There are three different types of mass-manufactured locks that are used for all security needs: mechanical locks, card locks, and baton locks. There are also personalized locks that are tailor-made to the customer and extremely expensive. The Security Systems: Open Locks skill is used to try to open any of the first three kinds of locks, but it is modified by the level of the lock. For every level of the lock, there is a -1 Column Shift to the skill check. The personalized locks require a lot more than knowledge of the lock.

Mechanical Locks: Mechanical locks run the gamut from simple desk drawer locks to bank vaults. Most vehicle ignitions are mechanical locks. The lock levels, for purposes of the SS:OL skill, run from Level 0 to Level 5. Most mechanical locks are jammed or removed easily by weapons fire or explosives.

Card Locks: Card locks are second-generation locking mechanisms. A card locks is a 15-cm square plaque mounted on a wall or door about 1.5 meters above floor level. The card lock operates by scanning an inserted passcard that contains a tiny electromagnetic ribbon. When a match is confirmed, the lock opens. Card locks are usually used for doors or equipment, like security computers. There are eight levels of card and matching passcards.

 Card Color   Level  Usual Uses                         
    Grey        1    Closets                            

    Blue        2    Living Quarters                    

   Green        3    Offices, File Rooms                

   White        4    Medical or Scientific Facilities   

   Silver       5    Supervisory or Robotic Facilities  

    Red         6    Star Law or Security Facilities    

   Black        7    Governmental or Penal Facilities   

    Gold        8    Extremely expensive, personalized lock

When a card lock is purchased it comes equipped with two or three passcards. Usually the card lock and passcards are color coded on the outside. Card locks are built to last and can withstand 120 points of damage. When a card lock is completely destroyed there is only a 20% chance that the lock will open the door, drawer, etc., otherwise it is jammed closed or off.

Baton Locks: Baton locks are third-generation locks but operate similarly to card locks. A baton, 20 cm long with a 2-cm diameter, has an intricate electromagnetic circuit inside. When inserted into the baton lock, a 10-cm-square plague with a shuttered hole in the cetner, that circuit is scanned. If comfirmed as being the proper baton, the lock opens and the baton is ejected. If the scan does not confirm that the baton is the proper one, it is locked into place and an alarm goes off at the local Star Law office, constabulary, or security robot computer.

The circuitry in a baton is far more complex than the emission bands on a passcard and therefore a more secure locking mechanism. Baton locks are used on super-security projects, higher level robots (for some, in fact, it is the only way to turn them off), and by the very rich. Baton locks are Levels 5 to 10. They are masterpieces of solid-state construction, requiring 200 points of damage before they are destroyed. Even when destroyed they will be jammed closed or off 90% of the time.

Personalized Locks: For those wealthy individuals or institutions who want the most secure locks possible, there are locks that only recognize personalized codes. The proper lock level is recorded after the title. A character ceenot attempt to use his Security Systems: Open Locks skill without some form of artificial replacement for the needed code. If any exists, it is listed after the type below.

Voice Recognition: Level 5 or 6. The lock only responds to a charactyer's voice pattern. Replacement: A quality recording of the voice giving the proper code words.

Hand Prints: Level 6. The lock has a plate that scans the entire hand or manipulative appendage print. Replacement: A synthetic casting of the hand or appendage, or the hand or appendage itself.

Retina Scan: Level 7 or 8. The lock is equipped with a viewing apparatus that the character must look into before the lock will open. Inside the viewer the retinal pattern of the character's eye is scanned by lasers. Replacement: An intricate and expensive operation whereby a character of the some race has his retinal pattern altered to match the lock owner's pattern. The lock owner's retinal pattern must first be possessed, but there are laser cameras that can photo it quickly.

Brain Scan: Level 9. The lock is linked to an intricate scanner that scans the character's brain structure and brain waves. This takes a few minutes to confirm and requires a Level 5 Job (Medical) maxiprog attached to at least a Level 5 mainframe computer. Replacement: None known (possibly use of a clone).

Full Body Scan: Level 10. The lock is linked to a room-sized scanner that must be entered before the door is approached. It scans the entire body and brain, matching metabolic rate, brain waves, physical recognition patterns, etc. This takes at least 10 minutes and requires the scanner to be linked to a Level 6 Job (Medical) maxiprog in a Level 6 mainframe computer. Replacement: None known (possibly the use of a recently created clone).


Scanners are devices that sweep an area, sensing for something in a particular fashion. They are the security system's main source of information, the robot's eyes and ears, and are used by intelligent bioforms to enhance limited senses.

