship must roll a number equal to or less than the
  safe jump probability found on the table in order to make the jump successfully. This
  roll is made once, when the ship enters the jump box.
  (These percentages assume that all UPF battleships have a 6th level astrogator
  aboard. All other Spacefleet ships carry 4th level astrogators, as do all Sathar ships.
  Planetary militia ships are assumed to have 2nd level astrogators. If characters bring
  their own ships into the war, assume that moving two transit boxes per day allows 50%
  of the normal calculation time, and moving three transit boxes per day allows 30% of
  the normal time.)
  Interlocked Computers. Ships that are traveling together
  can interlock their computers and share one astrogator's
  jump calculations. If this is done, d100 are rolled once for
  the entire group of ships, instead of once for each
  individual ship, to determine whether the ships reach their
  destination.
  EXAMPLE: One UPF battleship, three destroyers and two
  militia ships at Fromeltar are moving two transit boxes per
  day toward Dramune. The UPF player decides to link
  them together and make only one roll. All of the ships get
  the benefit of the battleship's 6th level astrogator. If the
  player rolls 95 or less on d100, the entire group reaches
  its destination safely.
  Ships in a stack can be grouped however the
  commanding player wants. The six ships in the example
  can jump together, or as two groups of three ships, three
  groups of two ships, or any other possible combination,
  including six individual ships. Each group is rolled for
  individually. The failure or success of one group has no
  effect on the other groups.
  Effects of a Misjump. Any ships that misjump during the
  course of this strategic game are lost for the duration of
  the war. They may reappear later in a campaign, if the
  referee wishes, but should not be brought back into the
  war.
  Risk-Jump Limits. Sathar ships in the Sathar Start Circle
  or the red transit boxes connected to the start circles
  cannot decelerate more than one transit box per turn.
  A ship with unrepaired hull damage may never move
  more than one transit box per turn.
  Militia Ships
  Militia ships are somewhat limited in their movement,
  since the primary objective of the militia is to defend its
  home planet. Militia ships can travel to a star system that
  is adjacent to their home system, if the home system is
  not threatened by an imminent Sathar attack. A system is
  "imminently threatened" if Sathar ships have emerged
  from the Void inside that system. If militia ships are in an
  adjacent system when Sathar ships emerge inside their
  home system, those ships must return home as quickly
  as possible.
  A militia ship can move more than one system away from
  its home world only if all of the space stations in that
  home system have been destroyed. When this happens,
  the militia ships are "deputized" by the Spacefleet and
  can move as Spacefleet ships.
  Day One
  The Sathar Approach. The Sathar player always moves
  first. Ships in start circles must be moved into the red
  transit box adjacent to that start circle on the first day.
  They are limited to moving one box per day until they
  have entered a star system space. Once a Sathar ship
  has entered a star system space, it can use normal or
  accelerated movement for the rest of the game.
  UPF Reaction. After all Sathar ships have been moved
  on the first turn, UPF ships can move. If Strike Force
  NOVA is not on the map, it may be placed before any
  UPF ships are moved. If it is not placed at this time, it
  cannot be placed until the UPF move on day 2.
  SPECIAL COMBAT RULES
  The Second Sathar War will be resolved, for better or
  worse, by spaceships. Planetary defenses will play very 
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  little role in the war, because the Sathar strategy is to destroy the
  Spacefleet and isolate the planets from each other. Once the
  planets are isolated, they can be conquered and sacked one by
  one. This game deals only with the spaceship battles of SW II.
  Declaring Combat
  If Sathar and UPF ships occupy the same starburst at the end of a
  day, those ships can fight each other. The Sathar player has the
  first option to attack, and must announce all systems where he is
  attacking. If there are two planets in a system that is being attacked,
  one of the planets must be announced as the target. Only one
  planet can be attacked by a specific ship or fleet per day.
  These attacks are then resolved in any order the Sathar player
  wishes. Following these battles, the UPF player must declare any
  systems where UPF ships will attack Sathar ships. The UPF player
  may not attack Sathar ships that have already attacked UPF or
  militia ships.
  Whichever player declared the attack is the attacker, and moves
  first in that combat.
  Combat is resolved using either the Basic or Advanced Boardgame
  rules. If the battle is taking place near a planet (this is the
  defender's option), the planet is placed in the middle of the game
  map. The defender's ships are placed anywhere on the map,
  traveling at any speed the defender desires. The attacker's ships
  must enter the map from one of the narrow edges, traveling at
  whatever speed the attacker desires.
