[Mark's Star Frontiers Page]

Star Frontiers Alpha Dawn/Zebulon's Guide

    Star Frontiers is a Golden Age Science Fiction RPG.  Unlike most modern SF
genres (and the real world), it is based on the principle that technological
change will not continue to accelerate (or, for that matter, that the rate at
which tech. change accelerates will not continue to acclerate), and that human
nature will remain unchanged, as will our (actually 1950s American) culture.

    Unlike the real world, energy weapons are at least as efficient as kinetic
energy weapons.  (In the real world, energy weapons require highly efficient
power storage systems, and a power system that efficient would be better
applied to railguns and the like.  Also, problems such as diffusion,
atmospheric lensing, and the like make them less efficient).

    There are no cybernetics in the GASF genre - when prosthetics are used, they
are just replacements for lost limbs; they're no better than real limbs, and
they don't (except in very rare circumstances) have concealed weapons or hidden
compartments.  The only exception to this is for some non-human types, but
these are usually morality lessons about the dangers of becoming more machine
than human.

    When gengineering is used, it is used to create new species or subraces; it
is not (and can not be) used to design killer viruses or modify individuals.
Life extension is possible to some extent, but immortality is not (and even if
it was, it wouldn't be desired by any sane individual in the GASF genre).

    Computers are, in many ways, inferior to modern systems.  While they are
usually easier to use, they are bulkier than modern computers of equivalent
power, they use simple networking paradigms (usually only allowing two
computers to link to each other), and generally use voice or non-GUI interfaces
only - there is no cyberspace or netrunners.  Computers are not integrated into
individuals - the idea of merging human (or Vrusk, Dralasite, whatever) and
computer is unnatural in the GASF genre.

    Recreational drugs are rarely encountered in the GASF genre - alcohol is
much more common.  There are certainly no neo-drugs (wireheading, BTL chips,
    Clikk (extinct?)
    Tetrarch (extinct?)
The Resolution System:
    Two new colors are added: Red and Black.  Red results are exceptionally
good, and give 125% damage in combat.  Black results are critical failures, and
will result in a dropped or damaged weapon in combat, or a misfire injuring the
character or one of his or her companions or the most valuable breakable object

  Column      Red   Black
  ________   _____  _____
    -X         -    98-00
  -5 to +5    01    99-00
  +6 to +10  01-02   00
    +X       01-03    -
Creating Characters:
        Select a homeworld, or the GM can find an appropriate one.
[modifications for homeworld]

    Initial Languages & Racial Abilities:
        See the Language section.

    Biosocialist Profession: (by roymeo@iastate.edu)
    skill                                   pre-reqs
    _________________________________       ________
    Analyze Ecosystems                      Biology 3
    Biology                                 Botany 2; Zoology 2
    Empathetic Understanding
    Find Directions
    Intelligence* or Charisma*
    Making Items/Structures
    Medical Diagnosis
    Medical Treatment: Disease             Medical Diagnosis
    Medical Treatment: Infection           Medical Diagnosis
    Medical Treatment: Infestation         Medical Diagnosis
    Medical Treatment: Miscellaneous       Medical Diagnosis
    Medical Treatment: Poison              Medical Diagnosis
    Medical Treatment: Wounds I            Medical Diagnosis
    Medical Treatment: Wounds II           Wounds I
    Medical Treatment: Wounds III          Wounds II

    There is a change to the Skill Cost table: 1st and 2nd levels in a skill
cost 3 XP for professional skills or 6 XP for non-professional skills.  This
brings the skill costs more in line with Alpha Dawn, and gives a more accurate
learning curve.

    To convert skill levels between Alpha Dawn and Zebulon's Guide, consider
levels 1-2 in ZG to be level 1 in AD, levels 3-6 in ZG to be one level less in
AD, and levels 7-8 in ZG to be level 6 in AD.

    Attributes can apply bonuses to more than just combat skills - use the
Dexterity Modifer table to determine how much of a bonus, for whatever ability
seems appropriate to the task at hand.

    By spending double the normal time, most skills can gain a +1 CS.  The time
can be doubled as many times as the GM allows.

