Zebulon's Guide Quick Reference

March 1, 2018 | Author: Jumbo | Category: Image Scanner, Infrared, Nature, Armed Conflict, Science
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Download Zebulon's Guide Quick Reference...

Description

Last Revision: 2.28.2007

Skill

Success Rate

Skill

Success Rate

Acoustics* Agility Analyze Animal Behavior Analyze Ecosystems* Animal Taming Animal Training* Appraisals Archaeology Biology* Bionics* Bluff Body Speak Botany Camouflage Charisma Chef Chemistry Climbing Communication Communication Devices: Operate Repair* Computers: Access & Operate Bypass Security* Display Information* Interface* Program Manipulation* Program Writing* Program Bodycomp* Repair Bodycomp* Repair Mainframe* Repair Specialized* Concealment Cryptography Cybernetics* Disguise* Dramatics* Empathic Understanding Endurance Engineer: Alternate Energy* Architecture* Civil* Hydraulic* Mechanical* Military* Nuclear* Finance Find Directions Forensic Medicine* Forgery (to forge*) Forgery (to Detect) Gemology Genetics* Geology Geophysics Haggling Hypnosis Intelligence Law Machinery Operation Machinery Repair* Making Items/Structures Matter Transferal Devices

Skill Level Professional Skill Level +2CS Skill Level Skill Level Skill Level Skill Level Skill Level +1CS SkL of Botany + Zoology Skill Level Skill Level Level + X Skill Level +2CS Skill Level Professional Automatic Skill Level +2CS Automatic Skill Level

Medical Devices* Medical Diagnosis* Medical Treatment: Disease* Infection* Infestation* Miscellaneous* Poison* Radiation* Veterinary* Wounds I* Wounds II* Wounds III* Wounds IV* Optics* Persuasion Photography Physics Politics Power Read* Psycho-pathology Pumping Federanium Ride Mount Robotics: Activate/Deactivate Alter Functions* Alter Mission* Identification List Functions* Modifications* Remove Security Locks* Repair Robopsychologist* Running Security Systems: Activate & Operate Deactivate* Detect* Open Locks* Society Stable Mounts* Stealth Survival Theology Tracking Vehicles: Aquatic Atmospheric Cars Cycles Machinery Repair* Transports Weapons: Beam Weapons Demolitions Grenades Martial Arts Melee Weapons Missiles P.G.S. Weapons Powered Assault Armor Repair* Zoology

Skill Level +1CS Skill Level +2CS

* Requires prerequisite CS Column Shift COML Computer Level

2

Skill Level +1CS Skill Level Level +X (-1CS per COML) Skill Level +1CS (-1CS per MXPL) Skill Level +3CS (-1CS per MXPL) Skill Level (-1CS per COML) Skill Level +1CS (-1CS per MXPL) Special Skill Level +1CS Skill Level +1CS Skill Level +1CS (-1CS per COML) Skill Level +1CS Skill Level or Level +X Skill Level Skill Level Skill Level +1CS Skill Level +2CS Skill Level Professional Skill Level Level +X Level +X Skill Level Skill Level Skill Level Skill Level Level 5 Skill Level +1CS Level +X or Level /0 Skill Level Skill Level +2CS Skill Level Skill Level Skill Level +2CS Skill Level +2CS Skill Level Skill Level Professional Skill Level Skill Level +2CS Skill Level Automatic Skill Level +1CS

LOKL MXPL ROBL

Lock Level Maxiprog Level Robot Level

ROBM SECL SkL

Skill Level Skill Level Skill Level Automatic Skill Level Skill Level Level +X Level +X Skill Level Skill Level Skill Level Skill Level Skill Level Skill Level Skill Level Level 7 Automatic Skill Level Automatic Level +X

+1CS

+2CS +1CS

+1CS +2CS

Automatic Skill Level +1CS (-1CS per ROBL) Skill Level +1CS (-1CS per ROBL) Level +X (-1CS per ROBL) Level +X (-1CS per ROBL) Level +X (-1CS per ROBM) Skill Level (-1CS per ROBL) Skill Level (-1CS per ROBL) Skill Level Automatic Skill Level Skill Level Skill Level Skill Level Skill Level Automatic Skill Level Skill Level Skill Level Skill Level

+1CS +1CS (-1CS per SECL) +1CS (-1CS per SECL) +1CS (-1CS per LOKL)