  If either side's ships are based at two planets in a single star
  system, all of the ships may gather for the battle. Ships are not
  If the defender's ships include a minelayer, the defender may place
  all of its mines and seeker missiles before the battle begins. The
  locations of mines and seekers must be recorded on paper, to be
  revealed to the attacker when a ship enters one of those hexes.
  Which Rules To Use?
  Depending on the number of ships in the battle, the following rules
  are recommended. If a majority of the players agree to use rules
  other than those suggested, feel free to ignore this chart. Players
  are free to use one set of rules in one battle, and another set in a
  different battle; use whichever set of rules provides the best
  compromise between detail and playability for the battle being
  fought.
   
   
  Ships in Battle
  Suggested Rules
  2 to 4
  5 to 14
  More than 14
  Advanced Rules; average NPC skills
  Advanced Rules; no skill modifiers
  Basic Rules
  Breaking Off Combat
  If a battle is goitig badly for one side, that player can try to escape
  the battle with whatever ships he has remaining. To do this, simply
  maneuver the ships away from the enemy on the boardgame map.
  The fleeing ships must outrun any enemy ships that pursue them,
  crossing the map as many times as necessary. When the fleeing
  ships are beyond the range of the pursuers' weapons, they have
  escaped and are placed in a transit box adjacent to the star system.
  The victorious ships are placed in the system box where the battle
  was fought. The ships resume normal movement on the following
  turn.
  Militia ships in their home system must make at least one attack (fire one
  weapon at one enemy ship) before breaking off combat. UPF Spacefleet
  ships never are required to attack.
  Fighters can break off combat, but they cannot enter a transit box unless
  they are being carried aboard an assault carrier. Fighters not aboard a
  carrier or station when the "Day" marker is advanced are destroyed
  automatically.
  SUPPLY
  After a battle, ships that are "in supply" can rearm by replacing all expended
  weapons and defenses such as torpedos, assault rockets, masking screens
  and ICMs. Supply has no other function in the game.
  A UPF ship is in supply if a path can be traced from the ship to a UPF
  Fortress without passing through a star system occupied by a Sathar ship.
  The path may pass through transit boxes containing Sathar ships, but not
  star system boxes. Supply may be traced into star system boxes that contain
  both UPF and Sathar ships, but not through those systems.
  A Sathar ship is in supply if a path can be traced from the Sathar ship to any
  Sathar Start Circle, without passing through a star system containing a UPF
  ship or space station.
  Rearming. In order to rearm, the ship must spend one complete day at a
  planet in a star system that is in supply. The ship may not move or attack
  during that day. If the ship is attacked and fights back, it is not rearmed.
  Fighters can be rearmed from their assault carrier or station twice while out
  of supply, but the carrier or station must be resupplied before the fighters can
  rearm a third time.
  REPAIR
  Ships that have been damaged in battle can repair that damage normally
  using their DCR. If the battle was fought using the Basic Rules, repairs
  cannot be made until after the battle. If any hull damage repair attempt fails
  after the battle, no further repairs can be attempted; the ship's hull can be
  repaired only at a space station. If a system other than the hull cannot be
  repaired in space (because a 99 or Oo was rolled), the ship must return to a
  space station to repair this system, also.
  UPF Repairs
  UPF ships can be repaired at any spaceship construction center in a system
  that contains no Sathar ships. Each SCC can repair a certain number of hull
  points per day. The Repair Capacity Table lists the number of hull points that
  can be repaired per day at each SCC. These repairs can be divided among
  as many ships as the UPF player has at that station.
  REPAIR CAPACITY TABLE
  SCC: System/Planet
  Daily HP Repair Cap.
  Araks/Hentz
  Cassidine/Rupert's Hole
  Cassidine/Triad
  Dramune/Outer Reach
  Fromeltar/Terledrom
  Prenglar/Gran Quivera
  Theseus/Minotaur
  Truane's Star/Pale
  White Light/Gollywog
  20
  10
  40
  10
  20
  40
  20
  10
  10
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  To be repaired, a ship must spend a full day docked at the station. A ship can
  remain docked for repairs as long as its owner wants.
  Damage other than hull damage also can be repaired at an SCC. One system can
  be repaired per day. The repaired system is completely restored. No other system
  repairs or hull repairs can be performed that day. For example, if a ship lost 3 ADF
  points and 8 hull points, it must spend two days in the shop to be repaired: One
  day to repair the hull, and one day to completely repair the drives.
  Sathar Repair
  Sathar ships can be repaired two ways: by returning to their home base, or by
  using captured construction centers.
