Hull Specification Chart

Type

Length

Diam.

Hatches

Engines

ADF/MR

Space - Military

Space - Civilian

1

10

2

1

1

5

30

20

2

30

5

1

1

4

50

30

3

50

8

1

2

4

75

40

4

75

12

2

1

4

100

50

5

100

15

2

3

3

175

90

6

130

20

2

3

3

250

125

7

150

25

2

2

3

300

150

8

180

30

3

2

3

350

175

9

210

35

3

2

3

400

200

10

240

40

3

3

3

450

225

11

270

45

3

3

3

500

250

12

300

50

4

4

3

550

275

13

340

55

4

4

3

600

300

14

380

60

5

6

3

700

350

15

420

70

5

4

2

800

400

16

450

75

5

6

2

900

450

17

475

80

6

6

2

1000

500

18

500

85

6

6

2

1100

550

19

540

90

6

4

2

1200

600

20

600

100

8

8

2

1300

650

 
SPACESHIP HULLS
Spaceship hulls are rated by size from 1 to 20. A fighter has a type 1 hull, whereas a battleship has a type 20 hull. The hull is the frame work for every spaceship, and each hull size includes a specific number of hatches, decks and engine mounts. The Spaceship Equipment section lists each hull size with specifications for engines, entry and exit, and living quarters.  Note that two hulls of the same hull size can be built in very different shapes. The term "hull size" is simply a measure of how much material is needed to make the hull. A shuttle of hull size 3 might be a saucer-shaped vesel with chemical drives firing out one of the flat sides of the disk; whereas an assault scout of the same hull size is a long, sleek ship equipped with two atomic engines.  Space station hulls are shaped and rated differently. There are only 6 types of space station hulls, with 1 the smallest and 6 the largest. As with ships, however, a space station design must begin with the selection of a hull.  Scale illustrations of many different spaceships and stations are included in this book for comparison

SPACESHIP DRIVES
Three types of spaceship drives (also called engines or propulsion) are available: chemical fuel engines, ion engines and atomic engines. Each of these types has certain limitations and requirements which are discussed in detail here.
In addition to a drive, each ship must have a Drive Program for the on-board computer. Information on Drive Programs is included at the end of this section.
Sizes. Engines of all three types come in three sizes, ranked from size A to size C. Size A is the smallest, and size C the largest. A hull must be equipped with the engine size appropriate for that hull size, as shown on the
Hull Size/Engine Size Chart.

Hull Size

Engine Size

1 - 4

A

5 - 14

B

15 - 20

C


All engines are equipped with maneuver jet nozzles. These are used to take the ship through delicate maneuvers, such as docking with a station.

Chemical Drives
Chemical drives are the cheapest and simplest spaceship engines. They work by igniting a chemical fuel, and propel the ship with the force of the exhaust. Liquid or solid oxygen must be carried by the rocket. Chemically driven ships must carry a lot of fuel, and cannot accelerate long enough to achieve interstellar speeds.
Any hull that is outfitted with chemical engines must have the full complement of engines for that hull. For example, a ship with a hull size of 13 needs four chemical engines. These engines are mounted at the tail of the ship, instead of away from the ship on struts.
All ships with chemical engines have an ADF of 1.
The Chemical Drive Price Table lists the prices of the three types of chemical engines. Because these engines are simple and easy to build, the cost is the same at all construction centers.
Chemical Drive Fuel. Ships using chemical drives burn a load of fuel on every voyage, as a general rule. The cost of one load of fuel is 250 Cr x the hull size of the ship for each engine. This is doubled for shuttles when they are taking off from a planet, because of the extra thrust required to escape the gravity well.
If a chemical drive system ship is being used on a long voyage and the crew wishes to conserve fuel, the referee may allow the players the option of traveling very slowly (a mere 10,000 km per hour or so). They may then be allowed to make a return trip with the same load of fuel that they started with.