+2CS +2CS

Level +X Level +X Level +X Level +X Skill Level +1CS Skill Level Level +X Skill Level Skill Level +1CS Skill Level Skill Level Skill Level Skill Level Skill Level Level +X Skill Level Skill Level +2CS

Robot Modification Type Security Level Skill Level

Beam Weapon Laser Ke-1000 Laser Ke-1500 Laser Ke-2000 Laser Ke-5000 Rafflur M-1 Rafflur M-2 Rafflur M-3 Rafflur M-4 Rafflur M-6 Rafflur M-8 Rafflur M-10 Electrostunner Sonic Stunner Sonic Disruptor Sonic Devastator Maser Penetrator Maser Razer WarTech Alpha-Bolt WarTech Omega-Bolt WDC Gamma Bolt II

PGS Weapon Needler I Needler II Needler III 5.56 cal Auto-Pistol 5.56 cal Auto-Rifle Gyrojet Sidearm Gyrojet Rifle Grenade Rifle Grenade Mortar Acid Sprayer Flamethrower

Grenade Weapon Flash Grenade Foam Grenade: Acid Chemical Defoliant Dye Extinguish Irritant Slick Solid Rad-Blast Fragmentation Grenade Gas Grenade: Doze Dusk Nightfall Poison Smoke Incendiary Grenade Infra Grenade Sonic Grenade: Polyhedron Boomer Marble Tangler Grenade

Range B C D E A B C B D E E B C D E B C C C C

Range (PGS) B C D C D B D D E B C

Maximum Damage 8 per SEU 12 per SEU 16 per SEU 100 per SEU 28 32 36 special 40 44 52 40/stun stun special special 32 40 10 per SEU 1d100 15 per SEU

Ammo 20 SEU Clip 20 SEU Clip 20 SEU Clip 100 SEU pack microdisc 10 SEU Clip 10 SEU Clip 10 SEU Clip 10 SEU Clip 10 SEU Clip 100 SEU pack 20 SEU Clip 20 SEU Clip 20 SEU Clip 20 SEU pack 10 SEU Clip 10 SEU Clip 10 SEU Clip 20 SEU Clip 20 SEU Clip

Maximum Damage 16/8+SL 20/8+SL 24/8+SL 44/12 44/12 20 28 grenade grenade varies 44/spec.

Ammo 10 shots 10 shots 10 shots 20 rounds 30 rounds 10 rounds 10 rounds 1 bullet 1 shell 10 squirt tank 20 shot tank

Maximum Damage surprise

ROF 1

SEU Use 1-10 1-10 1-20 5-20 All 2 2 10 2 2 5 2 2 4 10 2 2 1-10 5 2-10

ROF 2 2 2 1 1 2 2 1 2 1 1 1 1 1 1 1 1 1 1 1

ROF 3 3 3 3(1) 3(1) 3 3 ½ ½ 1 ½

Effective Defenses special

Effective Defenses Albedo Albedo Albedo Albedo Synth Synth Synth Synth Synth Synth Synth Gauss/A-S Sonic/A-S Sonic Sonic MasMesh MasMesh Gridsuit Gridsuit Gridsuit

Effective Defenses Inertia Inertia Inertia Inertia Inertia Inertia Inertia RS Check RS Check Salgel Asbestos

Wgt (kg) 1 2 3 20 .5 1 2 3 4 5 22 1 1 4 15 1 2 2 3 2.5

Wgt (kg) 1 2 3 2 4 1 4 4 15 5 5

Cost (Cr) 600 750 800 6,000 300 650 825 1,000 900 1,200 8,000 500 500 700 5,000 675 850 3,000 4,000 5,000

Cost (Cr) 200 300 400 200 300 200 300 700 2,000 1,300 1,500

Blast Radius 3

Wgt (kg) -

Cost (Cr) 10

16/turn defoliates marking smother flame 8/turn slick surface entrapment blocks radiation 64

1 1 1 1 1 1 1 1 1

Basegel special slow movement special Inertia

3 3 3 3 3 3 3 3 3

-

45 40 10 10 25 20 100 30 20

sleep dim light darkness S5/T10 -1CS 32+8(x3 turns) sensor damage

1 1 1 1 1 1 1

STA check IR, scanners IR, scanners STA check IR Asbestos -

3 3 3 3 3 3 3

-

10 20 25 30 10 20 20

56 80 16 entanglement

1 1 1 1

Sonic Sonic Sonic -

3 5 1 3

-

25 75 8 25

3

Missile Weapon Missiles Micromissile Missile I Missile II Missile III Missile Launchers Missilier Popper MLTCs (per tube)