Security scanners are usually mounted high on a wall or on a ceiling at strategic scanning sites: above doors, corners, in the center of the room. The arc and pattern of their scanning is left up to the referee (this should be established in advance). Scanners can either be linked to a mainframe computer or monitoring stations for observation. Many are used with different maxiprogs and are tied in to defensive weapon systems mounted for installation security.

All scanners are limited by the visible horizon. This means that sometimes a small scanner works just as well as a big scanner. The size of the scanner determines the effective range, as shown on the following table.

 Size      Scanner      Scanner    
 Type         Size          Range
     A       10-cm cube     1-10 meters    
     B       20-cm cube    10-50 meters    
     C       40-cm cube    51-150 meters   
     D        1-m cube    151-400 meters   
     E        2-m cube    401-1000 meters  
     F        4-m cube        1-5 km       
     G        8-m cube         5+ km


Beam: This scans for microwaves (like masers) and bolt weapon beams. This type of scanner is commonly used for missile guidance systems or warbots to homme in on these weapon types being used.

Electromagnetic: This type of scanner detects electromagnetic waves produced by force fields.

Infrared: Commonly called heat seeking, this type of scanner detects strong heat sources, suchas missiles, vehicles, generators, etc. A high-resolution version is often used by night-prowling robots or characters to track warm-blooded creatures. This scannertype always indicates the greaters heat source and is not very effective on hot planets or during the day on any planet when the sun is in the sky.

Intense Light: This type of scanner detects concentrated light beams, such as lasers. It is effective both day and night, but susceptible to damage from high-intensity flares of light, such as flash grenade explosions.

Motion: This type of scanner identifies any movement within its range. The problem is that it does not identify the moving object, only that "something moved over there."

Odor: This scanner can detect molecular traces in an atmosphere or a liquid for a short time after a bioform has passed by. Every type ofcreature has a unique odor that this scanner can be programmed for. This type if scanner is usually used by campers as aperimeter defensive security system.

Parabolic: This scanner does for sound what omnoculars do for light. It amplifies the sound so that soft or far-away noises can be picked up. The parabolic scanner must be aimed at the source of the sound and at a specific distance to work. Loud noises, like a boomer grenade explosion, can damage or destroy a parabolic scanner.

Radar: This scanner uses radio waves and can detect solid objects that are at least as denses as bone, or detect other characters or mechanisms that are using radar.

Radioactivity: This type of scanner can detect strong fluxes of radiation. This includes nuclear generators, power plants, weapons, and radiated areas. It can also determine the level of radiation.

Seismic: Not to be confused with a motion scanner, the seismic scanner can pick up strong vibrations through the ground, such as heavy equipment moving or a large group of animals. It is also used for locating mining and energy source uses, such as coal and oil deposits.

Shape: This type of scanner needs to be connected to a mainframe computer of at least Level 3. It can be programmed to recognize or ignore certain shapes: characters, vehicles, animals, geography, etc. There is a tiny scanner that is used for missiles that also recognizes shapes, although only a few types.

Sonar: This type of scanner only works in very dense atmospheres or underwater. Sound waves are used to find solid objects at least as dense as bone.

Ultraviolet: This scanner detects ultraviolet rays, LSSs, and UV dyes.

Visual: This type of scanner is still the most common type used on the Frontier. It optically scans an area and the observer watching must interpret what he sees. There are two main optional attachments that are usually found on scanners, though a creative referee can introduce more.

One type of attachment is a light source. This is especially necessary for visual scanners, external scanners, or scanners that exist to pinpoint intruders for security guards or robots. A mounted powerlight, or an infralight will do the trick nicely.

The other attachment is a directional microphone. This is commonly used for internal security so minitoring stations can record conversations for later use in criminal convitions or data gathering. Other additions to visual scanners include zoom lenses, omnocular lenses, and starlight optics.


Spy Eye: This is a small sphere (15 or 25 cm in diameter) that has a built-in scanner and moves by silent hoverjet. It is usually used for spying but is sometimes good as a randomly directed guard. The information gathered is either stored within the spy eye for later perusal, or broadcast back to the receiving station.

A spy eye can move up to 40 meters per turn in any direction and has a maximum attainable height of 120 meters above a horizontal surface. Spy eyes have 25 structural points, move quickly and are small, and can be armed with up to two rafflur M-1s or minigrenade launchers.

Mounted Security and Defensive Weapons: The following guidelines should be used for mounted security and defensive weapons. These do not include simple mounted weapons that are directly manned by character, but rather weapons directed by computers (also see the Mainframe Computer section).



