Welcome to STAR FRONTIERSTM game, TSR's role-playing game of science fiction adventure. If you have never played a role-playing game before, a great experience is waiting for you. STAR FRONTIERS adventures are as limitless as space itself.


Each player in a STAR FRONTIERS game ptays a character, either a human or an alien living far in the future. In some ways characters are like the pieces used in other games, but players in a role-playing game do not simply roll dice and move pieces around on a board. Characters can do anything a real person could do if he was living in a STAR FRONTIERS world: shoot a laser, drive a skimmer, chase dangerous interstellarcriminals, explore alien worlds, or anything elsethe player wants the character to do. Players are not limited to only a few actions by the rules. A player has complete control over his character, and makes all the decisions for him.

In fact, you can think of your character as being you, placed in a science fiction world. Your character may not be like you at all -- it may even be an alien, unlike anything you've ever seen before -- but you make all the decisions, and act through your character. This is part of the fun of role playing, even if you are not a hero in real life, you can become one in a STAR FRONTIERS game.

Unlike many other games, there is no clear winner or loser in a STAR FRONTIERS game. In most games, the players will have a goal, such as capturing a group of terrorists who have kidnapped a politician or recovering a rare medicine that was lost when a spaceship crashed on an alien planet. If the players cooperate and reach their goal, everyone wins. A skillful player who uses the same character in several adventures will see that character rewarded, becoming richer, more powerful and able to handle more difficult missions.


Two dice are included in STAR FRONTIERS games. They are numbered from 0 to 9. They are called ten- sided dice (abbreviated d10).

If the rules tell you to roll one ten-sided die (abbreviated 1d10), roll one die to get a number from 1 to 10. A zero is read as a 10.

If the rules tell you to roll two ten-sided dice (abbreviated 2d10) roll both dice and add the results to get a number from 2 to 20. A zero is read as a 10. For example, if the rolls were 0 and 4, the result would be (10 + 4 =) 14. More dice can be rolled to give results of 3-30 (3d10), 4-40 (4d10), etc.

If the rules tell you to roll percentile dice (abbreviated d100), roll both dice. Instead of adding the results, read the dark-colored die as the first (tens) digit and the light-colored die as the second (ones) digit. A zero is read as a zero. The following table shows several examples of rolls.

dark die light die result

The crayon included with this game can be used to color in the numbers on the dice and make them easier to read. Simply rub the crayon over the sides of the die and wipe awaythe excess wax with a tissue or paper towel.