Maximum Damage

Effective Defenses

E Fx1 Fx2 Fx3

52 1 Warhead 2 Warheads 3 Warheads

varies varies varies

varies varies varies

Missile Warheads Antimissile Electrical Discharge Field Crusher

Blast Radius none 5xMsl# Target

Foam Gas Heat Seeking High Explosive Sonic Standard Explosive Tangler

6xMsl# 8xMsl# none 7xMsl# 6xMsl# 5xMsl# 5xMsl#

Melee Weapon Advanced Melee Weapons Electric Sword Force Axe Shock Gloves Sonic Knife Sonic Sword Spray Hypo Stunstick Vibroknife Primitive Melee and Thrown Axe Bottle / Mug Bow Brass Knuckles Chain / Whip Chair Club, small Javelin Knife Nightstick Pistol Butt Polearm Rifle Butt Spear Sword, small Sword, medium Sword, large 4

Range

Maximum Damage none Elect. Short 66xMsl# (only vs. fields) varies varies none 75xMsl# stun 68xMsl# Entrapment

ROF

Wgt (kg)

inertia varies varies varies

1 varies ½ ½

1 2 4 5

varies varies varies

1-3 1 1

10 15 2

Effective Defenses Insulation

varies varies Inertia Sonic, STA check Inertia

Cost (Cr) 25 30 50 75 2,000 5,000 1,200

Wgt (kg) 2xMsl# 3xMsl# 2xMsl#

Cost (Cr) 50xMsl# 55xMsl# 35xMsl#

2xMsl# 2xMsl# 2xMsl# 1xMsl# 2xMsl# 1xMsl# 2xMsl#

30xMsl# 30xMsl# 50xMsl# 40xMsl# 35xMsl# 40xMsl# 30xMsl#

Maximum Damage

Column Modifier

Effective Defenses

Ammo

SEU Wgt Use (kg)

32/stun 48 16 24 40 special 24/stun 20

+1 +2 -+1 +2 -2 +1 +1

Gauss/A-S Inertia Gauss/A-S Sonic Sonic STA check Gauss/A-S Inertia

20 SEU Clip 20 SEU Clip Powerpack 20 SEU Clip 20 SEU Clip -20 SEU Clip 20 SEU Clip

2/hit 2/hit 2/hit 1/hit 2/hit -2/hit 1/hit

1 2 -1 1 1 1 1

150 450 50 50 300 10 75 25

16 4 9 6 7 5 5 14 10 12 8 26 18 14 13 20 28

+1 -1 Range C --1 -2 -Range B +1 +1 --2 -1 +2 +1 +2 +2

Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia Inertia

------------------

1 1 1 -2 2 -2 -1 -4 -2 1 2 3

15 -50 10 20 -10 --20 -40 15 --30 45

1 arrow

Cost (Cr)

Energy or Ammunition # of Rounds Beam Weapon Ammunition SEU Microdisc V Minipowerclip 10 SEU Power Helmetpack 50 SEU Gyrojet Ammunition Maxijetclip 15 rounds Projectile Weapon Ammunition Maxibulletclip 30 bullets Maxineedleclip 15 shots

Weapon Attachments Attachable Stock Bandolier Sling Flash Muzzle-P Flash Muzzle-R Grenade Launcher Attachment Holster, Pistol Holster, Rifle Holster, Spring Knife Mount Muzzle Extender Recognition Grip Scopes (See Optics) Silencer, Pistol Silencer, Rifle Slide Mount Swing Arm

Optical Devices Goggles Electromag Infrared IR High Res Solar Starlight Ultraviolet Scopes Magnify (multiply cost times Range) Electromag Infrared IR High Res Solar Starlight Ultraviolet Visor Optics Electromag Infrared IR High Res Solar Starlight Ultraviolet Miscellaneous Optics Holo-Projector Blank Disc Recorded Disc Floodlight Infrared Lens Omnoculars Powerlight

Wgt Cost (kg) (Cr) ----

10 50 250

--

15

---

3 15

Wgt (kg) 0.5 0.5 --3 -1.5 2 -0.5 0.5 -1.5 9 5 Wgt (kg)

Cost (Cr) 15 1 3 5 700 5 10 75 2 50 230 40 80 50 280 Cost (Cr)

