
This article contains a smorgasbord of equipment collected from various Star Frontiers sites around the web. Most of these items were lost on various sites that are no longer available and were found by digging through the Internet Archive.
(Source: Roy Romero’s Hole in the Wall website)
This grenade releases a foam that dissolves tangler thread within a 3 m blast radius. Otherwise acts as a regular Solvaway vial.
Cost: 200 Cr.
(source: Roy Romero Hole in the Wall Website)
This protective suit is a fire proof garment that covers the entire body including head and extremities. A character wearing an Asbestos Suit takes no damage from Incendiary Grenades or other weapons that cause damage by fire. However, if the character takes damage from any other weapon, the Asbestos suit has been punctured/penetrated and only reduces damage from fire weapons by half instead of completely.
The Asbestos Suit also negates damage from exposure to fire that would cause up to 4d10 points of damage. However, if the suit is exposed to such an intense flame for more than 10 rounds it begins to fail losing 1d10 worth of protection each turn for the next 4 turns until it is useless.
Cost: 500 Cr, 3 kg
(source: Tim Carrier’s Ephemeris website)
A sling pack looks like a normal bandolier sling for a rifle. However it can hold up to four standard powerclips and has an adapter like a power beltpack. The sling draws from each clip in sequence and can be reloaded at any time (1 clip per turn). It can only power one weapon. The sling can be modified to be worn as a belt and used to power a pistol if necessary.
Cost: 40 Cr.
(source: Indy’s Raiders of the Lost Dungeon website)
Attached to a direct fire weapon, it projects a laser beam to the spot where the weapon will hit when it is fired (assuming it is correctly sighted in). It can be used in place of a scope or under the barrel in place of a grenade launcher / knife / flashlight mount. It could also be built into a specially designed scope. It gives a +10% to hit, +15% if careful aim is taken (in addition to the normal +15% modifier for a total of +30%). A light shift screen (Zeb’s Guide p69) negates the effects of a laser designator (unless IR optics are used with a special IR laser designator), as does a nightfall grenade (ZG, p69), while a dusk grenade (ZG, p 68) limits it to a +5% unless starlight optics are used. It is powered for 400 hours of use on two SEU microdiscs (ZG p63).
Cost: 200 Cr.
(source: Tim Carrier’s Ephemeris website)
This device broadcasts random patterns of brainwave frequencies. It is powered by an SEU microdisc for 10 days (but see below). It prevents the use of Telepathy, Empathy, or Illusion disciplines on creatures within 5m of the device, and further gives a -10% on the use of other disciplines targeted on a creature within that area.
The device can also be used at high power, and uses 1 SEU/hour. The area of effect is increased to 50m, and additionally causes a -25% penalty within 20m.
When on high power, a mentalist takes -5% on ALL disciplines as long as he's within 20m, and for as long afterwards as he was in the field (i.e. if the mentalist is within the field for 10 turns, he continues to suffer the negative modifier until 10 turns after he left the field.). A mentalist takes a -10 on ALL disciplines while he's within 5m, and for afterwards for the same amount of time, then a -5 for as long as he was within 20m (counting time within 5m, of course). Note that the -5 or -10 penalties are not cumulative with each other.
Any mentalist will notice such a field upon entering it (or when close to it) and the approximate direction of the center. Telepathy or Empathy use will detect such a field if a normal check for the discipline succeeds with no negative modifiers.
Each minute of high power use there is a non-cumulative 1% chance for burnout or overheating.
Weight: 45 kg
Note: This item was not described with a cost or wt. For that reason I don’t think it was intended to be a regular equipment list item. Thus I will not present it here with cost but instead label it a prototype item and assigned a heavy weight to it.
AD: Micro Laser/ Dam: 1d10/ Ammo:10 SEU clip/ SEU: 1-5/ Rof:1/ Defences: Albedo/ PB:0-5 Short:6-10 Med:11-15 Long:16-25 Ext:26-50/ Mass: 0.4 kg Cost: 850 Cr. (due to rarity)
Zeb's: Ke-600 (Micro Laser)/ Range: A/ MaxDam: 7ps/ Ammo: 10 SEU clip/ SEU Use: 1-5/ Rof:1/ Effective Def: Albedo, Grid/ Mass (kg) 0.4/ Cost: 850 Cr
by M. Crymble
Slim: "Hi all! I'm Slim the Dralasite. I am a member of a group you may have heard about, known as Force Five Inc. My simian friend Yazin asked me to share a few of the items the force has collected or made in our travels. Weapons are always a hot item, and today, that will be our focus."
[Slim walks over to a table filled with wicked looking stuff and picks something up]
Slim: "This is the ‘Eversafe Arms’ Micro Laser. Many of you may not have known that Eversafe Corp dealt in the arms market. This is one of their rare efforts and is a departure from other companies' products. As you can see, the weapon is simple in design and very small. Sentients with smaller hands should be able to work this weapon with ease. It is made diminutive to be easily concealable and is smaller than even the Ke-1000 laser pistol.
The Micro Laser is Eversafe's bid to fill the gap between the Rafflur M-1 and the Ke-1000. The Micro Laser is exactly that. It is favored by people who wish to appear unarmed and it is a good backup weapon. It is carried by undercover Star Lawmen and Intelligence agents quite frequently. Some uniformed Star Law, as well as special operations personnel, carry the Micro Laser as a backup weapon. Although it is not issued by any institution as far as I know, it is fulfills the backup role well.