    Astrogation (pr: Astrophysics 2, Computers:Display Information 2,
        Computers:Interface 2, Computers:Program Manipulation 2, Mathematics 6,
        Physics 5)
            Plot Interstellar Jumps (success: automatic on charted route with
                proper preparation)
            Risk Jumping (success: skill level + 1 CS per hour per light-year)
            Find Location (success: skill level + 3 CS)
            Chart New Routes (success: skill level + 5 CS - 1 CS per 2 LY)

    Astrophysics (pr: Physics 2 and Mathematics 1)

    Eidetic Memory (as File, pr: Hypnosis 2)

    Mathematics (success: skill level)

    Mounted Energy Weapons:
            Improve Accuracy (+5% x AD skill level)
            Selective Targeting (-30%)

    Mounted Rocket Weapons:
            Improve Accuracy (+5% x AD skill level)
            Selective Targeting (-30%)

    Pilot (pr: Astrophysics 2, Computers:Display Information 3, Computers:
        Program Manipulation 3, Engineer:Mechanical 3, Engineer:Nuclear 2,
        Machinery Operation 3, Mathematics 2, Physics 3, Vehicles:Atmospheric 4,
        Vehicles:Machinery 4)
            Evasion (+3% x AD skill level)
            Increase Accuracy of Forward-Firing Weapons (+5% x AD skill level)
            Increase Maneuver Rating (success: skill level)

    Spaceship Engineering (pr: Engineer:Mechanical 5, Engineer:Nuclear 4,
        Machinery Operation 2, Machinery Repair 5, Physics 3)
            Ship Design (success: automatic)
            Damage Control (10% x AD skill level + ship's DCR)
            Stress Analysis (5% x AD skill level, subtracted from the ship's
                chance of breaking up)
Languages: (by roymeo@iastate.edu)
    Level  Cost  Comp.  Notes
      1     7     33%   Basic comprehension and vocabulary
      2     5     66%   Better understanding; increased vocabulary
      3     4     80%   Understanding of structure
      4     3     90%   Uses language correctly, but accent is still obvious
      5     3    100%   Native speaker (*)
      6     4    100%   Studied the language (*)
      7     5    100%   Eloquent (*)
      8     7    100%   Verbal and/or literary genius (*)
    (*) Requires "Proficient" status - see below

    Languages come in 8 levels of mastery.  The cost of language levels is
    unlike ordinary skills as the table indicates.  The first level costing a
    large amount as basic comprehension of a new language is not easily gained.
    From there, new levels cost less or the same as the previous level until
    advanced levels of the language are gained.  A beginning character starts
    with level 2 in their racial language and level 2 in Pangal, with
    15 + 2d10 more points which may be used to purchase language levels.  These
    points do not HAVE to be spent on language, and half of the 2d10 can be
    used towards racial abilities.  A character of a certain race may not be
    able to physically speak all languages.

Language Options:
    Racial languages listed most common first:
    Dralasite; High    This is the language in which Dralasite use to speak of
                       intellectual topics.
    Dralasite; Common  This is the 'base' language in which a Dralasite uses to
                       speak of mundane subjects.
    Human; Modern      The most common human language.
    Human; Sub-Cult    The language used by the fashion, legal, and illegal
    Human; Archaic     This is a virtually dead human language, somewhat like
    Pangal             This language was created by PGC, which quickly became
                       the most common language of all Frontier races.
    Sathar             So far undeciphered by the other races.

Proficient Languages:
    Certain languages are easy for other races to adapt to.  These languages
    can be spoken by a race beyond 4th level.

    Dralasite:  Human, Yazirian
    Human:      Dralasite, Yazirian
    Yazirian:   Human

Unspeakable Languages:
    Due to physical limitations, certain races are unable to replicate all of
    the sounds necessary for a language.  The written form of a language is not
    limited by such constraints.

    Sathar: Only able to speak Human, Yazirian, and Pangal.

    Melee and hand-to-hand combat uses success rate = attacker's skill level -
defender's skill level.