--0.5 -0.5 --

250 300 350 100 400 200

1-3 1 1 1.5 1 1.5 1

100 300 350 400 150 450 250

1 1 1.5 1 1.5 1

275 300 375 125 425 225

5 --5 1.5 2.5 1.5

1,000 50 100 250 30 600 75

Explosives Explosives Tornadium D-20 Plastid Detonators Acid Chemical Counter Light Pressure Radio Beam Variable Timer Warheads Anti-Missile Electrical Dis. Field Crusher Foam Gas Scanner EM Infrared Motion Radar Radioactive Shape Sonar Ultraviolet Sonic Standard Explosive Tangler Grenades Dusk Flash Foam: Acid Chemical Defoliant Dye Extinguish Irritant Slick Solid Rad-Blast Infra Nightfall Sonic: Marble Polyhedron Boomer

Defenses Power Screens Simp Screen Light Shift Screens Type I Type II Type III Defensive Suits Synthvelope Full Maser Mesh Part. Maser Mesh Dead Suit Grid Suit Helmets Basic Helmet Sonic Protection

Wgt Cost (kg) (Cr) 1 1

100 500

-10 -15 -10 -15 -10 -10 -5 (cost and wgt times Missile Type) 1 100 1 150 1 150 1 100 1 100 1 1 1 1 1 1 1 1 1 1 1

150 150 200 250 100 250 125 150 175 175 150

---

20 10

-----------

45 40 10 10 25 20 100 30 20 20

----

8 25 75

Defends Against Notes

Wgt (kg)

Cost (Cr)

Rafflurs

1 SEU/6pts

2

2,000

Lasers Lasers Lasers

prot. varies prot. varies prot. varies

2 2 2

3,000 2,000 3,000

Rafflurs Masers Masers IR varies

100 pts max neg. dmg ½ damage 100pts PGS

3 10 5 1 2

500 500 350 400 1,000

Sonics

varies varies

2 2

75 300

5

Computers Mainframe Proper Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Maxiprog (regardless of function) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Strongbox (per layer) Specialized Computers File Computer Lock Compick Computer Access Computer (CAC) Basic Computer Optional Abilities Access & Operate Bypass Security Defeat Security Display Information Interface Program Manipulation Program Writing Program Bodycomp Computer Access Scanner (CAS) Atmospheric CAS Chemical CAS Demolition CAS Electro CAS Fauna CAS Flora CAS Geological CAS Magnetic CAS Mechanical CAS Medic CAS Robo CAS Duo CAS Bodycomps Bodycomp Belt Powerpacks Sixpack Tenpack Fullpack Kingpack

6

Wgt (kg) 10 30 60 100 160 240 3 3 3 3 3 3 50

Cost (Cr) 2,000 10,000 40,000 120,000 250,000 400,000 200 1,000 4,000 12,000 25,000 40,000 250

1 3

120 4,000

2.5

2,000

---------

250 200 250 50 75 100 200 250

2 2 2 2 2 2 2 2 2 2 2 3

200 150 300 250 200 200 200 150 750 800 600 +20%

2

+1,000

1 1 1 1

200 300 400 500

Type A Progits Audio-Act Calc-All CAS-Interface Chrono-Calk Comp-Talk Dis-Viz Helm-Link Help-Beam Help-Call Map-Calc Trans-Comp I Audio-Act (VC) Comp-Talk (VC) Dis-Viz (VC) Fuel-Scan (VC) Help-Beam (VC) Help-Call (VC) Help-Drive (VC) Skid-Hold (VC) Turn-Quick (VC) War-Bump (VC) Type B Progits Bio-Center Body-Scan Brain-Scan Comm-Link Med-Inject Prog-Lock Prog-Switch Robo-Link Trans-Comp II Comm-Link (VC) Dis-Map (VC) Holo-Map (VC) Para-Scan (VC) Plot-Map (VC) Prog-Lock (VC) Prog-Switch (VC) Vehicle-Scan (VC) Type C Progits Ani-Link Brain-Link Comp-Sight I Comp-Sight II Comp-Sight III Death-Wish Enviro-Comp Fast-Scan Hear-All Natur-Act Prog-Motors Stop-Hear Truth-Tell Crash-Wish (VC) Vehicle-Sight (VC) Type D Progits Beam-Boost Calc-Boost Comp-Link Comp-Sight IV Master-Comp Mind-Drive Mind-Mount Mind-Teach Language History Skill Master-Comp (VC) Mind-Drive (VC) Mind-Mount (VC)