  To return to a Sathar base, the damaged ship must travel to a Sathar Start Circle
  and enter the Void. The ship counter is then placed on the time track, six days
  ahead of the Day marker. When the Day marker reaches the box the Sathar ship
  is in, that ship is placed in a Sathar Stan Circle, completely repaired. Any number
  of ships can be repaired this way.
  Sathar ships also can be repaired at captured SCCs. An SCC is considered
  captured when all space stations in its system have been destroyed and no UPF
  or Militia ships are in the system. Because of sabotage and unfamiliar tools,
  however, Sathar can repair only one-half as many hull points per day as the
  construction center's capacity. Other systems can be repaired normally, in one
  day.
  REPLACEMENTS (Optional)
  This rule intensifies the strategy of the game, but also lengthens it. Its use is
  optional, so players should decide whether they will use it before starting to play.
  Replacements can appear at the end of every 20 days.
  Sathar Replacements. The Sathar player can try to replace every ship destroyed
  in combat in the 20 days prior to the replacement phase. To do so, he must roll
  dl00 for each ship. If the result of the roll is 35 or less, that ship can be brought
  back into the game through an SSC during the next turn. If the result of the roll is)
  6 or more, that ship is permanently removed from the game and no more attempts
  to replace it can be made.
  UPF Replacements. The UPF's replacements depend on how many fortresses
  and fortified stations the UPF has remaining. For each fortress that has not been
  destroyed by the Sathar, the UPF can replace one ship larger than an assault
  scout (i.e., Frigate class or larger). For each Fortified station left undestroyed, the
  UPF player can replace two assault scouts, two fighters, or a fighter and an
  assault scout. These replacements are placed on the map at the start of the next
  turn at the appropriate station or fortress.
  Both players may only replace ships that have been destroyed; they can never
  increase their fleets beyond their original size.
  Planetary militia ships may not be replaced at all during the war.
  SHATTER DRONES (Optional)
  Shatter drones were introduced by the Sathar, but by the time of the Second
  Sathar War they were being used by both sides. A shatter drone is essentially a
  ship that has been turned into a huge bomb. They are used to destroy large, tight
  formations of enemy ships.
  Before the first turn, each player chooses two of his frigates to
  be shatter drones. The UPF can use either Spacefleet or
  militia frigates.
  Shatter drones carry no live crew. Computer and robot
  controls allow them to perform as normal frigates. However,
  the ships are packed with hundreds of fusion bombs.
  Shatter drones can be detonated at the end of the active
  player's movement phase, before defensive fire. When the
  drone detonates, the explosion inflicts one torpedo hit on
  every other ship in the drone's hex. No attack roll is needed.
  Every ship in the hex, whether enemy or friendly, must roll on
  the Damage Table with a -20 modifier (Advanced Rules).
  Ashatter drone has a hull damage rating of 5d10 in both the
  Basic and Mvanced Games.
  A detonated shatter drone is completely destroyed. It is not
  counted as a destroyed ship for victory conditions, and it
  cannot be replaced.
  CONDITIONS FOR VICTORY
  In order to win, the Sathar must destroy UPF space stations
  and orbital fortresses. Because so little is known about the
  Sathar, the UPF player never is sure exactly what must be
  done to defeat the Sathar.
  Sathar Victory
  The Sathar player wins immediately if the Sathar forces
  destroy 12 space stations, including all four fortresses.
  UPF Victory
  If the Sathar can be forced to retreat while the UPF has at
  least two fortresses left, the UPF wins the war. If the Sathar
  are forced to retreat, but the UPF has only one fortress
  remaining, the game is a draw.
  Sathar Retreat. The UPF does not know what the Sathar
  want, or what type of damage hurts them the most. To reflect
  this, the Sathar player gets to select one of five Retreat
  Conditions before the first turn. This choice is written down,
  and revealed to the UPF player when the conditions are met.
  SATHAR RETREAT CONDITIONS (Choose One) 
  The Sathar fleet will retreat if:
   
  1. The Sathar have lost two assault carriers;
  2. The Sathar have lost five heavy cruisers;
  3. The Sathar have lost 40 ships, including fighters;
  4. A tenday passes without the Sathar destroying at least
  two stations, two fortresses or a station and a fortress;
  5. At the end of any tenday, the Sathar have lost more ships
  in combat than the UPF. Fighters and Militia ships are not
  counted toward this condition.
  As soon as the chosen condition has been met, the Sathar
  player must retreat all of his ships as quickly as possible to the
  nearest Sathar Start Circle. The ships enter the Void, returning
  to the Sathar worlds, leaving the Frontier in peace once again.