Ion Drives
Ion engines operate on the same principle as particle beam weapons, such as a proton or electron beam battery. Charged particles are released from the rear of the engines at tremendous velocity. Even though the particles are extremely small, there are enough of them to provide a ship with a steady and long-lasting thrust. Ion drive engines require very little fuel.
Ion engines must be mounted on struts, away from the hull of the spaceship. Any ship equipped with ion drives must have the full complement of engines for that hull size in order to accelerate and decelerate normally. The ADF of a ship with ion drive always is 1.
Prices for ion engines are listed on the Ion Drive Price Table. Note that ion engines are not available at class III construction centers, and that they are more expensive at class II centers.
Ion Drive Fuel. Ion engines work by ionizing (electrically charging) particles of fuel. This fuel can be just about anything, but the standard substance is hydrogen. If characters are stranded in an asteroid belt with an ion-driven ship, however, they could crush up the rock of the asteroids to use for fuel, or basically use any kind of junk that they can find. All fuels other than hydrogen will provide the ship with an ADF of only 1/2.
Hydrogen can be purchased at all SCCs for a cost of 10 Cr per engine per ADF point used. For example, a ship with two ion engines embarks on a voyage with 8 units (8 x 10 = 80 Cr worth) of hydrogen. The ship accelerates to a speed of two hexes per turn, which uses two ADF points. Since both engines burned the fuel, however, this means that four units of fuel have been used. The ship now has just enough fuel to use two ADF points per engine to decelerate at its destination.
A ship with ion drives can carry a tremendous amount of fuel, if necessary. Up to 10,000 units can be stored in each engine. This can be increased if the crew makes a few modifications to the ship's storage areas.

Atomic Drives
The most powerful type of engine that can be installed on a spaceship is an atomic fission engine. Atomic engines propel the ship by splitting atoms and using the tremendous amount of energy released as thrust. Atomic drives use either uranium or plutonium as fuel. An engine will burn a 10 cm diameter chunk of fuel in the course of an interstellar jump.
Atomic engines are mounted on struts that keep them away from the ship's hull. This is because these drives are a source of dangerous radioactivity, and must be isolated from the crew and living quarters of a ship. A fighter is the only ship that has an atomic drive mounted in the spaceship's tail. Fighter pilots must wear special suits that resist radioactivity.
The struts that atomic drives are mounted on are equipped with explosive charges. These charges enable the pilot or engineer to jettison the engines if this should become necessary. This obviously will be done only in extreme emergencies, such as an engine meltdown or overload (see Close Combat for more details).
ADF. If a ship has a full complement of atomic engines, both its ADF and MR wilt be the number indicated on the Hull Specification Chart. For each engine less than the maximum, however, either the ship's ADF or MR (player's choice, at time of construction) must be lowered by 1. The ship's MR cannot be more than one higher than the ADF. Also, fhe ship's ADF and MR never will be less than 1, even if the ship has only one engine.
EXAMPLE: Hargut Lance, a hull size 6 ship, can carry three atomic engines. With all three engines, its ADF is 3 and its MR is 3. If one engine is removed, either its ADF or its MR must be reduced to 2. The owner, Snar Latm, reduces the MR. If a second engine is removed, the ship's ADF must be reduced to 2, or its MR reduced to 1.

Engines

Cost

Cost

Cost

Quant.

 

@ I SCC

@ II SCC

@ III SCC

 

Hull

50,000

60,000

70,000

 

Atomic Drive Size A

300,000

400,000

N/A

 

Atomic Drive Size B

500,000

600,000

N/A

 

Atomic Drive Size C

700,000

N/A

N/A

 

Ion Drive Size A

100,000

150,000

N/A

 

Ion Drive Size B

150,000

200,000

N/A

 

Ion Drive Size C

200,000

N/A

N/A

 

Chemical Drive Size A

50,000

50,000

50,000

 

Chemical Drive Size B

100,000

100,000

100,000

 

