Business Name: Joke Shop













Special Abilities














Ambidexterity, Comprehension 11%

Demolitions 1, Projectile 1

Gas mask, Radiophone

Joke Shopsmall  Frontier Date 14.112
Gleep walks into the joke shop, ostensibly to shop for grenades, but he was hoping for a couple good jokes too. It seems that the Vrusk shopkeeper doesn't have much of a sense of humour.  After placing his order for some grenades, Gleep asks, "Why would you own a joke shop, seems more of a job for a Dralasite?  Here's a good joke for you.  What has 4 legs and an IQ of 50?"  The stoney stare from the Vrusk is no surprise.  Gleep says,  "Give up? OK, it's two Yazirians."  Gleep leaves chuckling and the Vrusk stands there with a dull look on it's face.
  "Like I've never heard that one before!"  The Vrusk storekeeper mutters as he runs a security scan of Gleep's ID before processing the adventurer's munitions order.




































Tornadium D-19





Variable Timer





Variable Timer (Underwater)










Goods/Services:  Explosives and Grenades:

Grenades can be thrown or fired from a grenade rifle or mortar. Characters can avoid or resist the effect of a grenade by passing an ability check that applies to the grenade. Grenades can be set to explode in two ways:on impact or with a timer that is adjustable for 1 to 10 turns. All grenades have a blast radius of 3 meters. Any character or creature within 3 m of a grenade when it goes off can be affected.

Doze Grenades. A doze grenade releases a cloud of fast-acting knockout gas. All creatures within the blast radius will fall asleep for d100 turns unless they pass a current Stamina check. A shot of stimdose will revive a sleeping individual immediately. The doze gas is effective only on the turn that the grenade goes off.

Fragmentation Grenade. When a fragmentation grenade explodes it thows hundreds of small, sharp pieces of metal in all directions. Fragmentation grenades are commonly called frag grenades. Any creature or character in the blast radius suffers 8d10 points of damage. This damage is cut in half if the individual passes a Reaction Speed check. Inertia screens and skeinsuits also reduce damage by half. All of these modifiers are cumulative.
Incendiary Grenade. An exploding incendiary grenade scatters sticky, flaming liquid across everything in the blast radius. Incendiary grenades are commonly called fire grenades. A fire grenade causes 4d10 points of damage on the turn it explodes. The burning liquid sticks to the victim, causing an additional 1d10 points of damage on the second, third and fourth turns after the explosion. A character that passes a Reaction Speed check takes only half damage. Anyone in a spacesuit takes no damage from an incendiary grenade.
Poison Grenade. A poison grenade releases a cloud of poisonous gas. Anyone in the blast radius will be poisoned by the gas. The gas is effective only on the turn the grenade explodes. The gas acts as an S5/T10 poison. A character who passes a current Stamina checkwill not be affected, nor will anyone in a gas mask. A shot of antitox will neutralize the poison so that no further damage is taken.
Smoke Grenade. A smoke grenade produces a thick cloud of smoke that both blocks vision and acts like tear gas. Smoke grenades are available in colors so they can be used as signals. Anyone in the blast radius on the turn the grenade explodes must make a current Stamina check. If the character fails the check he has a -10 modifier on all ability checks for 1d10 turns, due to coughing and blurred vision. The smoke will continue to spread 3 meters/turn for five turns, when it will cover an area 30 meters in diameter. The smoke cloud gives soft cover to anyone behind it or inside it. The smoke screen will last for 10 minutes.
Tangler Grenade. An exploding tangler grenade throws out hundreds of strong, sticky polymer threads. These threads stick to everything within the blast radius. An entangled individual can not move until the threads decay (in 30 minutes) or until solvaway is spread over the threads. Any creature with more than 100 stamina points can break out of tangler threads in one turn.

Tornadium D-19 - Tornadium D-19 ("Kaboomite") is the standard plastic explosive. It can be bought legally only by someone with Demolitions skill. A 50-gram charge of TD-19 will cause up to 50 points of damage to anyone and anything within 1 meter of the explosion. Each additional 50 grams causes an additional 25 points of damage. Anyone farther from the explosion than 1 meter, but within the blast radius, takes one-half damage. The blast radius is 1 meter for every 100 grams of TD-19 used. A thrown charge does full damage to living creatures, but only half damage to structures.

TanglerGrenadeVariable Timer/Detonator - Variable timers are used to detonate Tornadium D-19. A timer can be set for 1 to 60 seconds, 1 to 60 minutes or 1 to 60 hours.