                             Point Blank  Short   Medium    Long    Extreme
  Code  Weapon Type          +2 CS        +0 CS   -1 CS     -2 CS   -4 CS
  ____  ___________________  ___________  ______  _______  _______  _______
    A                          0-2         3-  5   06- 15   16- 30   31- 60
   BB   Short-range weapons    0-3         4- 10   11- 30   31- 60   61-120
    B                          0-3         4- 20   21- 60   61-125  126-250
    C                          0-5         6- 30   31- 80   81-200  201-400
    D                          0-10       11- 40   41-100  101-300  301-600
    E                          0-10       11-100  101-500  501-1km  1+km-2km
    F                          N/A        20-250  251-1km  1km-3km  3+km-6km

Attack Modifiers:
  Soft Cover     -1 CS
  Hard Cover     -2 CS

Wound Penalties:
  25% STA lost   -1 CS to all actions
  50% STA lost   -2 CS to all actions
  75% STA lost   -4 CS to all actions, lose 1d10 more STA every round from
                    bleeding and shock until the character receives first aid.

Hit Locations:
  Hit locations are used for determining armor coverage and descriptive wounds
only - all damage still applies to current Stamina.

     d20    Location
    _____   ________
     1- 2   Head, Neck              To determine side, roll 1d6:
     3- 4   Upper Arm                   Melee: 1-4 = hit on the side opposite
     5- 8   Upper Torso                              the attacker's weapon hand
     9-10   Lower Arm, Hand                    5-6 = the other side
    11-13   Lower Torso
      14    Hips                        Missile: 1-3 = left
    15-16   Upper Leg                            4-6 = right
    17-19   Lower Leg
      20    Ankle, Foot
    Psionics are not a natural ability to most of the Frontier races.  Most
races have the ability to detect, produce, and control electromagnetic and
tachyon radiations, but these abilities are too weak to be of more than minimal
use, except in Dralasites and Sathar; both have natural amplifiers spread
throughout their nervous systems.  Similar amplifiers have been developed for
most other races, but they require surgery and years of training to use.
Psionics are thus still a rare and occasionally terrifying ability.  Only the
Sathar and Dralasites have "Enlightened" characters; all others must enter
Mentalism as a profession to have any psionic abilities.

    On many worlds, psionics are illegal, and mentalists are hunted - the
kinder societies use drugs or lobotomies to restrict those they catch; the less
kind ones simply execute them.  There is usually a psionic underground on such
worlds, but contacting it can be difficult for outsiders.  On those worlds
where it is legal, there is usually a psionics institute or a government corps
they are required to join, ostensibly to receive the training they need, but
often to consolidate their power.

    Mentalists can learn skills other than the ones listed at triple the
professional skill cost.

    There are 8 fields of psionics: Universal, Precognition, Empathy,
Telepathy, Metamorphosis, Healing, Psychokinesis, and Apportation.  Each race
has a restricted set of fields normally available to it, as listed below.
Other fields can be learned, at double non-professional cost.

    Each field must be completely mastered (at least level 2 in all abilities,
and level 4 in at least one) before a new field can be learned.  The Universal
field must be mastered first.

    Dralasite: Universal, Empathy, Healing, Metamorphosis.
    Human: Universal, Precognition, Empathy, Telepathy.
    Sathar: Universal, Empathy, Telepathy.
    Saurian: Universal, Precognition, Apportation.
    Vrusk: Universal, Empathy, Telepathy.
    Yazirian: Universal, Psychokinesis, Apportation.

New Abilities:
    Deep Probe (success: Discipline level - 2 CS, pr.: Telepathy)
        The ability to actually read the thoughts and memories of another. 
        Only members of the same race as the mentalist can be deep probed, and
        it requires skin contact.
    Shapeshift (success: Discipline level + special)
        The ability to physically change shape into that of another individual
        of the same race (+0 CS) or another race or an animal (-2 CS). 
        Mimicing a specific individual is a -2 CS penalty, and requires a
        successful Disguise roll.
    Telepathy (success: var.)
        Telepathy:Characters, Telepathy:Animals, and Telepathy:Aliens combined
        into a single skill.