Chemical Drive Size C

200,000

200,000

200,000

 

Customer

     

 

Atomic Fuel. A pellet of atomic fuel is a 10 cm diameter piece of radioactive material, either plutonium or uranium. One pellet costs 10,000 CR. They can be purchased only at Class I or Class II ship construction centers. A pellet is burned out in a single interstellar jump. A ship that does not decelerate appreciably after a jump will still have power for 1d5 x 20 days.
An atomic engine can automatically replace the fuel pellet after a jump, if the engine has been loaded with an additional pellet. Depending on the size of the engine, from 3 to 10 pellets can be loaded into it before a voyage begins. (For the exact figure, see the Atomic Drive Information Table.) Additional pellets can be loaded only by a Spaceship Engineer (see Spaceship Skills). Refueling an engine takes 2d10 hours, minus the engineer's skill level. Because most of this time is spent removing access panels and shielding, the time is the same no matter how many fuel pellets are loaded.

Overhauls. Besides refueling, atomic engines must be overhauled regularly by an engineer. To determine how much time the overhaul takes, roll a number of d10s equal to the engineer's skill level. Subtract the result of this roll from 60 hours. The difference is the number of hours needed to overhaul the engine.
EXAMPLE: A level 3 starship engineer needs to overhaul a starship's engine. The player rolls 3d10 and gets 15. Subtracting 15 from 60 hours determines that overhauling the engine will take 45 hours.
The Atomic Drive Information Table lists the number of trips each type of atomic engine can make between overhauls.
Multiple Engines. If more than one atomic engine on a ship needs either refueling or overhauling, each must be worked on separately. For example, if only one engineer is aboard a twin-engine ship that needs both overhauling and refueling, that engineer must perform four operations consecutively. This could take several weeks.
Skipping Overhauls. If an atomic engine is not overhauled on schedule and the ship tries to make an interstellar jump, there is a 60% chance the engine will fuse itself into a worthless lump of iron. If a second jump is made, this risk increases to 80%. A third jump cannot be made, and an attempt will automatically ruin the engines. If there is an engineer on board, he has a chance to realize that the engines are about to become
fused. This chance is equal to his Logic score plus 10% x his engineering skill level. A successful roll means the engineer can shut down the engines before they are ruined. However, no further acceleration will be possible until the engines are overhauled.

Drive Programs

Components

Cost

Space Required

Quant.

Videocom Radio

1,000

2

 

Videocom Screens

100

0.5

 

Subspace Radio

20,000

3

 

Intercom Panel

50

1

 

Intercom Speaker / Mike

10

0.5

 

Radar Unit

10,000

5

 

Energy Sensor

200,000

20

 

Porthole

50

-

 

Camera System

25,000

10

 

Camera Sys. (half-size)

15,000

7

 

Skin Sensors

1,000 x HS

1

 

White Noise Broadc.

80,000

10

 

White Noise Broadc. Deluxe

400,000

50

 

Decoy

10,000 x HS

4

 

Escape pod

30,000

16

 

Lifeboat

100,000

80

 

Customer

   

 


The delicate balancing of fuel, temperature and thrust required by all types of spaceship engines is beyond the abilities of any single individual. Consequently, a Drive Program must be purchased and used in the ship's computer. This program will respond to a pilot's instructions ("more speed!" or "turn left") and make the necessary adjustments in the engine to cause the desired effect.
Drive Programs vary in cost and complexity, based on the type and size of the engines being operated. The Drive Program Table shows the program level required for each type and size of engine. The number in parentheses following each program level is the number of function points the ship's computer needs to operate that program. Program levels and function points are explained on page 46 of the STAR FRONTIERS Expanded Game rule book.
DRIVE PROGRAM TABLE

Drive

Size A

Size B

Size C

Chemical

1 (3)

2 (6)

3 (12)

Ion

3 (12)

4 (24)

4 (24)

Atomic

4 (32)

5 (64)

6 (128)


Drive programs can be purchased at any construction center that carries the engines the program will operate. As with all computers, the cost of a program is 1,000 Credits' the number of function points it
requires.

