PILOT CERTIFICATION TABLE

Level   

Ship Types

 1     
 2     
 3     
 4     
 5     
 6     

System ships of all sizes
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

Piloting Skill

Pre-requisite Skills: Technician 6, Computer 2

  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.

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% x 2 =) -6% because of Rhegra's pilot skill.

INCREASE ACCURACY OF FORWARD FIRING WEAPONS     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: 10% x skill level

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.).

Astrogation

Pre-requisite Skills: Computer 6

Astrogation Skill:  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 remember 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 offcourse. 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 besuccessful 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 plotting 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 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. (Bymaking 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.

Engineering

Pre-requisite Skills: Technician 4, Robotics 2

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 sub-skills are: Ship Design, Damage Control and Stress Analysis.

SHIP DESIGN     Success Rate: 100%
 

SHIP DESIGN QUALIFICATION TABLE

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



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 available 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.  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 10x 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 5, and subtracts the result from the normal chance that the ship will breakup. 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%, so the actual chance the ship will break up is only 21 %. An engineer cannot use this subskilt during a turn when he is making or overseeing repairs.

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