300 600 100 100 400 150 100 250 150 200 700 325 425 150 400 250 150 350 300 550 440 1,500 1,100 1,000 1,200 900 850 800 1,300 1,400 1,300 500 700 500 600 900 850 1,050 2,000 3,000 2,000 2,200 2,400 1,200 1,350 1,300 1,600 1,750 1,100 2,100 1,500 1,250 2,000 2,900 2,800 4,500 3,500 5,000 4,000 3,250 1,000-7,000 1,000-3,000 1,000+ 5,250 4,250 3,500

Wgt (kg)

Security Devices Mechanical Locks Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Card Locks Grey Blue Green White Silver Red Black Gold Baton Locks Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Personalized Locks Voice Recognition Level 5 Level 6 Hand Prints Level 6 Retina Scan Level 7 Level 8 Brain Scan Level 9 Full Body Scan Level 10 Scanners Type (multiply cost by Size Type) Beam Electromag Infrared Intense Light Motion Odor Parabolic Radar Radioactivity Seismic Shape Sonar Ultraviolet Visual VS Zoom Lens Direct. Micro Size Types (range) Type A (1-10 meters) Type B (10-50 meters) Type C (51-150 meters) Type D (151-400 meters) Type E (401m-1km) Type F (1km-5km) Type G (5km+)

--1 2.5 5 v

Cost (Cr) 1-5 6-10 11-20 21-50 51-100 101+

15 15 15 15 15 15 15 15

75 125 200 400 800 1,500 3,000 6,000

30 30 30 30 30 30

5,000 7,500 10,000 15,000 25,000 40,000

15 15

6,000 9,000

25

10,000

25 25

12,500 16,000

25

30,000

Room 50,000 Wgt (kg) by by by by by by by by by by by by by by by by

size size size size size size size size size size size size size size size size

-1 40 80 1,000 2,000 v

Cost (Cr) 200 300 300 200 400 200 350 500 150 150 500 250 300 275 100 40

Wgt (kg) -1 20 5 3 -1 -20 1 --

Survival Gear Emergency Beeper Emergency Receiver Food Purifier Grappling Gun Extra Grapple Extra Exp. Head 100m Microline Hot Rations Pack Life Bubble Water D/Purifier Extra Filter Shelters Crete Sprayer Tank of Crete Infla-tent Air Canister Coolant Canister Insulation Canister Apparel Explorer Boots Explorer Vest Plasti-Poncho Suc-Set Miscellaneous Items Cloning Process Body-gene box Sample Taken Storage Per Year Clone Grown Body-jump Box Medical Tablets Aller-Tab Dehy-Tab Fungi-Tab Neutrad Salgel Sporekill

Cost (Cr) 25 25 650 200 25 15 5 2 175 150 15

5 1 30 3 3 3

150 40 200 5 20 20

8 3 3 10

35 15 30 70

20 ---5

5,000 5,000 10,000 75,000 20,000

----1 --

2 1 3 10 30 20 Cost (Cr)

Vehicles

Top/Cruise Speed

Passengers

Cargo Limit

Flit Board

200kph/ 100kph

Pilot only

10kg, 1m3

Floater Disk

20kph/ 10kph

Pilot only n/a

Air Transport

750kph/ 250kph

3 or 12

15,000 3,000

10,000kg, 120,000 40 m3

Material Material Installation Vehicle Accessories Weight Cost Cost Performance Improvement Devices Air Brakes 15% 20% 10% Auto-Extinguisher 10% 15% 5% Gyrostabilizer 20% 10% 15% Rocket Booster 10% 25% 10% Extra Charges 2% -1% Armor Per Layer 5% 5% 3% Vehicle Weapons Mounts Fixed Mount 2% 1% 1% Swivel Mount 2% 2% 2%

7

8

9

Star (Class) & Planet UPF WORLDS Araks (G4): Hentz Athor (K2) Yast Cassidine (G8) Rupert's Hole Triad Devco (F9) Cass Dixon's Star (G0) Laco Dramune (K1) Inner Reach Outer Reach

Fromeltar (G5) Groth Terledrom

Gruna Garu (G8) Hargut K'aken-Kar (K8) Ken'zah-Kit Kizk'-Kar (G2) Zik-Kit K'tsa-Kar (K0) Kawdl-Kit Liberty (G1) Snowball Lynchpin (K2) Moonworld

