M.T. Black
Hero
I've really been enjoying D&D 5, and I got to thinking about a Star Frontiers game using the D&D 5 ruleset. I'd love to see Wizards revive the Star Frontiers brand.
Here's my homebrew mashup. Take the D&D Basic Rules, and apply the following changes -
Races
Human
Ability Modifiers: ALL+1
Dralasite
Ability Modifiers: STR+2, CON+2, WIS+1, INT+1
Proficiencies: Insight
Vrusk
Ability Modifiers: DEX+1, WIS+2, INT+2
Proficiencies: Insight, Investigation, History
Yazirian
Ability Modifiers: INT+1, DEX+2, WIS+1
Special Abilities: Battle Rage (if you roll a critical hit in a battle, you go into "battle rage" and have advantage on all combat rolls for the remainder of the combat)
Classes
Combatant
Alt names: Soldier, Pilot, Fighter, Mercenary, Bodyguard, Tough, Explorer, Scout
Proficiencies: Athletics + Pick Two (Athletics, Pilot, Perception, Survival, Medicine, Intimidation, Perception, Nature)
Weapons: Basic + Military
Armour: Basic + Military
HD: d10
Engineer
Alt names: Technician, Programmer, Inventor, Repairman
Proficiences: Hardware/Software + Investigation + Pick Two (Hardware, Software, Perception, Medicine, Basic Weapons, History, Persuasion)
Weapons: None
Armour: Basic
HD: d6
Soundrel
Alt names: Gambler, Rogue, Swindler, Wanderer
Proficiences: Deception + Persuasion + Pick Two (Software, Investigation, Sleight of Hand, Stealth, Pilot, Athletics, Intimidation, Performance, Insight)
Weapons: Basic
Armour: Basic
HD: d8
Merchant
Alt names: Trader, Businessman, Dealer, Smuggler, Entrepreneur
Proficiences: Persuasion + Insight + Pick Two (Software, Investigation, Stealth, Pilot, Intimidation, Performance, History, Deception)
Weapons: Basic
Armour: Basic
HD: d8
Investigator
Alt names: Detective, Researcher, Scholar, Journalist, Lawyer
Proficiences: Perception + Investigation + Insight + Pick Two (Basic Weapons, Medicine, Nature, Performance, History, Software, Persuasion)
Weapons: None
Armour: Basic
HD: d6
Skills
STRENGTH
Athletics
WISDOM
Insight
Medicine
Perception
Survival
DEXTERITY
Sleight of Hand
Stealth
Pilot
INTELLIGENCE
History
Investigation
Nature
Software
Hardware
CHARISMA
Deception
Intimidation
Performance
Persuasion
Backgrounds
Charlatan
Law Enforcement
Criminal
Entertainer
Local Hero
Business
Hermit
Political
Outlander
Playboy
Sage
Military
Orphan
Weapons
Basic Weapons - Damage - Range - Cost
Laser Pistol - 1d8 - 40/80 - 200
Laser Rifle - 1d8 - 60/250 - 500
Sonic Stunner - 1d6* - 10/20 - 500
Knife - 1d4 - n/a - 50
Club - 1d6 - n/a - 10
Military Weapons
Sonic Disruptor - 2d6 - 20/40 - 600
Needler Pistol - 1d12 - 20/40 - 200
Needler Rifle - 1d12 - 40/80 - 500
Gyrojet Pistol - 3d4 - 40/80 - 400
Gyrojet Rifle - 3d4 - 60/250 - 800
Stunstick - 1d6* - n/a - 200
Grenade Rifle - 2d6 - 40/80 - 800
* Stun damage operates like normal damage, except if a creature reaches 0 hit points from a stun attack, they are automatically made unconscious and stable
Armour
Basic Armour - AC - Cost
Civilian Skeinsuit - 12+Dex - 400
Screen (standard) - +1 - 1000
Military Armour
Military Skeinsuit - 14+Dex - 400
Screen (military) - +2 - 1500
Screen (blackops) - +3 - 3500
Other Equipment
Allweather Blanket 20
Chronocom 100
Everflame 5
Rope 10
Survival Rations 5
Machete 15
Vehicles
It's recommended you take a "theatre of the mind" approach to vehicles, rather than doing it all on grid paper.
Movement speeds are given below. As a general rule, turning 45 degress in any direction costs a vehicle 1/4 of it's movement for that round.
It is assumed that all civilized species can operate a vehicle. However, a new proficiency called Vehicle (Dexterity) is available to all classes, and is used when a character attempts something especially difficult.