LIFE SUPPORT SYSTEMS
Life support systems on spaceships provide all the elements necessary to keep creatures on board those ships alive. These include food storage and preparation, and water, atmosphere and waste processing and disposal.
A life support (LS) system consists of the machinery that performs the various functions and a level 1 computer program to control the machinery. The complexity of a Life Support system varies with the number of creatures that must be supported, not with the size of the ship.
The Life Support System Rating Chart shows how many kilograms of LS equipment is needed to support various numbers of creatures (including animalsl). The number in parentheses following each weight is the number of computer function points required by the system's level I program.

LIFE SUPPORT SYSTEM RATING CHART
Number SupportedMass (kg) and Function points
1-23 (1)3-65 (2)7-129 (2)13-2015 (2)21-3525 (3)36-6050 (3)61-10090 (3)101-200180 (4)201-500300 (4)501-1,000600 (4)The cost of a Life Support system is divided between the computer program and the actual equipment. The program costs 1,000 Cr x the number of function points needed. The equipment costs 100 Crx the weight of the system in kg. An LS system must be replenished with fresh food capsules and water every six months. Replenishment costs half as much as the original LS equipment not including the computer program.

Capacity. A spaceship or space station cannot have more creatures living in it than its life support system will sustain. If for some reason (rescued castaways, stowaways, etc.) a ship has more creatures on board than its LS system can handle, a backup life support system will be engaged. If the ship has no backup, or if the backup's capacity is exceeded, each creature aboard the ship will lose one stamina point per hour, due to
shortage of air.

Obviously, the ship must reach a source of air quickly or its occupants will begin to suffocate. If a creature reaches 0 stamina points, it dies. When enough creatures have died to bring the number of occupants down to the LS capacity, no more stamina points will be lost. At that point, surviving individuals will regain stamina points at the rate of 1 per hour.

Several things can be done to protect passengers in an over-loaded ship. Characters that are placed in freeze fields require no life support while the field is operating. If spacesuits are available, persons can put them on and use the suit's life support instead of draining the ship's systems. Spacesuits are a short-term solution at best.

Backup Life Support Systems

Any ship that has a little extra space can carry up to three backup life support systems. There are two advantages to this.

First, a backup LS system makes it safe for a ship to carry more passengers than the main life support system can handle. It is not hard to imagine any number of situations where a backup Life Support system could save many lives.

Second, a ship with a backup life support system can keep functioning normally if its primary LS system malfunctions or is sabotaged. A disastrous fire, however, will knock out all LS systems because it impairs the computer's ability to control the ship. Losing LS during combat has no effect, because everyone will be wearing spacesuits. The system must be repaired as quickly as possible after the battle, however.

COMPUTERS

All of the rules in the STAR FRONTIERS Expanded Game rule book apply to computers on spaceships. All of the new programs introduced here can be used with any computer large enough to handle the program's function points, whether on a spaceship, station or planet.

As explained in the STAR FRONTIERS rules, each program is sold with the circuitry needed to make it work. In addition, a special spaceship Control Panel is needed. This panel links the drive, life support, astrogation and other essential programs into an easily controlled master panel for the pilot. A master control panel costs 100 Credits.

The computer control panel, containing at least the speech and warning programs, will be located on the bridge or in the cockpit of a spaceship. The rest of the computer apparatus can be installed near the control panel, if space is available, or tucked away in the ship wherever room can be found for it.

Other programs that can be added are listed below, with a brief description of their functions.

Alarm. This program will cause lights to flash, dials to flicker or even sirens to wail if a programed system on the ship begins to malfunction. The program must contain at least one level for each of the ship's engines, with a maximum level of six. (Ships with seven or eight engines may use a 6th level program.)