   
   
   
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  EQUIPMENT LISTS
  SPACESHIP EQUIPMENT
  Hulls
  I
  II
  III 
  50,000 x Hull Size
  60,000 x Hull Size
  75,000 x Hull Size 
  Drives
  Drive Type and Size
  Cost (Cr), by SCC type
   
  I
  II
  III
  Atomic
  Atomic
  Atomic
  A
  B
  C 
  300,000
  500,000
  750,000 
  400,000
  600,000
  NA
  NA
  NA
  NA
  Ion
  Ion
  Ion
  A
  B
  C 
  100,000
  150,000
  200,000 
  150,000
  200,000
  NA
  NA
  NA
  NA
  Chemical
  Chemical
  Chemical
  A
  B
  C 
  50,000
  100,000
  200,000 
  50,000
  100,000
  200,000 
  50,000
  100,000
  200,000 
  Life Support Systems
  Cost (Cr) Of
  Number Supported
  Equipment
  Computer
  Program
  1-
  3-
  7-
  13-
  21-
  36-
  61-
  101-
  201-
  501- 
  2
  6
  12
  20
  35
  60
  100
  200
  500
  1,000 
  300
  500
  900
  1,500
  2,500
  5,000
  9,000
  18,000
  30,000
  60,000 
  1,000
  2,000
  2,000
  2,000
  3,000
  3,000
  3,000
  4,000
  4,000
  4,000 
  Astrogation Equipment
  Cost (Cr) Of
  Ship Type
  Equipment
  Computer
  Program
  Shuttle
  System Ship
  Starship
  Starship, deluxe
  1,000
  5,000
  15,000
  50,000 
  3,000
  6,000
  24,000
  24,000 
  Computer Programs
  Function Points for Levels
  Program
  1
  2
  3
  4
  5
  6
  Alarm
  Computer Lockout
  Damage Control
  1
  1
  1 
  2
  2
  4 
  4
  4
  8 
  8
  8
  16 
  16
  16
  32 
  32
  32
  64 
  * Cost for all programs is Function Points x 1,000 Credits.
  Communication and Detection Equipment
  Item
  Cost
  Space Required
  (Cubic Meters)
  Videocom Radio
  Videocom Screens
  Subspace Radio
  Intercom Panel
  Intercom Speaker / Mike
  Radar Unit
  Energy Sensor
  Porthole
  Camera System
  Camera Sys. (half-size)
  Skin Sensors*
  White Noise Broadcast
  WNB (deluxe)
  Decoy*
  1,000
  100
  20,000
  50
  10
  10,000
  200,000
  50
  25,000
  15,000
  1,000
  80,000
  400,000
  10,000 
  2
  .5
  3
  1
  .5
  5
  20
  -
  10
  7
  1
  10
  50
  4 
  * cost is x HS for this item
  Emergency Equipment
  Item
  Cost
  Cubic Meters
  Escape Pod
  Lifeboat
  30,000
  100,000 
  16
  80 
  Weapons
  Item
  Cost
  Cubic Meters
  Laser Cannon
  Laser Battery
  Proton Beam Battery
  Electron Beam Battery
  Disruptor Beam Cannon
  Assault Rocket Launcher
  Assault Rocket
  Rocket Battery Array
  Rocket Battery Salvo
  Torpedo Launcher
  Torpedo
  Mine Spreader
  Mines
  Seeker Missle Rack
  Seeker Missle
  Grapples
  Laser Pod
  15,000
  10,000
  15,000
  15,000
  30,000
  20,000
  10,000
  40,000
  5,000
  40,000
  20,000
  50,000
  25,000
  40,000
  30,000
  25,000
  8,000 
  40
  25
  30
  30
  60
  10
  10
  40
  10
  75
  20
  60
  20
  40
  40
  60
  10 
  Defensive Systems
  Item
  Cost
  Cubic Meters
  Reflective Hull
  Masking Screen Launcher
  Masking Screen Charge
  Electron Screen
  Proton Screen
  Stasis Screen
  ICM Launcher
  ICM 
  500 x HS
  10,000
  variable
  2,000 x HS
  4,000 x HS
  3,000 x HS
  20,000
  2,000 
  -
  10
  25
  10 x HS
  12 x HS
  10 x HS
  10
  5 
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SOURCE: textdata/thevault/Star Frontiers (osr)/Star Frontier 1st Edition/Core/SFAD - Corebook - Campaign Book.pdf