Armour Class and Hit Points operate as per characters. If a vehicle is reduced to 0 HP, it no longer operates. Things like crashes, flips and explosions can be added at the DM's discretion.
If a vehicle has weapons, add the characters Dexterity bonus when firing. If the character has "Military Weapons", you can also add the Proficiency Bonus.
Here are some sample vehicles (descriptions can be found in the Alpha Dawn book). Vehicle speeds are given in km/h, with metres/round given in parenthesis. Flying vehicles are given a maximum altitude in metres. Hit Dice are given, as well as average Hit Points in parenthesis. Weapon damage is given in parenthesis where applicable.
Type / Top Speed / Max Altitude / AC / HD / Weapons
Hover Car / 150 (250) / 1 / 10 / 3 (15) / None
Hover Transport / 90 (150) / 1 / 12 / 10 (50) / None
Explorer / 90 (150) / 0 / 15 / 10 (50) / None
Air Car / 300 (500) / 5000 / 10 / 3 (15) / None
Air Car (Police) / 300 (500) / 5000 / 13 / 5 (25) / Laser (2d6)
Starships
Realistically trying to model this presents huge challenges, so instead I've elected to present very simple space opera style rules, to be used in the "theatre of the mind", rather than on graph paper.
Speed is a relative figure only, and doesn't map to specific units.
Spaceships are very tough, even the smaller ones - much more rugged than terrestial craft. AC includes both hull strength and screens. In addition, screens regenerate and all craft have some self-repair capability. A spaceship will regenerate the equivalent of HD/10 hit points per round. So a Shuttle will regenerate 1 hp per round.
When attempting a manouvre, use your Pilot skill. When firing a weapon, use Military Weapons.
For the lighter ships such as Shuttle,Light Freighter, Police Cruiser and Fighter, your pilot skill should be added to the ships AC.
Following are the heading columns -
Type / Speed / AC / HD / Weapons
Civilian
Shuttle / 3 / 13 / 10 (45) / None
Light Freighter / 4 / 15 / 20 (90) / None
Heavy Freighter / 2 / 17 / 40 (180) / None
Passenger Liner / 3 / 13 / 30 (135) / None
Police Cruiser / 5 / 20 / 25 (112) / Laser Cannon
Military
Fighter / 6 / 20 / 20 (90) / Dual Laser Cannons
Assault Scout / 4 / 20 / 40 (180) / 2 x Dual Laser Cannons
Frigate / 4 / 20 / 80 (360) / 2 x Laser Battery
Destroyer / 4 / 20 / 100 (450) / Laser Battery, 10 x Seeker Missiles
Light Cruiser / 3 / 20 / 200 (900) / 4 x Laser Battery, 4 x Proton Battery, 5 x Seeker Missiles
Heavy Cruiser / 2 / 22 / 300 (1350) / 6 x Laser Battery, 6 x Proton Battery, 15 x Seeker Missiles
Carrier / 2 / 22 / 300 (1350) / 4 x Laser Battery, 40 x Fighters
Battleship / 1 / 24 / 400 (1800) / 10 x Laser Battery, 10 x Proton Battery, 10 x Seeker Missiles
Seeker Missile / 10 / 25 / 5 (24) / +10 to hit, 12d12 (78)
Armament
Laser Cannon - 2d12 (13)
Dual Laser Cannon - 4d12 (27)
Laser Battery - 8d12 (54)
Proton Battery - 12d12 (78)
Astrogation
First up, a new skill is required, Intelligence (Astrogation).
As per the Knight Hawks rules, it takes 10 hours of calculations per light year to be jumped.
The base Astrogation difficulty for a charted route is 5. If the route is uncharted, the base difficulty is 15.
If you "smoke the jump", add 1 difficulty for every five hours of calcuation reduced. For example, you are jumping from Dixon's Star to Prenglar, a charted route of 5 light years distance. If you spend 50 hours of calculation time, the difficulty will be 5. But say you "smoke the jump" and can only spend 25 hours of calculation - the difficulty is increased by (25/5 = 5), therefore it is now 10. If they jump with no preparation at all the difficulty is increased by (50/5=10), there it would be 15.
Obviously, highly skilled Astrogators can "smoke the jump" to an extent without risk.
If a ship misjumps, the DM determines what system they land in, as per the Knight Hawks rules. If it is a charted system, the astrogator will establish where they are within 1d10 hours. If the system is uncharted, the astrogator may make an Astrogation check every 1d10 hours, difficulty 15. If he succeeds, he has determined where the system is.