    Universal:     Precognition:        Empathy:         Telepathy:
      Detection      Analysis I & II      Confusion        Beam
      Link           Clairaudience        Empathy          Deep Probe
      Shield         Clairvoyance         Fear             Empathy
      Trap           Timeread             Illusion         Suggestion
                     Truesight            Infatuation      Telepathy
    Healing:               Apportation:
      Heal Others            Levitation
      Heal Self              Telekinesis
      Heal Self Fully        Telemanipulation
      Trance I & II          Teleportation: Limited & Unlimited

    Psychokinesis:         Metamorphosis:
      Chanelling I & II      Density
      Cryokinesis            Heal Self
      Disruption             Heal Self Fully
      Electrascreen          Shapeshift
    Civilizations are classified into six levels of technology:
    I   - Stone Age
    II  - Bronze - Iron Age
    III - Medieval - Renaissance
    IV  - Industrial - Interplanetary
    V   - Interstellar
    VI  - "Magic"

    Most of Human space is at Tech V currently, as are the other interstellar
civilizations.  Energy weapons, slow FTL communication (subspace radio in SF
takes roughly 1 hour per light year), and FTL travel are the breakthrough
technologies of Tech V.  The Tech VI civilizations have for the most part
turned inward, and no longer travel to the stars.  Those that do have
technologies that make no sense to anyone below them, including instantaneous
FTL communications, teleportation, and deodorants that can last all day.  Tech
IV civilizations can become interstellar with sleeper or generation ships, but
most are restricted to a single planet and minimal presence in space; global
exploration and exploitation are their dominant traits, and electricity, fossil
fuels, and atomic power are developed.  Tech III includes gunpowder and
printing presses as late developments, and fine machinework is widely
available.  Tech II civilizations include everything from the development of
writing and metalworking up to early Medieval period.  Tech I's great
innovations are the use of stone tools, language, and art.

    If an item is constructed at its appropriate tech level, it is unmodified.
For each level above, multiply the cost and mass by 75%, down to half the
original cost and mass.  Mass production can reduce the cost to even less -
figure 10% of the original cost as the lower limit.
Weapons: ( | = modified, + = new)

  Weapon           Range  Damage  Ammo       SEU   ROF   Def   Mass  Cost  Tech
  ______________   _____  ______  _________  ____  ____  ____  ____  ____  _____
| Laser Ke-1000      B    10pS    clip       1-10   2    A       1    600   IV
| Laser Ke-1500      C    10pS    clip       1-15   2    A       2    750   IV
| Laser Ke-2000      D    10pS    clip       1-20   2    A       3    800   IV
| Laser Ke-5000      E    10pS    pack       5-20   1    A      20   6000   IV
  Rafflur M-1        A     28     microdisc  All    1    Sy      .5   300   IV
| Rafflur M-2        B     32     miniclip     5    2    Sy      1    650   IV
| Rafflur M-3        C     36     miniclip     5    2    Sy      2    825   IV
  Rafflur M-4        B    spec.   miniclip    10    1    Sy      3   1000   IV
| Rafflur M-6        D     40     miniclip     5    2    Sy      4    900   IV
| Rafflur M-8        E     44     miniclip     5    1    Sy      5   1200   IV
  Rafflur M-10       E     52     pack         5    1    Sy     22   8000   IV
  Electrostunner     B   40/stun  clip         2    1    G/ASI   1    500   IV
+ Shock Pistol       B     30     clip         2    1    G       1    700   IV
+ Shock Rifle        C     50     clip         4    1    G       3   1100   IV
+ Sonic Stunner      A    stun    clip         2    1    S/ASI   1    500   IV
+ Sonic Disruptor    A    spec.   clip         4    1    S       4    700   IV
+ Sonic Devastator   B    spec.   pack        10    1    S      15   5000   IV
  Maser Penatrator   B     32     miniclip     2    1    M       1    675   IV
  Maser Razer        C     40     miniclip     2    1    M       2    850   IV
  WT Alpha-Bolt      C    10pS    miniclip   1-10   1    Gr      2   3000   IV
| WT Omega-Bolt      C    10pS    clip       1-20   1    Gr      3   4000   IV