These devices can improve a vehicles's performance on the road. All require time in the shop for installation and testing before the owners can use them. The general operations of the vehicles have not changed from the Star Frontiers Alpha Dawn rules.

Air Brakes: Air brakes are pneumatic panels that are fitted into the rear sections of a vehicle. They cannot be seen easily. When activated they jut out and create drag, thus stopping the vehicle faster. A vehicle using air brakes adds 20 meters/turn to its deceleration rate.

A driver using air brakes for emergency braking adds +20 to his Reaction Speed for the purpose of keeping the vehicle under control. The installation time is 10 days. Air brakes can be installed on all vehicles except construction machinery, research vehicles, and otehr special-purpose machines.

Auto-Extinguisher: The auto-extinguisher comprises of a series of spray nozzles mounted on the inside and outside of a vehicle with lines running to a pressurized tank in the vehicle's storage compartment. The tank contains foam similar to that found in an extinguish foam grenade. The spray puts out any fire in one turn.

When a vehicle thus equipped rolls, the system is automatically turned on and the vehicle is foamed down. This automatically lowers the Roll and Burn result of a crash to a Roll result.

After one use, the entire auto-extinguish system must be replaced, unless it was activated manually, in which case only the tank must be refilled. The system can be activated manually if the vehicle is on fire for reasons other than acrash. The fire will be extinguished in one turn. The installation time is two weeks. The auto-extinguish system can be installed on all non-cycle vehicles.

Gyrostabilizer: The gyrostabilizer is attached to theunderside of a vehicle. Its function is to immediately stabilize a vehicle while cornering, thus the vehicle's turn speed is improved by 20%. For example, a ground car, whose normal maximum safe turn speed is 80 meters/turn, has an additional 16 meters/turn (80 x .20 = 16) of turn speed when a gyrostabilizer is attached making its new maximum safe turn speed 96 meters/turn. The gyrostabilizer has no effect on rolls.

The installation time is 12 days and the gyrostabilizer can be installed on any car, cycle, or transport.

Rocket Booster: The rocket booster pack is a rectangular unit that must be installed in the very center of the vehicle's rear. It has four tubes which have directional propellant charges in them. Each time a charge is ignited the vehicles speed is increased by 30 meters/turn for one turn only.

Only one charge can be ignited per turn, unless the entire fourpack is ignited. This is a desperate measure for those rare instances when a superburst of speed is needed: jumping ramps, ramming through obstacles, etc.

This additional speed may exceed the vehicle's normal maximum speed rate. No more than one rocket booster may be attached to a vehicle. Additional charges can be purchased and the tube mounting is reusable, but each vehicle type has its own rocket booster pack and mounting specially designed for its size and shape.

Ignition is controlled from the cockpit. Characters who are five meters directly befind the rocket booster when it is fired suffer 6d10 points of damage. Installation timme is five days; the rocket booster can be installed on ground cars, ground cycles, hover cars, hovercycles, and explorers.


Strangely enough, the need for vehicular bodyarmor came about as a result of peaceful exploration. Maddened beasts and natives on newly discovered planets often would attack vehicles before any retreate or protectioncould be arranged.

Desiring more protection for their employees, the various exploration concerns creates an expensive spray-on synthetic armor that would help nullify nearly all kinds of damage. This spray is extremely thick and can be used on structures and vehicles. The armoring process is applied in layers. The number of the layers determines the resistance to damage.

Spray armor is heavy and slows the vehicle down, so normal vehicles that are armored usually do not have a lot of layers, unless they intend to move slowly. For every layer added to a vehicle the following modifications must be made.

Armored vehicles have increased in popularity recently on the Frontier because of pirate and terrorist activities, insurance promotions, and status seeking. It is against the law on mosst planets for nonmilitary or nonlaw enforcement vehicles to have more than two layers of armor unless first obtaining a permit. If there is no suitable reason for more armor, i.e., business requirements, accepted danger to life, hazardous environment, etc., the permit is usually denioed. Enforcement of this law is difficult, especially at night, because spray armor is not thick enough that an extra layer or two can readily be identified.

Referees may wish to create new heavyduty transport vehicles with multiple parabatteries and motors that can maintain a decent speed while still being heavily armored. This would be a natural development by security services transporting valuable goods, military forces, and criminals to prsion or trial.