Computer Lockout. A computer lockout program is designed to prevent unauthorized characters from operating a spaceship's controls. The lockout is a series of codewords which usually are committed to memory, although a written record of the codewords is sometimes left with a ship's first mate, in case the captain meets an unexpected and sudden demise. A lockout program must be of the same level as the ship's computer, A computer expert can get past the lockout by "Defeating Security" or "Bypassing Security."

Damage Control. This program coordinates the crew's and computer's efforts to repair damage that has been inflicted upon a ship. This program allows the ship to use its full DCR; ships without this program can use only half of their DCR. As with the alarm program, it requires one level for each of the ship's engines.

Auxiliary Components

Cost

Space Required

Quant.

Digger Shuttle

8,000 + shuttle

150

 

Orbital Processing Lab

100,000

1,000

 

Mineral Refinery

200,000

2,000

 

Seeds

500 X HS

10 X HS

 

Nutrient Solution

1,000 X HS

40 X HS

 

Farming Robot

3,000 X HS

2 X HS

 

Solar Collectors

4,000 X HS

10 X HS

 

Cargo Arm

1,000 X HS

4 X HS

 

First Class Cabin

2,000/cabin

72

 

Journey Class Cabin

1,000/cabin

32

 

Storage Class Berth

2,000/berth

4

 

Passenger Luggage

-

1/3 cabin area

 

Atmoprobe

40,000

3

 

Landing Drone

100,000

25

 

Laboratory

100,000

60

 

Remote Probe

100,000

25

 

Launch (4 passengers)

75,000

20

 

Launch (10 passengers)

100,000

50

 

Workpod

75,000

30

 

Customer

   

 

AGRICULTURE SPACESHIP EQUIPMENT

The cost of outfitting anagriculture spaceship is determined by multiplying the base cost of the materials needed to grow and tend the crops by the ship's hull size. The hull, drives, life support and other required systems must be purchased normally.

The Agricultural Supplies Table lists each ingredient that is necessary to start an agriculture ship's crops. Each ingredient is followed by a price; that price must be multiplied by the ship's hull size to determine its actual cost.

AGRICULTURE SUPPLIES TABLE

ItemCost (x Hull Size)Seeds500 CrNutrient Solution1,000 CrFarming Robot3,000 CrSolar Collectors4,000 CrFarming Robots. One farming robot is required for each hull point of the agriculture ship. These level 3 maintenance robots need some supervision. This can be provided by a level 4 or higher Robotics expert on board the ship, or by a robot brain which can be purchased for 17,000 Cr. If a robot brain is
installed on an ag ship, crops can be grown and harvested on schedule without any supervision from living characters.

Growing Schedules. A crop will grow and be ready for harvest after one month. As explained under Spaceship Design, this crop will feed 200 creatures per hull point of the Ag ship for one month. If the owner of the ship puts 10% of his crop back into the "fields," however, he can start growing a new crop without buying additional seeds or nutrients.

Ag Stations. Agriculture space stations are basically the same as Ag ships, with one difference: the cost of each ingredient is multiplied by 10 x the station's hull size. For example, the nutrient solution needed to farm a 10 hull point ship costs (10 x 1,000 =) 10,000 Cr, while the solution for a Type 5 space station costs (5 x 10 x 1,000 =) 50,000 Cr.

Agriculture Programs

An agriculture program regulates the temperature, light and water in the hydroponics tanks of an Ag ship. The Ag program is simply a modified Life Support program of level 1, with 3 function points.

If a robot brain is used to supervise the farming robots, however, a level 6 robot management program is required. This program uses 64 function points, so it costs 64,000 Cr.

FREIGHT TRANSPORT EQUIPMENT

Freight transport is one of the most basic functions of a spaceship, requiring very little specialized equipment. All that is needed is the space in or on the ship, and some mechanical arms for loading and unloading cargo.