  Weapon             Range  Damage  Ammo           ROF   Def   Mass  Cost  Tech
  _________________  _____  ______  ___________    ____  ___   ____  ____  ____
+ Musket              BB     16     1 shot         1/3   I       2    200   II
+ Bolt-Action Rifle   D      20     20 rounds       2    I      4.5   200   III
+ Shotgun             BB    spec.   10 shells       2    I      4.5   200   III
+ Sawed-Off Shotgun   A     spec.   10 shells       2    I      3.5   200   III
+ 5mm Revolver        C      10     6 rounds        3    I       1    150   III
+ 10mm Revolver       C      12     6 rounds        3    I       1    175   III
+ 12mm Revolver       C      16     5 rounds        3    I       1    225   III
+ 5mm SA Pistol       BB     10     23+1 rounds     3    I       1    150   III
+ 10mm SA Pistol      BB     12     17+1 rounds     3    I       1    200   III
+ 12mm SA Pistol      BB     16     6+1 rounds      3    I      1.5   250   III
+ 5mm Body Pistol     A      40     3 shots         1    I       .5   400   III
| 5mm SMG             BB    50/10   30 rounds      3(1)  I       2    200   III
+ 10mm SMG            BB    60/12   20 rounds      3(1)  I      2.5   250   III
| 5mm Auto-Rifle      D     60/12   30 rounds*     3(1)  I       4    300   III
+ 10mm Auto-Rifle     D     80/16   30 rounds*     3(1)  I      5.5   450   III
+ 12mm Auto-Rifle     D    100/20   30 rounds*     3(1)  I       8    600   III
+ 5mm Machine Gun     E     60/12   ammo belt      (10)  I      20   2000   III
+ 10mm Machine Gun    E     80/16   ammo belt      (10)  I      22   2500   III
+ 12mm Machine Gun    E    100/20   ammo belt      (10)  I      24   2750   III
| Needler I           B      20     10 shots        3    I       1    200   III
| Needler II          C      25     10 shots        3    I       2    300   III
| Needler III         D      30     10 shots        3    I       3    400   III
  Gyrojet Pistol      B      20     10 rounds       3    I       1    200   III
| Gyrojet Rifle       D      30     10 rounds       3    I       4    300   III
  Grenade Rifle       D     var.    1 grenade      1/2   RS      4    700   III
  Grenade Mortar      E     var.    1 grenade      1/2   RS     15   2000   III
| Recoilless Rifle    F     120     1 shell        1/2   I      20   4000   III
  Acid Sprayer        B     var.    10 squirts      1    Sa      5   1300   III
  Flamethrower        C    44/spec. 20 shots       1/2   As      5   1500   III

Def: A = Albedo, As = Asbestos, ASI = Anti-Shock Implant, G = Gauss, Gr = Grid,
    I = Inertia, M = Mesh, RS = RS check, S = Sonic, Sa = Salgel, Sy = Synth

    Laser Weapons
        Restored to the original damage values.  Alpha Dawn lasers were plenty
        effective as they were, and the Zebulon's Guide damages made them
        insanely dangerous.  Also, I didn't buy the "bigger gun = more damage
        per megajoule" physics they used...  The damage should be proportional
        to how much energy you pump through it.  A bigger laser can fire a
        bigger and more powerful shot - which uses more energy.  Thus, the
        10/15/20/20 max SEU per shot progression.  A bigger laser doesn't
        suffer from atmospheric diffusion as badly as a smaller beam, so they
        get longer effective ranges.  I've considered boosting the KE-5000's
        max SEU per shot to 50 or some such, but it really is deadly enough as
        it is, and the range is disgusting, and can still take out armored
        vehicles from "Tanks a Lot!" pretty effectively.  

	    Theoretically, there are two kinds of lasers: pulse and beam.  I assume
	    that pulse lasers are being used, not beam.  A pulse laser will make
	    the target's flesh go "pop!" like so much popcorn.  A beam laser will
	    cut through and leave nicely cauterized wounds.  I think beam lasers
	    are unlikely weapons, though - they need far too much power for the
	    effects they produce.  Of course, a beam laser can produce the same
	    "pop! goes the pirate" effect if you just touch the beam to them for a
	    moment and pull it away...

        Lasers, unlike the movie representations, are effectively invisible and
        silent. Even a "visible light" laser can only be seen if it passes
        through smog or mist or smoke.  Of course, with a beam laser you can
        trace the hole through the target's body back to the sniper...  |+) 

        The listed SEU costs were far too cheap for the damage produced.  All
        have been converted to a single cost - the larger weapons have better
        focusing systems and are more energy-efficient, and thus retain the
        listed damage values.

