Main Equipment Page

Explanations of New Equipment

Most available equipment is explained in the Alpha Dawn and Knight Hawks rule books. Anyone needing information about any of these items can ask me personally. Some available items that are not found in either of these books are explained below.

Bandolier Sling
A bandolier is a small pouch used for holding ammunition clips. Its use is optional in this campaign.
Bladed Gloves
Bladed gloves are light-weight hand coverings with razor-shard 10-cm claws extending from the knuckles. They offer a +5 modifier to hit, and do 2d10 + PS non-blunt damage.
Bola
A bola used in melee has a -10 modifier to hit and does 1d10 + PS blunt damage. When thrown, the bola does 1d10 damage. If the thrower has at least level 1 Thrown Weapons skill, the victim must succeed a Reaction Speed (RS) check to avoid being tangled for 1d10 + 10 - (1/10 DEX) turns.
Camera
A camera can take 100 self-developing photographs. An electronic copy of each photograph is stored in the camera's memory. Almost any computer can use these electronic copies to reproduce the photographs. Once 100 photographs have been taken, a new camera must be purchased. A camera can capture a fairly visible image of a Human sized object up to a kilometer away.
Camera Infra-red Lens
An infra-red lens allows a camera to take infra-red pictures. The lens is reusable from one camera to another.
Camera Zoom Lens
A zoom lens allows a camera to take a clear picture of a Human sized object up to 3 kilometers away. The lens is reusable from one camera to another.
Detonators
Detonators are used by demolitions experts to set off charges of Tornadium D-19. The variable timer detonator is explained in the Alpha Dawn rules. The other detonators are set off by the trigger types mentioned in their names. For example, an acid detonator is set off by exposure to acid. The demolitions expert must have successfully prepared the charge for it to go off when triggered.
Fireproof Suit
A fireproof suit can sustain 100 points of flame and acid damage before being destroyed. The character wearing the suit takes no damage from flames or acid so long as the suit holds out.
Gyrojet Ammunition, Doze
Doze rounds are similar to doze grenades, but they do not bounce. They do, however, explode on impact if they hit a wall, etc. Due to their small size, doze rounds have a smaller blast radius (0.5 m) than doze grenades, and their doze gas is less plentiful (and therefore more easily withstood). A character exposed to only one doze round in a turn has the following percentage chance of staying awake:
STA + (100 - STA) / 2 -- e.g. if STA=40, 40 + (100 - 40) / 2 = 70
A character exposed to two or more doze rounds in a turn makes a normal STA check to stay awake.
Gyrojet Ammunition, Explosive
This is another name for the standard gyrojet ammunition described in the Alpha Dawn rules.
Gyrojet Ammunition, Poison
Poison rounds are similar to poison grenades, but they do not bounce. They do, however, explode on impact if they hit a wall, etc. Due to their small size, poison rounds have a smaller blast radius (0.5 m) than poison grenades, and their poisonous gas is less potent. If an exposed character fails a Stamina (STA) check, he or she breathes the gas and is subjected to an S5/T5 poison.
Gyrojet Ammunition, Tangler
Tangler rounds are similar to tangler grenades. Due to its small size, a tangler round can only tangle one person. If a target is successfully hit with a tangler round, he/she makes a normal RS check to see if the webbing constricts well enough to impair movement. A shot that misses has no chance of tangling the target.
Holographic Recording Device (HRD)
This is a palm sized holographic recorder with 2 hours of read-write audio-visual memory. If the memory is used to store audio only, it can hold up to 10 hours. This item is not ideal for covert use, due to its size. Recording 1 hour of holographic video, or 5 hours of audio, uses up 1 SEU--which can be supplied by any power source. Additional 2 hour memory modules are available for 10 credits each.
Laughing Gas Grenade
A laughing gas grenade has a 3 meter radius. Anyone in the radius without a gas mask must succeed a Stamina (STA) check to avoid the effects of the gas. An affected character falls victim to uncontrollable fits of laughter for d100 turns, or until successfully treated with antitox. A character has no control of him or herself while under the influence of the gas.
Minature Holo-Capture Device
This 3-cm device can reproduce a 3 m cube area as a holographic image and transmit it to a chronocom, holographic recorder or holographic communication panel. The device can capture sound like a listening device as well. The holo-capture device does not actually generate the signal it sends, but receives a signal from a remote recording device, modifies the signal, and reflects it back. For this reason, the device's small internal power source is sufficient.
Miniature Listening Device
This 1-cm device converts sound to a digital signal and can transmit it to a chronocom, holographic recorder or holographic communication panel. The device has a listening range similar to that of a Human. The listening device does not actually generate the signal it sends, but receives a signal from a remote recording device, modifies the signal, and reflects it back. For this reason, the device's small internal power source is sufficient.
Poison Needleclips
Poison needleclips fit into standard needler weapons. A successful hit inflicts 1d10 damage, and administers an S5/T2 poison.
Rubber Suit
Rubber suits are typically used for extended periods underwater. A character in a rubber suit is immune to any electrical attacks, but wearing a rubber suit in hot, open air conditions causes 1 lost Stamina (STA) point per hour, due to heat exhaustion.
Spy Detector
A spy detector is a 10 cm x 10 cm x 4 cm box capable of detecting an active listening or holo-capture device within a 50 m radius. The devices are detected by the transmission signals they use to relay data. A spy detector must be hooked to a power source and uses 1 SEU per 20 hour period.
Stun Bola
A stun bola works the same as a bola, with one added advantage. If the bola is charged with 2 SEU of power, a successful hit will stun the victim for 1d10 turns if the victim fails a Stamina (STA) check. If the victim is tangled as well, the time he or she is tangled is added to the time he or she is stunned. Charging a stun bola takes one turn.
Whip with Spikes
A whip with spikes works like a normal whip, but does 2d10 + PS non-blunt damage. Spiked whip wounds tend to tear up flesh and bleed heavily.

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