Obviously, the space comes with the ship's hull, so the arms are the only additional expense. Each freight hauler will have one or two of these installed in the hold. The bigger the ship, the bigger the arms. The cost of an arm is 1,000 Cr x the ship's hull size. The decision whether to install one or two of them is up to the player designing the ship.

A standard cargo in boxes, crates, bales or any type of bundles can be unloaded by a mechanical arm at the rate of one hull point of cargo per hour. For example, a ship with a hull size of 16 could be unloaded by a single arm in 16 hours. Two arms can accomplish the task in half as much time.

An arm can be either manually operated by a technician, or furnished with a level 2, 4 function point cargo handling program that will accomplish the job automatically.

PASSENGER ACCOMMODATION EQUIPMENT

A successful passenger transporting business requires more than just the fundamentals of life support for the individuals being transported. As explained in the STAR FRONTIERS Expanded Rules (page 49), passengers may travel either First, Journey or Storage Class. Each class has different equipment requirements.

First Class Accommodations

First class passengers expect the best food and the roomiest cabins. For this reason, the amount of life support required by first class passengers is double the amount listed under Life Support Equipment.

A first class cabin must be at least 6 meters square; it can be larger at the ship designer's option. A company may charge higher prices for a larger cabin. Use the ticket prices listed in the STAR FRONTIERS rules as a general guide; they can be modified at the Referee's discretion. The section on Spaceship Deck Plans gives information on how many cabins can be installed on a single deck. Furnishings (beds, chairs, etc.) for each first class cabin cost 2,000 Cr.

Lifeboats or escape pods are required for all first class passengers. Furthermore, these escape devices must be placed on the same deck as the first class cabins. If more than one deck is used for first class, then each deck must have enough escape devices for all of the first class passengers on it.

The cargo space set aside for the luggage of first class passengers must cover at least half as much area as the first class cabins. The hold does not need to be on the same deck as the cabins.

Journey Class Accommodations

Journey class passengers are not paying for the luxurious treatment of first class, so their accommodations are much more "primitive." The amount of life support given to journey class travelers is the standard amount listed under Life Support Equipment.

A journey class cabin must be at least 4 meters square, although occasionally they are as big as 4 by 6 meters. Of course, a larger cabin can be more expensive. The furnishings required for each journey class cabin cost 1,000 Cr.

The only emergency equipment required for journey class passengers is a spacesuit for each passenger. A spaceliner can carry lifeboats or escape pods for these passengers as well, but this is purely the owning company's option. Ship's that carry additional rescue equipment will mention this fact
prominently in their advertising.

The hold space set aside for the luggage of journey class passengers must cover at least one-fourth as much area as the journey class cabins. As with all luggage holds, this need not be on the same deck as the cabins.

Storage Class

Passengers carried in Storage Class require no life support, since they are "frozen" before they are loaded onto the ship. This freezing can be done at any spaceliner terminal, which includes most space stations. The process is completely safe, and it involves no risk or loss of abilities to the frozen character.

Once frozen, storage class passengers are stacked in special berths. One meter of cargo space in the hold is sufficient luggage space for three storage class passengers.

EXPLORATION EQUIPMENT

Very little specialized equipment is used on exploratory missions. Generally, an exploration ship will carry extra supplies of food, water and air, and enough fuel to keep it running for a long time.

The two specialized devices that usually are carried by exploratory missions allow the crew of an exploration ship to analyze planets from a safe distance. The atmoprobe reports on the gaseous makeup of a planet's atmosphere, and a landing drone will send back information about a planet's surface.

Atmoprobes

Atmoprobes are 3-meter-long missile-like objects. An exploration ship can carry one atmoprobe for each point of the ship's hull size. The probe can be launched from anywhere inside a star system and programed to seek out a specific planet or other body. It will travel at 10 million km per hour until it reaches its target.