Madderly's Star (G3) Kdikit

Mechan (K7) Mechano New Streel (G2) Corpco Pan-Gal (G8) Exodus Genesis Prenglar (F9) Gran Quivera Morgaine's World

10

PR

Pop

TR

Grav

Day

Sat

Moons

Uses

Y

Hvy

I

0.7

25

FSS,DS,TS

None

Y

Mod

A

1.0

15

None

Exib Ime

A None

H *

Mod Hvy

IA IT

0.9 1.1

20 30

ASS,TS ASS,DS

None Evergleem

C

Co

Lt

R

1.6

12

None

None

H

Mod

I

1.4

60

None

Saucer

None

D *

Mod Mod

AI IR

0.8 1.0

20 35

ASS,TS ASS,RRS

Pell Kard Tars Etric Tolk

A R R None None

D D/V

Lt Hvy

A I

1.2 1.0

45 60

ASS ASS

None Wikk Leen Masg

C I None

Y

Hvy

BR

1.1

20

ASS

Trefrom

C

V

Mod

A

0.9

25

FSS

None

V

Mod

IR

1.0

65

ASS,TS

None

V

Lt

E

0.7

30

ASS,RRS

None

Spec

Lt

E

0.9

32

Spec

Akhala

C

H

Hvy

M

1.3

25

SF,DS

Pen Ringold Dillon Hachiman Ares Huan-Ti Huitz Nuada Enlil

C R B M M M M M M

H

Mod

IA

1.0

30

SF,DS,TS

Shang-Ti Tsukiy Zeus Jupiter Odin

I None None B None

Me

Hvy

IT

2.0

30

None(?)

None

Co

Lt

AT

1.0

35

None

None

Co Co

Mod Out

IT E

1.3 0.8

20 25

None None

None Asperon Belv

M E

* H

Hvy Mod

BI BIA

1.0 1.5

15 40

FSS SF,DS RSS,TS

None Grey Gold White Black

R None M None

Star (Class) & Planet Rhianna (G6) Alcazzar Scree Fron (K7) Hakosoar Histran Solar Major (F3) Ringar Solar Minor (F8) Circe Kir'-Kut Sundown (K9) Starmist Theseus (G1) Minotaur Timeon (G5) Lossend Tristkar (K0) Kraatar Truane's Star (G7) New Pale Pale

Waller Nexus (G0) Mahg Mar White Light (F7) Golloywog Zebulon (G2) Anker Volturnus RIM PLANETS Capella (G6) Faire Homeworld Ifshna

Cryxia (K5) Pi'Ka'Nair T'zaan Fochrik (F9) Forge Hum Larg

Kazak (G1) Stenmar

Klaeok (G8) Point Go Osak (G4) Fhloid Osaka

Piscatien Reanee Wonma

PR

Pop

TR

Grav

Day

Sat

Moons

Uses

Co

Lt

R

0.8

V

None

A 1-7

?