New Technologies:

Tornadium D-20: TD-20 isa modified version of TD-19 and is used in the construction of shaped charges. TD-20's maximum damage is 30 points for a 50-gram charge, and an additional 15 points maximum damage for every 50 grams additional weight. (TD-20 does twice this damage to structures.) Characters with the Weapons: Demolition skill purchase TD-20 in set shapes and weights and cannot reshape it. Once the thin plastic disc is peeled away from the base, the sticky base can be attached to almost anything.
TD-20 is a shaped charge and explodes in only one direction. Thus the user can remain one meter away from the explosion and suffer no daamge whatsoever. A cone of TD-20 is perfect to attach to walls, floors, doors, etc. and blow an entry into another room.  If anyone is foolish enough to try to throw a charge of TD-20 as a weapon, use the Area Effect Weapon Miss Diagram to determine the direction of the blast. A thrown TD-20 charge inflicts only half its normal damage to bioforms and structures. The blast range is identical to that of TD-19. TD-19 and TD-20 use the same detonation devices.

Plastid: Stabilized plastic acid is illegal on most planets. Only highly placed Star Lawmen and powerful crooks have access to it. It usually comes in a plastic or ceramic alloy wrap and is shaped like thick spaghetti. One hundred grams of plastid applied to a lock and ignited will melt the lock in one turn (five turns for heavy duty locks).  Plastid must be applied directly to the material it is to elt; it cannot be thrown.  Plastid only affects plastics and metals. Special detonators that use acidic chemical reactions are required to activate a plastid charge. Plastics or metals that have been laminated with glasss or ceramics are not affected by plastid. Determinations of quantities needed for large-scale melting are left to the discretion of the referee.

Acid Detonator Cap: Acid detonator caps are used by characters with Weapons: Demolition skill to detonate plastid. They can be fitted into detonation devices in place of normal blasting caps.
Chemical Detonator: Chemical detonators are used when a character with Weapons: Demolotion skill wishes the explosion to coincide with an influx of unusual quantities of liquids or gas. For instance, a chemical detonator can be set to explode if it gets wet, if too much oxygen gets into the air or a room, etc.
Counter Detonator Attachment: This tiny counter is inserted between the explosive and its detonator. It is preset to cause detonation once is triggered a set number of times.  For example, a counter attachment is set between 50 g. of TD-19 and its pressure-sensitive whip wire detonator. The bomb is placed behind a door in such a fashion that each time the door opens, the whip wire is triggered. The counter is set at 10. The first nine times the door opens, the whip wire is triggeret and the counter records it. The tenth time the door opens, the bomb explodes.
Light Detonator: Light detonators are larger than other types, about the size of a small human fist. These detonators are sensitive to light intensity and they can be set to detonate an explosive when a light is turned on in a room, when sunrise or dusk occurs, when a flash grenade explodes, etc.
Pressure Detonator: Pressure detonators contain either a small plate, a button, or a whip wire that is set to key an explosion when a certain pressure is either exerted or released. For example, a pressure detonator whip wire affixed next to a door will detonate its charge when the door is opened, pressure detonators placed under a dead Sathar body will explode when the body is moved, etc.
Radio Beam Detonator: Radio beam detonators have a maximum range of 100 meters. When a radio beam detonator is used, modify the detonation roll by -1 Column Shift. The radio beam signaling device comes with the detonator when purchased.
Variable Timer Detonator: Variable timers can be set to any time delay from one second to 60 hours.

A mine is a hidden, stationary bomb that is triggered by any one of a variety of detonators (as outlined in the previous section) or small scanners (heat sensitive, motion detection, etc.). The available types of bombs are similar to grenades or some warheads: electrical discharge, field crusher, gas, high explosive, sonic, standard explosive, and tangler warheads all designed for use with type I missiles. There is no secondary blast area to consider when using a buried mined. There is a secondary blast area when using one of the two following mine-delivery systems.

Grasshopper Delivery System: A grasshopper mine flings itself straight up into the air and then explodes. This can get it closer to its target, especially if the target is flying. A grasshopper mine is preset to jump up to three meters then detonate. If it hits an obstacle on the way up, it deflects two meters in a random direction then detonates. Use the Area Effect Weapon Miss Diagram for random direction.
Leap Frog Delivery System: Rather than jumping straight up into the air, this mine delivery system tries to leap toward its target. Use t he Area Effect Weapon Miss Diagram to determine where it lands. The trigger system is usually a scanner, as it must know which direction to leap toward the target. See the Scanner section of this book to determine how they work.