Here's my homebrew mashup. Take the D&D Basic Rules, and apply the following changes -
Races
Human
Ability Modifiers: ALL+1
Dralasite
Ability Modifiers: STR+2, CON+2, WIS+1, INT+1
Proficiencies: Insight
Vrusk
Ability Modifiers: DEX+1, WIS+2, INT+2
Proficiencies: Insight, Investigation, History
Yazirian
Ability Modifiers: INT+1, DEX+2, WIS+1
Special Abilities: Battle Rage (if you roll a critical hit in a battle, you go into "battle rage" and have advantage on all combat rolls for the remainder of the combat)
Classes
Combatant
Alt names: Soldier, Pilot, Fighter, Mercenary, Bodyguard, Tough, Explorer, Scout
Proficiencies: Athletics + Pick Two (Athletics, Pilot, Perception, Survival, Medicine, Intimidation, Perception, Nature)
Weapons: Basic + Military
Armour: Basic + Military
HD: d10
Engineer
Alt names: Technician, Programmer, Inventor, Repairman
Proficiences: Hardware/Software + Investigation + Pick Two (Hardware, Software, Perception, Medicine, Basic Weapons, History, Persuasion)
Weapons: None
Armour: Basic
HD: d6
Soundrel
Alt names: Gambler, Rogue, Swindler, Wanderer
Proficiences: Deception + Persuasion + Pick Two (Software, Investigation, Sleight of Hand, Stealth, Pilot, Athletics, Intimidation, Performance, Insight)
Weapons: Basic
Armour: Basic
HD: d8
Merchant
Alt names: Trader, Businessman, Dealer, Smuggler, Entrepreneur
Proficiences: Persuasion + Insight + Pick Two (Software, Investigation, Stealth, Pilot, Intimidation, Performance, History, Deception)
Weapons: Basic
Armour: Basic
HD: d8
Investigator
Alt names: Detective, Researcher, Scholar, Journalist, Lawyer
Proficiences: Perception + Investigation + Insight + Pick Two (Basic Weapons, Medicine, Nature, Performance, History, Software, Persuasion)
Weapons: None
Armour: Basic
HD: d6
Skills
STRENGTH
Athletics
WISDOM
Insight
Medicine
Perception
Survival
DEXTERITY
Sleight of Hand
Stealth
Pilot
INTELLIGENCE
History
Investigation
Nature
Software
Hardware
CHARISMA
Deception
Intimidation
Performance
Persuasion
Backgrounds
Charlatan
Law Enforcement
Criminal
Entertainer
Local Hero
Business
Hermit
Political
Outlander
Playboy
Sage
Military
Orphan
Weapons
Basic Weapons - Damage - Range - Cost
Laser Pistol - 1d8 - 40/80 - 200
Laser Rifle - 1d8 - 60/250 - 500
Sonic Stunner - 1d6* - 10/20 - 500
Knife - 1d4 - n/a - 50
Club - 1d6 - n/a - 10
Military Weapons
Sonic Disruptor - 2d6 - 20/40 - 600
Needler Pistol - 1d12 - 20/40 - 200
Needler Rifle - 1d12 - 40/80 - 500
Gyrojet Pistol - 3d4 - 40/80 - 400
Gyrojet Rifle - 3d4 - 60/250 - 800
Stunstick - 1d6* - n/a - 200
Grenade Rifle - 2d6 - 40/80 - 800
* Stun damage operates like normal damage, except if a creature reaches 0 hit points from a stun attack, they are automatically made unconscious and stable
Armour
Basic Armour - AC - Cost
Civilian Skeinsuit - 12+Dex - 400
Screen (standard) - +1 - 1000
Military Armour
Military Skeinsuit - 14+Dex - 400
Screen (military) - +2 - 1500
Screen (blackops) - +3 - 3500
Other Equipment
Allweather Blanket 20
Chronocom 100
Everflame 5
Rope 10
Survival Rations 5
Machete 15
Vehicles
It's recommended you take a "theatre of the mind" approach to vehicles, rather than doing it all on grid paper.
Movement speeds are given below. As a general rule, turning 45 degress in any direction costs a vehicle 1/4 of it's movement for that round.
It is assumed that all civilized species can operate a vehicle. However, a new proficiency called Vehicle (Dexterity) is available to all classes, and is used when a character attempts something especially difficult.