Y Y

Mod Out

AI E

0.9 0.6

50 25

None None

Inti Infi A-G

E R None

V

Mod

B

1.5

40

None

None

H/V H/V

Lt Lt

A I

1.0 1.2

20 18

RRS,ASS TS

Ulysseus None

*

Out

E

1.0

25

None

None

H

Hvy

BI

1.2

15

FSS

None

H

Lt

AI

0.7

70

ASS

None

V/H

Lt

AIT

0.6

18

None

Tivalla Setarz

None None

H *

Lt Hvy

A IR

1.4 0.9

20 50

ASS SF,DS,TS

None Dan Joe Sven

C M None

*

Out

E

0.9

24

None

None

H

Hvy

R

1.0

50

SF,DS

None

* *

Mod Lt

E BI

0.9 1.0

20 24

RRS ASS

Plato Leo Lulu

None None None

If If

Mod Mod

B A

0.7 1.5

45 15

DS TS

If

Mod

BT

0.6

22

RRS

Astraa Flaund Bigoo Haasan Kleevor None

A None I None M

* *

Hvy Mod

A A

0.5 1.0

12 20

None TS

Bu'd None

None

Hu Hu

Hvy Hvy

I R

0.8 0.9

40 30

None TS

Anvil Kran Glak

M C M

Hu

Mod

RI

1.1

35

None Clud None

None

M M None M

*

Mod

RA

1.0

25

DS,RRS

Brount Bernt Bilf Brumt

*

Lt

R

1.6

90

DS,TS

None

O O

Out Hvy

M I

0.8 1.1

20 25

None FSS,DS

O/If * *

Out Mod Lt

E B AT

1.0 1.0 1.2

35 20 30

None None ASS

None Obladee Ontair Octon Onmar None None Weskin Weot

M

C R B None E None

11

Main Combat Sequence 1. Check to see if any character is surprised. 2. Roll for initiative. (Throughout the combat rules, the side with initiative is called side A and the side without initiative is called side B.) 3. Announce what each character will do. Side B declares first. 4. Side B moves. Characters on side A may shoot at opponents moving through their field of fire. 5. Side A moves. Characters on side B who did not move may shoot at opponents moving through their field of fire. 6. Side A resolves any wrestling attempts, remaining weapon fire, weapon tosses, and melee. Wrestling attempts are resolved before other types of combat. 7. Side B resolves any wrestling attempts, remaining weapon fire, weapon tosses, and melee. Wrestling attempts are resolved before other types of combat. Ranged Weapon Combat Procedure 1. The attacking character's skill level with the weapon establishes the base column on the Resolution Table. If the character has no applicable weapon skill, his base column is Level /0. 2. Apply all appropriate combat modifiers, Dexterity modifiers, and shift columns for the left and/of right. The final result is the strike column. 3. Roll percentile dice and locate the final result on the Resolution Table. If the result is in a white area, the attack fails; if in a colored area, the attack succeeds. 4. If the attack is successful, the amount of damage delivered to the target is determined using the colored result areas. The effect or armor or screens is then considered. Ranged Combat Condition Range Short Range Medium Range Long Range Movement Target or Attacker moving slowly Target or Attacker moving quickly Advantage Attacker Advantaged Attacker Disadvantaged Size Target smaller than man-size Target man-sized Target larger than man-size Target huge (5+meters) Other Taking Careful Aim Using the Wrong Hand Using Two Weapons Weapon Type A B C D E F

12

Small Defensive Devices Pistols Long Pistols, Rifles, Bows Long Rifles Long Range Weapons Base Missile Multiplier

Column Shift 0 -1CS -2CS -1CS each -2CS each +1CS -1CS -1CS 0 +1CS +2CS +2CS -1CS -1CS each

Short Medium Long 0-5 6-15 16-30 0-20 21-60 61-125 0-30 31-80 81-200 0-40 41-100 101-300 10-100 101-500 501-1km 20-250 250-1km 1km-3km

Area Effect Weapons Combat Procedure 1. The attacking character's skill level with the weapon establishes the base column on the Resolution Table. Unskilled, the base column is /0. 2. Apply all appropriate combat modifiers, Dexterity modifiers, and shift columns to the left and/or right. The final result is the strike column. 3. Roll percentile dice and locate the final result on the Resolution Table. If the result is in the White area, the attack fails, but the attacker rolls 1d10 and consults the Area Effect Weapon Miss Diagram to determine where the weapon landed. The referee then determines if anyone or anything was damaged in the area. 4. If the result is in the Yellow, Green, or Blue areas, it means that the target received the indicated amount of damage but the weapon actually landed and exploded off-target. The attacker rolls 1d10 and consults the Area Effect Weapon Miss Diagram to determine where the weapon landed. The referee then decides whether anyone or anything else was damaged in the explosion. If the result is in the Cobalt area, it means that the target was the center of the explosion to determine whether anyone or anything else was damaged in the explosion. The effect of armor or screens is then considered. Area White Yellow Green Blue Cobalt

Area Effect Weapon Results No Effect Stunned for 1 turn Stunned for 1d10 turns 1/10th the maximum damage and stunned for 1d10 turns 1/4 the maximum damage of the blast plus stunned for 1d10 turns

Melee Procedure 1. The attacking character establishes his base column on the Resolution Table, using either the /0 column or, if he has an appropriate hand-to-hand combat skill, using that skill level. 2. Apply all appropriate combat and Dexterity modifiers and shift columns to the left and/or the right. The final result is the strike column. 3. Roll percentile dice and locate the final result on the Resolution Table. If the result is in the White area, the attack fails; if in a colored area, the attack succeeds. 4. If the attack is successful, the amount of damage caused to the opponent is announced, using the colored result areas to determine the portion of damage inflicted. The effect of armor or screens is then considered. Animal Attack Score 01-10 11-20 21-30 31-40 41-55 56-70 71-80 81-90 91-94 95-100