Vehicle-mounted weaponry is not common on the Frontier outside of the military and law enforcement forces. Even criminals are loathe to mount easily-spotted weapons on vehicles. It is illegal to have mounted weapons on a vehicle unless a permit has been granted by Star Law. These permits are issued for dangerous explorations, ambassadorial vehicles, etc. Any other vehicle possessing a mounted weapon may legally be destroyed on sight.

The referee has great leeway when it comes to vehicluar weaponry because it can easily unbalance a game. Here are some guidelines, however, if you wish to pursue this subject.

1) This section is not intended for the creation of military of paramilitary vehicles, only private or corporate vehicles.

2) Remember that the combat modifiers for vehicle-to-vehicle combat covered in the Star Frontiers Alpha Dawn game (Range, movement, and target size) also apply to mounted vehicular weapons.

3) Try not to create a killer vehicle or a society that fosters such; it would tend to detract from the purpose of the game.

4) There are two different types of mounted weapons: fixed mount (see Vehicle-Sight progit on following pages) and swivel mount (refereed to in the Mind-Mount progit).

5) Further defensive systems, such as smoke screen emmiters, oil slicks, mine layers, etc., can be created by the referee as desired. Weight, compartment space required, potential explosive danger to vehicle, cost, and installation time must all be kept in mind when the defensive system is created.


The vehicle computer, or VC, is a progit-accepting computer designed in the same fashion as a bodycomp, except the VC is mounted in the vehicle's cockpit and linked to all of the vehicle's functions. It has 12 ports and uses the same type of power packs and processor packs as a bodycomp.

Usually situated behind the driver' seat in a reinforced case,the VC's controls can be mounted between the front seats, one the dashboard, on the steering wheel, on the roof, or wherever the referee or player wants them. Installation time is three weeks.

The VC can be isntalled in all vehicles except glijets and floater discs (see the New Vehicles section).

Vehicle progits are desigend exclusively for use with a vehicle computer. Even the progit types listed here that are defined as identical types to bodycomp progits will perform those functions only when attached to a VC.


Audio-Act: This progit performs the same function as a bodycomp Audio-Act progit.

Comp-Talk: This progit performs the same function as a bodycomp Comp-Talk progit.

Dis-Viz: This progit performs the same function as a bodycomp Dis-Viz, except the information is projected onto the windshield.

Fuel-Scan: This progit monitors the parabattery's output vs. use. It conserves energy whenever possible and increases the Range by 25%.

Help-Beam: This progit performs the same functions as a bodycomp Help-Beam progit. It can be linked to a Vehicle-Scan progit for automatic activation.

Help-Call: This progit performs the same function as a bodycomp Help-Call progit. It can belinked to a Vehicle-Scan progit for automatic activation.

Help-Drive: This progit assists the maneuvering mechanism in such a manner as to subtract 30 from the dice roll after the player has lost ontrol of the vehicle and is determining the vehicle's fate on the Control Table.

For example, Ralph attempts a dangerous maneuver and misses his Reaction Speed roll, thus losing control of his vehicle. He rolls a 1d100 for a result of 97. To this he adds his speed perfurn, which was 105 kph. Normally the result would have been 202 and Ralph would have been in a spin, but since he had his Help-Drive progit assisting him his final number is actually 202 - 30 = 172, which means Ralph is in a much more favorable skid.

Skid-Hold: This progit coordinates the vehicle's functions in such a manner as to add +20 to the driver's Reaction Speed when performing a Skid Turn.

Turn-Quik: This progit coordinates the vehicle's functions in such a manner as to add a +15 to the driver's Reaction Speed when performing a Short Corner Turn.

War-Bump: This progit coordinates the vehicle's functions in such a manner as to add a +20 to the driver's Reaction Speed when performing or evading a Bumping maneuver.


Comm-Link: This progit performs the same function as a bodycomp Comm-Link progit.

Dis-Map: (Must be used with Dis-Viz.) This progit contains multiple maps. The maps can be for a huge city, a good-sized country, or a small continent. Thousands of different Dis-Map progits are available covering every explored area in the Frontier. The progit can show an overall view of its contents or zoom in on any locale for more specifics. It will show all known roads, streets, forests, navigational hazards, etc.

Holo-Map: (Must be used with Dis-Viz, Dis-Map, and a miniholographic projector.) This progit is a sophisticated holographic program that enhances the Dis-Map by showing a three-dimensional view of a specific area map. Holo-Map progits also come in thousands of types that will interlink with their Dis-Map counterparts.