    Shock Pistol, Shock Rifle (by RobertH508@aol.com)
        Also known as a Lightning Gun.  This weapon shoots a spherical charge
        of electricity.  A gauss screen will absorb all damage from this

    Sonic Disruptor
        Damage is 60 at point blank range, 40 at short, 20 at medium, and 10 at
        long, and no damage at extreme range.  Halve this damage against non-
        living tissue.

    Sonic Devastator
        Damage is 200 at point blank range, 150 at short, 100 at medium, and 50
        at long, and no damage at extreme range.  Halve this damage against
        non-living tissue.

    Wartech Omega-Bolt
        Random max damage and a fixed SEU cost, when the Alpha-Bolt doesn't
        share those traits?  I don't think so.

        See Alpha Dawn.

    Bolt-Action Rifle
        A single-shot hunting or early military arm, firing a standard 10mm
        bullet at a velocity of approximately 900 meters per second.  Longer
        and heavier than a carbine, it is also more effective.  Standard
        equipment includes provisions for attaching a bayonet and telescopic
        sights, and a shoulder sling.  A twenty-round magazine (identical to
        those used by 10mm automatic rifles) is attached in front of the
        trigger guard.  Length: 1m.  Weight, unloaded: 5kg (loaded magazine:
        0.5kg).  Base price: 145Cr (loaded clip: 5Cr).

        The basic weapon for maximum shock effect without regard to accuracy.
        The shotgun has an 18mm diameter barrel and fires shells containing
        six 7mm balls, 130 3mm pellets, or a single slug.  In each case, the
        projectiles weigh a total of 30 grams.  Velocity for the projectiles
        is about 350 meters per second.  A cylindrical magazine containing 10
        shells is inserted under the the barrel and parallel to it; cartridges
        are then fed automatically into the shotgun for firing.  Reloading
        consist of replacing the cylindrical magazine and takes two combat
        rounds.  One shot is fired for each pull of the trigger.  Magazines
        measure approximately 350mm long by 20mm in diameter and are quite
        clumsy to carry.  Shotguns are equipped with a sling for carrying, and
        may be fitted with a folding stock.
        Length: 1m.  Weight, unloaded: 3.75kg (loaded magazine: 0.75kg).
        Base price: 190Cr (loaded magazine: 10Cr).

        If shot shells are used, make six attack rolls at 8 points of damage
        each.  The shots must be spread more or less evenly across an 11-degree
        arc (at longer ranges, this means that many will miss).  If a slug is
        used, make a single attack at 40 points of damage.

    Sawed-Off Shotgun
        As above, but with a shorter barrel, which makes the weapon more
        concealable and reduces the choke of the gun, giving it a wider arc but
        a shorter range.  Sawed-off shotguns are illegal on worlds with a law
        level of 4 or higher.
        Length: 0.6m.  Weight, unloaded: 2.75kg (loaded magazine: 0.75kg).
        Base price: 190Cr where legal (loaded magazine: 10Cr).

        As above, but spread across a 22.5-degree arc.

    Body Pistol
        A small non-metallic semi-automatic pistol designed to evade detection
        by most weapon detectors.  It fires four 5mm caseless ballistic plastic
        rounds at a time at a velocity of 500 to 600 meters per second, all
        impacting within a 5cm radius.  A three-shot magazine is inserted into
        the pistol handle.  Leon's gun in Blade Runner was a body pistol.

        An older variety of handgun, revolvers continue to be popular due to
        their reliability, accuracy, and safety.  5mm, 10mm, and 12mm revolvers
        are made and sold widely.  It takes 2 rounds to reload a revolver while
        moving, or 1 round if the character remains still.  A speed-loader will
        halve the reloading time.

    Semi-Automatic Pistol
        A standard semi-automatic pistol (for the gun-impaired, that means that
        every time you pull the trigger, it fires once), available in 5mm,
        10mm, and 12mm.  All can carry a number of rounds in the clip and one
        in the chamber, and the gun must be cocked before firing the first
        time.  It is unsafe to carry a semi-auto pistol cocked or with a round
        in the chamber.