Level Equivalency 0 /0 +1 +2 +3 +4 +5 +6 +7 +8

Structure Heavy Door Interior Wall Fortified Door Exterior Wall Light Vehicle Safe Fortified Wall Heavy Vehicle Vault Starship Hull Armored Vehicle

Damage Capacity 25+d10 25+d10 50+2d10 50+2d10 50+2d10 100+d100 100+d100 100+d100 200+2d100 200+2d100 200+2d100

Weapon Laser Rafflur Maser Bolt Needler Auto-Weapon Gyrojet Micromissile Fragmentation Grenade High Explosive Warhead Standard Explosive Warhead Force Axe Vibroknife Javelin or Spear Knife Sword

Structural Damage 5 points per SEU ¼ max damage no damage ½ max damage no damage 5 points per shot 10 points per shot 14 points per shot 15 points 50xMSL# 45xMSL# 12 points 4 points 3 points 1 point 4 points

Dexterity Score 01-30 31-40 41-55 56-70 71-100

Dexterity Modifier -2CS -1CS +0CS +1CS +2CS

2,3

4

5

1

2,3

4

10

1

2,3

1

*

6

10

*

5

9

*

4

10

9

7,8

9

7,8

6

7,8

6

5

Direction of Grenade Throw

Full Damage

3/4 Damage

1/2 Damage

1/4 Damage

1,2 3 4,5 6 7 8,9 10 11 12,13 14 15 16,17 18 19 20,21 22 23 24,25 26 27 28,29 30 31 32,33 34 35 36,37 38 39 40,41 42 43 44,45 46 47 48,49 50 51 52,53 54 55 56,57 58 59 60,61 62 63 64,65 66 67 68,69 70 71 72,73 74 75 76,77 78 79 80,81 82 83 84,85 86 87 88,89 90 91 92,93 94 95 96-97 98 99 100

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75

1 1 2 3 3 4 5 5 6 7 7 8 9 9 10 11 11 12 13 13 14 15 15 16 17 17 18 19 19 20 21 21 22 23 23 24 25 25 26 27 27 28 29 29 30 31 31 32 33 33 34 35 35 36 37 37 38 39 39 40 41 41 42 43 43 44 45 45 46 47 47 48 49 49 50

1 1 1 1 2 2 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 10 11 11 11 12 12 12 13 13 13 14 14 14 15 15 15 16 16 16 17 17 17 18 18 18 19 19 19 20 20 20 21 21 21 22 22 22 23 23 23 24 24 24 25 25

13

SKILL Level -5

6

-4

-3

7 12 18

27

29

0

/0

9 13

19

25 26

-1

8

11 17

-2

14

20

22

31

+1

10 15

17

+2

11

26

29

33 35

12

+4

13

19 21

24

+3

38

41

Star Frontiers

32

45

23

35

49

25

38

53

+5

14

27

41

58

ACTION RESOLUTION TABLE

+5

15

29

45

+7

16

31

49

+8

17

33

53

63 69

75

+9

18

36

+10

19

42 57

62

Dralasite

PS

IM

45/45 45/45 45/45

3

5

50/50

40/40 45/45 45/45

3

4

Vrusk

40/40

50/50 45/45 45/45

2

5

Yazirian

35/35

50/50 50/50 45/45

2

5

Sathar

40/40

40/40 45/45 45/65

2

4

Osakar

50/50

50/50 45/45 35/35

3

5

Ifshnit

40/40

45/45 50/50 35/35

2

5

Humma

55/55

45/45 45/45 35/35

3

5

Mechanon 65/55

55/55 25/55 25/25

4

6

14

Dralasite 0 0 -10 Human 0 +10 +5 Vrusk -5 0 0 Yazirian -5 -10 0 Osakar -5 -5 -5 Ifshnit +5 0 0 Humma 0 -10 -5 Sathar -20 -30 -10 Mechanon -10 -15 -5

Ifshnit

45/45

PER/ LDR

Osakar

Human

INT/ LOG

Yazirian

DEX/ RS

Vrusk

STR/ STA

67

82

YELLOW

Dralasite

GREEN

Human

BLUE

20

39

89 COBALT

+X

97

Humma

-X

-5 -15 +15 -10 0 -5 +5 -10 0 -5 +5 -5 0 -5 +10 0 -5 +10 0 0 +5 0 +15 -5 +5 +5 -5 +10 -30 -10 -40 -20 -20 -5 -10 -5

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