Business Name: Electronic Repair
Laser Weapons: The Ke series represents the latest generation of lasers. Their beams are a bright orange. The Ke-1000 is a small pistol version, the Ke-1500 is a 40-cm-long pistol, the Ke-2000 is a standard rifle, and the Ke-5000, which has recently been released, is a larger version that is pwoered by a 100 SEU pack or parabattery and is usually mounted on a vehicle, defensive position, or field mount (though a character with a Strength of 75 can use it like a rifle to defend himself in times of dire need.). Albedo suits and screens still defend against laser weapons as described on page 44 of the STAR FRONTIERS® Alpha Dawn game book. Also see Defensive Suits, Gridsuit in this book.
Proton Weapons: Proton weapons are usually refereed to as "rafflurs" (RApidly FLUctuating Radiation). All proton beams are bright white and emit a powerful blast of protons toward the target. Rafflurs are unusual in that most take only minipowerclips and cannot be attached to powerpacks (they have a nasty habit of backcharging and blowing up any power source heavier than a minipowerclip). Proton beams can be deflected or bent away from their target by powerful magnetic fields. See the Power Screen sction, and DefensiveSuits section in this booklet for the defenses against rafflurs.
Rafflur M-1: This personal defense device is the size of a cigar and contains an SEU microdisk. It only fires once at an extremely limited range. After it is fired, the microdisc must be ejected and a fresh one inserted before it can fire again.
Rafflur M-2: The proton pistol is a handgun that is slightly larger than a Ke-1000 laser pistol. Each shot uses 2 SEUs.
Rafflur M-3: This extremely limited production model was specifically designed for Star Law Forces. It is a 45-cm-long pistol that provides more room for attachments. It has design modifications such as a folding stock and energy modulator that increases its range and accuracy (+1 Column Shift modifier). Anyone other than a Star Lawman would have a great deal of difficulty locating a M-3.
Rafflur M-4: The official weapon of the "Hoppin' Hundred and Eighth" Humma Elite Forces, the main advantage of these 75-cm-long rifles is that they release all 10 SEUs at once in an area effect. Their range, however, is extremely limited (as that of a pistol). Their beam is cone shaped with the point at the gun's muzzle. The beam width increases by 1 meter for every 2 meters from the muzzle (5 meters wide at 10 meters from the muzzle, 13 meters wide at 26 meters, etc.). Any target in the blast path receives a maximum of 40 points of damage (is a Cobalt result is obtained on the attack roll). If the first target is within 2 meters of the muzzle, it totally blocks the beam and nothing behind the first target can be damagfed. Otherwise the M-4 can damage any target in the beam. The weapon's circuits superheat when fired, requrieing the weapon to cool three turns before reloading with a new minipowerclip.
Rafflur M-6: This proton rifle is slightly larger than the Ke-2000 laser rifle.
Rafflur M-8: This long-barreled, long-range beauty comes equipped with a built-in telescopic sight. It cannot be aimed accurately at anything closer than 15 meters. An expensive break-down version is often used by hunters.
Rafflur M-10: The M-10 is the proton counterpart of the Ke-5000 laser. It comes equipped with a folding quadpod mount that safely holds the 100-SEU pack or parabattery used in its operation. Unlike the rest of the rafflur M series, this weapon has a special capacitor baffle fitted to prevent feedback when using a power source more powerful than a minipowerclip. Two human-sized or one large bioform are needed to transport it. Optional swivel mounting equipment for vehicles, fortifications, etc., can also be purchased.
Electrostunner: This electrostunner is very similar to that in the Alpha Dawn rules, except the amount of daamge caused is a maximum of 40 points, not 4d10. The gauss screen (on page 44 of the Alpha Dawn rule book) and the gridsuit (in the Defensive Suits section of this book) both reduce the damage from an electrostunner attack.
Sonic Weapons: Sonic weapons fire concentrated blasts of sound that do terrible damage to living organisms. They are treated, for the most part, as they were in the Alpha Dawn rules. The sonic stunner and sonic screen are identical to those presented in the Alpha Dawn rule book.
Sonic Disruptor: A sonic disruptor is an exotic-looking weapon the size of a rifle that does a maximum damage of 30 points to most materials, but double that amount to living tissue.
Sonic Devastator: A sonic devastator is a medium-ordinance piece that is much larger than a rafflur M-10. It does a maximum damage of 40 points to most materials, but double that to organic life forms. A sonic devastator must be mounted on a fixed mount before operating: it is too large to drag into battle, set up for a few shots, then move again.
Maser Weapons: Masers are amplified microwave emitters. Though the microwaves are emitted over a wide area, the major concentration is a tight invisible beam. The maser beam cannot be seen unless a character is wearing a pair of IR high-resolution goggles (not to be confused with normal IR goggles). Anyone wearing IR high-res goggles may be temporarily or permanently blinded if looking at the maser when it is fired at them. Maser fire only does damage to living organisms, but it can heat up liquids. Maser fire penetrates any type of defensive suit or screen except maser mesh or a gridsuit (see the Defensive Suit section of this booklet).
Maser Penetrator: The maser penetrator is a handgun that is slightly larger than a rafflur M-2 pistol. It uses minipowerclips.
Maser Penetrator II: The MP II is the size of a small rifle and also uses minipowerclips.
Bolt Weapons: Bolt weapons resemble 50-cm-long tubes with a black handgrip at one end and a firing button mounted on top. Their butt ends unscrew and their power source is either a minipowerclip or a normal powerclip, depending on the type. The bolt is an invisible beam of heavy ions that creates a thunderclap that can be heard for hundreds of meters. Bolt weapons cannot be attached to powerpacks. Only a gridsuit, found in this book's Defensive Suits section, protects against bolt weapons.
WarTech Alpha-Bolt: This weapon has an adjustable dial that allows the character to select how many SEUs are used each time it is fired. The maximum damage is 12 points per SEU used. The alpha-bolt uses a minpowerclip.
WarTech Omega-Bolt: WarTech developed this as a sporting weapon, but it was never popular. Each shot from the weapon uses 5 SEUs and does between 1 and 100 points of maximum damage (roll 1d100 to determine the maximum damage).
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