    Submachine Gun
        Available in 5mm and 10mm calibres.  The 5mm variety is referred to as
        an "Auto-Pistol" in the standard rules.

        Auto-Rifles can be modified to use belts of ammo for a 10% surcharge.

        Needlers do not do less damage if loaded with poisoned needles, though
        they can be adjusted to do less damage with any needle.  Divide the
        range by half as much as the damage (ie 1/4 damage = 1/2 range).

        Melee CS: +1, Thrown Range: (Str+Dex)/4, as category A

        Melee CS: +2, Thrown Range: (Str+Dex)/2, as category A
Projectile Ammunition:
    ammo                                   mass   cost
    5mm General Purpose (GP)               .02    .10
    10mm General Purpose (GP)              .04    .15
    12mm General Purpose (GP)              .06    .20
    5mm General Purpose Caseless (GPC)     .015   .08
    10mm General Purpose Caseless (GPC)    .03    .12
    12mm General Purpose Caseless (GPC)    .045   .16
    5mm Ballistic Plastic Caseless (GBP)   .01    .10
    10mm Ballistic Plastic Caseless (GBP)  .02    .15
    12mm Ballistic Plastic Caseless (GBP)  .03    .20
    18mm Shotgun Shot (SS)                 .04    .20
    18mm Shotgun Buckshot (SB)             .04    .20
    18mm Shotgun Slug (SL)                 .08    .50
    Gyrojet Shell (GJ)                     .06    1.0
    Gyrojet Smart Shells (GS)              .07    5.0
    Standard Needlegun (SN)                .05    1.0

    Hollow Point (HP)                      x1     x1.1
    Armor Piercing (AP)                    x1     x1.2
    High Explosive (HE)                    x1     x1.5
    High Explosive Armor Piercing (HEAP)   x1     x2
    Tungsten Core (TC)                     x1.5   x3
    Depleted Uranium Core (DUC)            x2     x4
    Poisoned (PO)                          x1     x4 + 2x cost of toxin

    General Purpose (GP) - 5mm, 10mm, 12mm cased ammunition for revolvers.

    General Purpose Caseless (GPC) - 5mm, 10mm, 12mm caseless ammunition, for
        use in auto-pistols, auto-rifles, and body pistols.

    Ballistic Plastic Caseless (GPC) - 5mm, 10mm, 12mm caseless ammunition made
        of ballistic plastic.  This has the advantages of not showing up on
        metal detectors and being considerably lighter than conventional ammo.

    Shotgun Shot (SS) - A standard shell containing 6 7mm lead balls.

    Shotgun Buckshot (SB) - A standard shell containing 130 3mm lead pellets.

    Shotgun Slug (SL) - A single large metal slug that can be fired by a
        shotgun instead of shot.  Obviously, the slug can only hit a single
        target, but it has increased penetration - combat armor only has a 35%
        chance to stop slugs, and skeinsuits only stop 1/4 of the damage.

    Gyrojet Shell (GJ) - A large rocket-propelled bullet.

    Gyrojet Smart Shell (GS) - Smart shells are identical to normal gyrojet
        ammo except for the heat-seeking tracking system in the nose.  While
        not complex, it does increase the attack roll by a +4 CS, unless the
        target is wearing a deadsuit, in which case the attack roll is at a
        -2 CS at point blank range, and can not hit at longer ranges.

    Standard Needlegun (SN) - A 7cm long metal splinter, shaped to spin when
        fired for improved accuracy.

    Hollow Point (HP) - GP, GPC.  HP ammo does 1.2x normal damage against most
        targets, but only does 3/4 normal damage against combat armor.

    Armor Piercing (AP) - GP, GBC, GPC, SF, SL, GJ, GS, SN.  AP ammo is not
        affected by skeinsuits, and has only half the normal chance to be
        stopped by combat armor.

    High Explosive (HE) - GP, GPC, SL, GJ, GS.  HE ammo does 10 extra points of
        damage if the result is blue or better, or if the result is green and
        the target is not wearing a skeinsuit.  If the target is wearing combat
        armor, the target takes 5 points of damage (not affected by the armor)
        automatically, and the round itself does half damage if it penetrates.
        Spacesuits holed by HE rounds are unpatchable (dozens of smaller holes
        in addition to the big gaping one where the round entered).