When the atmoprobe reaches its destination, it will go into orbit around the planet and gradually drop toward the surface. As it enters the atmosphere, it will send back messages to the ship that launched it. After a few dozen orbits (several hours), the probe will burn up in the atmosphere. If the planet has no atmosphere, the probe will crash into the surface.

An environmental specialist aboard the exploration ship has the same chance of analyzing the data from the atmoprobe as he would of analyzing a reading on his vaporscanner: 50% + 10% per skill level. Only a character with environmental skill can interpret the findings of an atmoprobe.

An atmoprobe costs 40,000 Cr. A level 2, 4 function point computer program also must be purchased for each atmoprobe. A guidance/analysis program (level 3, 9 function points) must be used on the ship launching the probes. The program on the ship can be used with any number of atmoprobes.

Landing Drones

Landing drones are more sophisticated than atmoprobes. A drone is about the size of an aircar. It is launched and travels just like an atmoprobe.

When a drone reaches its destination, it slowly descends through the atmosphere (if there is any) and makes a soft landing on the planet's surface. As it descends, it sends reports aboutthe planet's atmosphere to the ship that launched it. When it lands it begins sending geological information as well.

An environmental specialist is needed to interpret the data from a landing drone. This is resolved as if the specialist was using a vaporscanner and a geoscanner. Because of the sophisticated lab equipment in a landing drone, however, the environmental specialist gets a bonus of +10 to each roll.

A drone costs 100,000 Cr, and must be purchased at a Class I or II spaceship construction center. It requires a level 3, 9 function point computer program in order to accomplish its mission. The same guidance/analysis program that directs atmoprobes from an exploration ship can be used to guide and control a landing drone.

A landing drone can be reused if the exploration ship travels to the planet the drone is on, lands on the planet, and remounts the drone. Remounting takes 20 hours, divided by the number of characters helping. Robots can help remount a drone, as long as at least one character is present for each robot.

SCIENTIFIC RESEARCH EQUIPMENT

The equipment needed to outfit a scientific research ship will vary according to the type of research the ship is performing. In many cases, the Referee will need to invent this equipment and assign costs to it. The items listed below are fairly standard, and might be found on any ship that is designed for scientific purposes.

Laboratory

A laboratory for testing samples is very likely to be carried on a research ship. A ship's lab is able to analyze biological, atmospheric and geological samples, much like an environmental specialist's toolkit. Because the lab is much more sophisticated than a portable toolkit, an environmentalist has a better chance of making an accurate analysis. This chance is 90% + 1% per skill level.

A laboratory costs 100,000 Cr. It also requires a level 3, 9 function point computer program to assist in analyses.

Remote Probes

Probes are often used to examine areas that would be fatal to living creatures, such as the atmosphere of a star or the interior of a highly radioactive cloud. Probes used in research are more sophisticated than those used in exploration.

A probe will send data back to the launching ship, including information on gasses, temperature, radiation, nuclear activity, wave lengths of light, gravitational effects and other potentially interesting or dangerous phenomena. Details about the "other" category are left to the Referee's discretion.

Information relayed by a probe must be analyzed by an environmental specialist. The instruments in the probe allow the specialist to add 10% to his "Analyzing Samples" roll. Gas analysis is discussed in the STAR FRONTIERS rule book, page 16. Information from all of the other areas can be analyzed following the same procedure.

If an analysis roll misses by less than 20, the environmentalist realizes that the probe did not send back useful data. If the roll misses by 20 or more, the Referee should give the specialist information that is false. This might mean reporting that the temperature of a very hot world is tolerable, that a radioactive region is safe, or that an area with little gravity would crush a character that landed there. Note that each analysis (temperature, radiation, gas, etc.) is rolled for separately. Thus, a probe could give accurate information about several things, but be
way off base in another category.

A remote probe costs 100,000 Cr. It requires a level 2, 4 function point computer program to coordinate the analysis and relaying of data. The standard program used in a laboratory can be used to process and categorize the information sent to the ship from the probe.

 

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