Armour Class and Hit Points operate as per characters. If a vehicle is reduced to 0 HP, it no longer operates. Things like crashes, flips and explosions can be added at the DM's discretion.
If a vehicle has weapons, add the characters Dexterity bonus when firing. If the character has "Military Weapons", you can also add the Proficiency Bonus.
Here are some sample vehicles (descriptions can be found in the Alpha Dawn book). Vehicle speeds are given in km/h, with metres/round given in parenthesis. Flying vehicles are given a maximum altitude in metres. Hit Dice are given, as well as average Hit Points in parenthesis. Weapon damage is given in parenthesis where applicable.
Type / Top Speed / Max Altitude / AC / HD / Weapons
Hover Car / 150 (250) / 1 / 10 / 3 (15) / None
Hover Transport / 90 (150) / 1 / 12 / 10 (50) / None
Explorer / 90 (150) / 0 / 15 / 10 (50) / None
Air Car / 300 (500) / 5000 / 10 / 3 (15) / None
Air Car (Police) / 300 (500) / 5000 / 13 / 5 (25) / Laser (2d6)
Starships
Realistically trying to model this presents huge challenges, so instead I've elected to present very simple space opera style rules, to be used in the "theatre of the mind", rather than on graph paper.
Speed is a relative figure only, and doesn't map to specific units.
Spaceships are very tough, even the smaller ones - much more rugged than terrestial craft. AC includes both hull strength and screens. In addition, screens regenerate and all craft have some self-repair capability. A spaceship will regenerate the equivalent of HD/10 hit points per round. So a Shuttle will regenerate 1 hp per round.
When attempting a manouvre, use your Pilot skill. When firing a weapon, use Military Weapons.
For the lighter ships such as Shuttle,Light Freighter, Police Cruiser and Fighter, your pilot skill should be added to the ships AC.
Following are the heading columns -
Type / Speed / AC / HD / Weapons
Civilian
Shuttle / 3 / 13 / 10 (45) / None
Light Freighter / 4 / 15 / 20 (90) / None
Heavy Freighter / 2 / 17 / 40 (180) / None
Passenger Liner / 3 / 13 / 30 (135) / None
Police Cruiser / 5 / 20 / 25 (112) / Laser Cannon
Military
Fighter / 6 / 20 / 20 (90) / Dual Laser Cannons
Assault Scout / 4 / 20 / 40 (180) / 2 x Dual Laser Cannons
Frigate / 4 / 20 / 80 (360) / 2 x Laser Battery
Destroyer / 4 / 20 / 100 (450) / Laser Battery, 10 x Seeker Missiles
Light Cruiser / 3 / 20 / 200 (900) / 4 x Laser Battery, 4 x Proton Battery, 5 x Seeker Missiles
Heavy Cruiser / 2 / 22 / 300 (1350) / 6 x Laser Battery, 6 x Proton Battery, 15 x Seeker Missiles
Carrier / 2 / 22 / 300 (1350) / 4 x Laser Battery, 40 x Fighters
Battleship / 1 / 24 / 400 (1800) / 10 x Laser Battery, 10 x Proton Battery, 10 x Seeker Missiles
Seeker Missile / 10 / 25 / 5 (24) / +10 to hit, 12d12 (78)
Armament
Laser Cannon - 2d12 (13)
Dual Laser Cannon - 4d12 (27)
Laser Battery - 8d12 (54)
Proton Battery - 12d12 (78)
Astrogation
First up, a new skill is required, Intelligence (Astrogation).
As per the Knight Hawks rules, it takes 10 hours of calculations per light year to be jumped.
The base Astrogation difficulty for a charted route is 5. If the route is uncharted, the base difficulty is 15.
If you "smoke the jump", add 1 difficulty for every five hours of calcuation reduced. For example, you are jumping from Dixon's Star to Prenglar, a charted route of 5 light years distance. If you spend 50 hours of calculation time, the difficulty will be 5. But say you "smoke the jump" and can only spend 25 hours of calculation - the difficulty is increased by (25/5 = 5), therefore it is now 10. If they jump with no preparation at all the difficulty is increased by (50/5=10), there it would be 15.
Obviously, highly skilled Astrogators can "smoke the jump" to an extent without risk.
If a ship misjumps, the DM determines what system they land in, as per the Knight Hawks rules. If it is a charted system, the astrogator will establish where they are within 1d10 hours. If the system is uncharted, the astrogator may make an Astrogation check every 1d10 hours, difficulty 15. If he succeeds, he has determined where the system is.