    High Explosive Armor Piercing (HEAP) - GP, GPC, SL, GJ, GS.  HEAP ammo does
        10 extra points of damage if the result is green or better.  If the
        target is wearing combat armor, the target takes 5 points of damage
        (not affected by the armor) automatically, and the round itself does
        half damage if it penetrates.  Spacesuits holed by HEAP rounds are
        unpatchable (dozens of smaller holes in addition to the big gaping one
        where the round entered, and probably a big gaping hole where the round

    Tungsten Core (TC) - GP, GPC, SL.  TC ammo does 1.2x normal damage due to
        its mass being concentrated in a smaller cross-section.

    Depleted Uranium Core (DUC) - GP, GPC, SL.  DUC ammo does 1.5x normal
        damage due to its mass being concentrated in a smaller cross-section.

    Poisoned (PO) - any, but AP, HE, and HEAP options can not be combined with
        PO.  PO are standard rounds with a poison well under the tip of the
        bullet.  PO rounds can hold any drug or poison desired, but the toxin
        only takes effect if the result is green or better.  If the round does
        not penetrate the target's combat armor (if any), the toxin has no
        Half of the damage taken is absorbed, half passes through.  Only the
        half that is absorbed counts against the 100 point limit.

    Albedo Suit
        Half of the damage taken is absorbed, half passes through.  Only the
        half that is absorbed counts against the 100 point limit.

    Maser Mesh
        In a full suit, half of the damage is absorbed; in a partial suit, one
        quarter of the damage is absorbed.

        Energy dissipates at a rate of 20 points per minute.  Every round the
        suit holds more than 100 points, its absorption value (initially 30) is
        permanently reduced by ((points held - 100) / 20).  When the absorption
        value is reduced to 0, the suit melts down - the remaining damage over
        100 is inflicted on the wearer and the suit is destroyed.

    Simp Screen
        Uses 1 SEU per 5 points absorbed.

    Combat Armor
        As spacesuit armor (Knight Hawks pg. 28); can be combined with a suit
        and a screen.
    Nesmith Enterprises of Triad: (by roymeo@iastate.edu)

    Name            Duration        Ammo    ROF     Range   Mass    Cost
    NET Chrom                                        5km    ---     200
    NET Chrom III                                   10km    ---     400
    NET Ears        60 hr. cont.                     1km    ---      30
    NETracers        3 mo cont.                      5km    ---      40
    NETracer Gun                    1 Tracer  1       A     ---      30

       NET Chrom:  This chronocom from Nesmith Enterprises of Triad has the
    regular chronograph, calculator, and communicator equipment, as well as
    a compass which can be programmed to point to a magnetic pole or a
    specific frequency (such as NETracers).  It has the standard chronocom

       NET Chrom II:  This chronocom improvement has twice the range of the
    standard chronocom (and the NET Chrom) as well as a fairly accurate range
    locator for the distance to the frequency transmitter.

       NET Ears:  This small (2cm x 2cm x 1cm) electronic bug can transmit
    all sound within it's hearing (slightly better than a human ear in
    whatever location it is placed) on some preselected channel.  It will
    continue to broadcast for 60 hours continuously.

       NETracers:  These small (2cm x 1cm x 1cm) tracers transmit a signal
    for a 5km radius.  They are able to do this for a total of 3 months
    continuously.  This signal is subject to such limitations as concrete,
    being enclosed, etc.  One side of the small box is sticky allowing it to
    attach itself to many surfaces.

       NETracer Gun:  This gun is advertised as energy efficient--and it is.
    It uses spring force to propel a NETracer towards the target.  It must be
    reloaded and the 'firing pin' pulled back for every shot.

Power Supplies:
    Atomic Power Cells:
        A standard-sized power cell, but containing a small amount of fission-
        ables, wrapped in collapsium to prevent radiation leakage.  A single
        cell will last 1 year before needing to be refilled (the old plutonium
        being removed and replaced with new), and will recharge fully within
        8 hours.  Multiply the standard cost by 10 and the weight by 2.

Last modified: 95Dec01 19:00
Added some more rationale for changes to the way lasers work