Dusk Grenade:
The dusk grenade releases a dark, odorless gas that immediately spreads out to a five-meter radius, dimming out the entire area. Only Yazirians or tha characters using from form of IR or starlight optics or scanners can see normally. Otherwise, they suffer a -1 Column Shift combat modifier. Artificial light sources only work to one-third their normal range.
Flash Grenade: When a flash grenade goes off there is a brilliant flash and a loud boom. Though no damage results, everyone in the area is momentarily disoriented by the flash and noise. Characters wearing sonic headphones are not affected by a flash grenade unless they are looking in the direction of the flash. Anyone outside of the area of effect has automatic surprise during the turn of the blast on anyone affected.  Flash grenades are used by Star Lawmen to get the jump on terrorists or criminals.
Foam Grenades: Foam grenades release chemicals that instantly swell in normal oxygen atmosphere and standard graivty. The swelling creates a thick, opaque, foamlike substance that expands in one turn to completely fill an area within a three-meter radius of the blast point. The dense foam cannot be visually penetrated without the help of scanners or radar. It will dissipate after one minute (10 turns).  For every tenth the gravity is lighter than 1.0 the foam dissipates one turn later (foam in 0.8 gravity lasts 12 turns). For every two-tenths the gravity is heavier than 1.0, the foam dissipates one turn earlier (foam in 1.4 gravity lasts eight turns). There are eight different types of foam grenades.
Acid: A chemical acid causes maximum damage of 16 points per turn to everything in the foam area. A thin covering of salgel negates the acidic effects on objects and cuts damage to bioforms in half. Damage is halved if a Stamina check ismade. This is checked every turn the character is in the foam.
Chemical Defoliant: A chemical defoliant foam breaks down any vegetable matter in the foamed area within one minute, leaving a slimy, green residue. It has no effect on non-floral organisms.
Dye: This foam dyes anything it contacts. The dye dissipates after 20 hours. It can be any color the player desires. This is often used to mark escaping fugitives or vehicles.
Extinguish: Smothers any flame in the blast area in one turn.
Irritant: This foam causes 8 points maximum damage for every turn it touches exposed flesh or hair. If the character's flesh is entirely protected no damage is taken. Damage is halved if a Stamina check is made. This is checked every turn the character is in the foam.
Slick: Coats all surfaces in the blast area with a super-slippery substance. Walking movement is cut to one-quarter normal. No one can run without falling and receiving 3 points of damage. This is especially effective agaisnt vehicles and robots.
Solid: Solidifies completely after one minute, trapping anything and anyone inside as if encased in porous rock. Air can filter through the solidified foam, so the trapped charater can breathe, but not move, speak, or see. This type of foam grenade is extremely rare and expensive.
Rad-Blast: An extremely powerful mixture of chemical agents acts to temporarily negate the penetration of readioactivity into the foamed area. When the minute duration is over, the radiation level immediately climbs back to its previous level.
Infra-Grenade: The infra-grenade does no damage at all upon explosion, except to heat sensors. The blast is a quick burst of heat that activates and burns out any heat sensors within 10 meters of the blast. The purpose of such a grenade is to heat up everything in the area so its shows up clearly in the IR spectrum.  The heating lasts for one minute and anyone wearing IR or IR high-res optical devices can see everything in the room during that period, even if the room is dark and empty or filled with smoke. This effect does not work against a foam grenade.
Nightfall Grenade: The nightfall grenade releases a gas that immediately causes darkness within five meters. Only by using a method of IR vision, scanners, or radar can one "see" in this darkness. The blackout lasts two minutes. Artificial light sources only work to one-tenth their normal range in the area of effect.
Sonic Grenade: This class of grenades does its damage through blasts of high frequency sonics. There are three types of sonic grenades.
Marble: So named because of its 2.5-cm size, this sonic grenade causes a maximum of 16 points of daamge in a one-meter blst radius. Up to three can be thrown per turn and they are sometimes formed and painted as camouflaged jewelry or decorations. Sonic screens or sonic headphones provide full defense against this type of grenade. However, if three or more marble grenades are detonated at the same time, the hird marble, and all others following it which detonate in the same turn, are the treated as polyhedron sonic grenades for defense purposes.
Polyhedron: This many-sided grenade blasts all in a three-meter radius and causes maximum damage of 56 points. Damage is halved if sonic screens or sonic headphones are used.
Boomer: A boomer grenade causes a five-meter-radius blast that inflicts a maximum damage of 80 points. Rare and expensive, they are too large to use in grenade rifles or mortars, but are favorites for mines. Damage is reduced by one-quarter if the victims are wearing sonic screens.


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