Para-Scan: This progit monitors the parabatteries used for nonvehivular functions, such as to power vehicular weapons. It gives a contant update on teh status of the system, how many hows are left, etc. If the system is damaged, the Para-Scan gives an indication of the location and extent of the damage.

Plot-Map: (Must be used with Audio-Act, Geological-CAS, and omnoculars.) This progit will automatically map for an individual in much the same amnenr as a bodycomp Map-Scan progit. The main difference in this progit is the accuracy that the program demands. Consequently, a Geological-CAS is used for precise geological descriptions and omnoculars are necessaryu for range and height measurements.

Prog-Lock: This progit performs the same funciton as a bodycomp Prog-Lock progit.

Prog-Switch: This progit performs the same function as a bodycomp Prog-Switch progit.

Vehicle-Scan: This progit has a full systems check program that can either be set to update the operator every few minutes or hours on the vehicle's condition or can simply wait for activation to perform a vehicle scan. This progit is usually linked to a Comp-Talk progit so the driver need not take his eyes off the road, sky, etc.


Crash-Wish: This progit performs in similar fashion to the bodycomp's Death-Wish progit but activates certain mechanisms (such as a Help-Beam progit) upon a crash. The definition of a crash can be outlined by the player character at the time of purchase to be anything from a simple fender bender to a devastating Roll and Burn.

Vehicle-Sight: This progit links to a single fixed mounted vehicle weapon. It acts as a stabilizing device for it. It adds a +2 Column Shift combat modifier when the weapon is fired.


Master-Comp: This rogit performs the smae function as a bodycomp Master-Comp progit.

Mind-Drive: This progit performs the same function as teh bodycomp Mind-Drive progit.

Mind-Mount: This progit performs the same function as a bodycomp Mind-Mount progit and is used for swivel-mount weapons on vehicles.


The following vehicles are available to Landfleet and Star Law forces. They are also illegally used by pirates, terrorists, and mercenaries. They cannot be rented. The three new vehicles listed have no Vehicle Data Table update because they all fall under the category of "aircar" and are not affected by ground conditions.

Top/Cruise Speed:
Cargo Limit:
15,000 Cr
200 kph/100 kph
Pilot only
10 kg, 1 cubic meter

A flit board is a vertical take-off and landing craft (VTOL). While it takes off vertically like a helicopter (using small jets instead of blades), it flies forwarrd like a jet. Designed for one person, it is about 3 meters long andthe pilot flies it prone, belly-down. The pilot ues a simple joystick and foot pedals to control it. He straps himself onto the board, because the only body structures besides the base are the nosecone and windshieldon the front.

In the very center of the flit board's nosecone is a muzzle port. This can either be fitted with a rifle, long rifle, or medium-ordinance weapon. It is considered a fixed mount. The flit board is incredibly quiet and a favorite of the Star Law Posse. The flit board uses a Type 3 parabattery.

Top/Cruise Speed:
Cargo Limit:
3,000 Cr
20 kph/10 kph
Pilot only
Unencumbered pilot

The floater disk is a 1.5-meter diameter disk that is 45 cm thick. It normally floats on a cushion of air about 50 centimeters above ground, but can raise itself to heights of 20 meters with the use of its microthrusters. It can maintain this altitude for up to five minutes. It has a single T-bar rising straight up from the middle. The pilot stands on the disk, his feet fitted into special built-in boots, and flies the vehicle while standing in front of the T-bar, his body strapped to it.

One of the greatest advantages of the floater disk is its almost instantaneous ability to turn 360 degrees, offering the pilot a complete field of fire. It is used by Star Lawmen when they have to patrol on foot or within large, open buildings. Landfleet soldiers use them for guard duty and patrol. Second-story thieves love them. They are operated by pressure points activated by the pilot's feet. The floater disk can be equipped with powerlights, a loudspeaker, a micromissile launcher, and one pistol-sized weapon. The floater disk uses a Type 1 parabattery.

Top/Cruise Speed:
Cargo Limit:
120,000 Cr
750 kph/250 kph
3 or 12
10,000 kg, 40 cubic meters

This vehicle can be thought of as a large aircar. It comes in two styles: a cargo transport with passenger room for three, or a troop transport with room for nine troopers in the back. In both styles the middle of the cab's roof is fitted with a hatch and a swivel mount on which a weapon can be attached.

Numerous variations of these two designs have been used, including: MLTCs mounted on the roof of an assualt troop carrier, conversions in the cargo space to carry and unload, in flight, numerous manned flit boards, and a completely armored body unit for transportaion of valuables. The normal air transport uses two Type 4 parabatteries.