The Micro Laser is designed to have a smooth exterior so to be easily drawn. The sights are simple iron type sights, but are adequate for the weapon's range. The small weapon only accepts mini powerclips and cannot use standard powerclips. The weapon can be attached to a power belt or backpack however, though this is rare. The non-slip finger grooved grips provide a comfortable firing hold, and the weapon is accurate at closer ranges.
Although the Micro Laser does have a power setting like most lasers, the weapon is so small that it can only be set from 1 to 5. The weapon, when used, is often set to the maximum setting and can be devastating at close range. This will of course give the user only 2 shots in most situations."
[Slim holds the weapon and fires it against the target 5 meters away]
"As you can see, the weapon has almost no flare baffles and very little in the way of heat exchange other than the cooling shroud. The firer will often feel a hot flash in his hands as the weapon is fired, and it is not recommended to be held close to the body when discharged. This poor cooling system results in the micro laser having a lower rate of fire than most weapons.
The lack of flare baffles makes the weapon a dazzling experience to fire at night. This unfortunately has a tendency to give the firer away, though this is not often a problem. When fired, the micro laser is usually used at close range, and this often precludes the firer's concealment."
[Slim walks to target, a burned hole is apparent in the metal.]
"You can see here that the laser has good power for such a small weapon. This burn is from the highest setting, lower setting's results will not be quite as respectable.
Concealment of the weapon is achieved differently by each of the major races. Many bipeds conceal at the ankle or small of the back. Vrusks might consider the base of their torsos. Humma can conceal this weapon strapped to their belly. Some Dralasites might be able to absorb this weapon into their bodies and conceal it, though I would not recommend this due to the danger of accidental discharge.
In conclusion, the Micro Laser is an excellent choice for a backup or a small easily concealed weapon. It is not the most comfortable weapon to hold while firing, but delivers respectable damage to the target. Its power reservoir is small, but is adequate for a few shots. Care should be taken in the discharge of this and all deadly weapons. Range is limited, so a target must be close for the laser blast to be effective."
Slim: "Well, that's about it for now. Tune in soon when we will cover other nifty items for adventurers everywhere."
[Signal Ends]
(source: M. Jason Parent’s Star Base Hellhound)
The RazorGun Carbine was introduced to the public eye during a daring anti-terrorist action by Star Law operatives. Soon it became synonymous with anti-terrorism and with the Star Law Anti-Terrorist Operations Division. The brutal black lines of the RazorGun Carbine are very reminiscent of old fourth-generation sub-machine guns or assault rifles, with the magazine in front of the main grip instead of inside it or behind it.
What makes the RazorGun Carbine so useful is the multi-role versatility it has demonstrated. The basic design is that of a needle gun, loading standard needle ammo, but capable of full auto-fire. Since needle ammo is more effective against soft targets than conventional munitions, the advantage is immediately obvious.
But the main advantage it has in anti-terrorist ops, is that it can also load sleep-dart ammo, dealing less damage when fired into potentially friendly environments, and also delivering significantly more dosage due to its multiple-hit probability (during burst fire, treat sleep loaded guns as standard autopistols for burst rules, but for each point of damage done above 10 points, reduce the target's STA by one for purposes of the stun save).
(source: Roy Crisman’s Hole In the Wall web site)
These needler guns are capable of firing needles which can pierce skiensuits. The needles must be specially produced by Whoomp and are only capable of being fired by Whoomp needler weapons. Skiensuits provide no protection from these weapons and take no significant damage as the needles pass between the fibers. There are 4 different types of Whoomp Needler weapons
Weapon |
Rate |
AD Range |
ZG Range |
Cost |
||
Razor Gun Carbine |
3 or burst |
0-5/6-10/11-20/21-40/41-100 |
B |
950 |
||
Whoomp Needler L1 |
3 |
0-5/6-10/11-20/21-40/41-100 |
B |
400 |
||
Whoomp Needler L2 |
3 |
0-10/11-20/21-40/41-75/76-150 |
C |
700 |
||
Whoomp Needler L3c |
3 |
0-5/6-10/11-20/21-40/41-100 |
B |
500 |
||
Whoomp Needler L4c |
3 |
0-10/11-30/31-75/76-120/121-250 |
D |
900 |
||
Ammo |
Damage (normal) |
Damage (burst) |
Defense |
Rounds |
Cost |
|
Barbed (standard) |
2d10 |
10d10 |
Inertia |
10 |
10 |
|
Barbed (extended) |
2d10 |
10d10 |
Inertia |
20 |
20 |
|
Sleep (standard) |
1d10 + sleep |
5d10 + sleep |
Inertia |
10 |
10 |
|
Sleep (extended) |
1d10 + sleep |
5d10 + sleep |
Inertia |
20 |
20 |
|
Whoomp Pistol clip (normal) |
2d10 |
n/a |
None |
12 |
15 |
|
Whoomp Pistol clip (sleep) |
1d10 + sleep |
n/a |
None |
12 |
15 |
|
Whoomp Rifle clip (normal) |
3d10 |
n/a |
None |
12 |
25 |
|
Whoomp Rifle clip (sleep) |
2d10 + sleep |
n/a |
None |
12 |
25 |
Links
[1] http://www.frontierexplorer.org/sites/default/files/styles/medium/public/3/RazorGunCarbine.png?itok=XgQFpoV0