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* AIIsACrapshoot:
** The Mechanons of SF2 and ''Zebulon's Guide'' evolved from earlier self-programming robots and believe that mechanical life is superior to biological life and must eventually replace it.
** The "Puppetmaster" of the freighter ''Marionette'' in SFKH0 is a cybernetic robot that is convinced it is the master of the universe.
** SFAD5 features a self-aware cybernetic robot who turns homicidal after being infected by the titular bugs in the system.
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* LivingGasbag: Adventure [=SF1=] ''Volturnus: Planet of Mystery''. The air whale is an alien creature that produces hydrogen as a byproduct of digestion. The hydrogen is stored in sacs inside its body and provides the lift that allows it to float. It maneuvers by venting compressed hydrogen through tubes.
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* ThemedStockBoardGame: TSR released adaptations of both ''Film/TwoThousandOneASpaceOdyssey'' and ''Film/TwoThousandTenTheYearWeMakeContact'' as modules using the ''Star Frontiers'' system.
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** They were also later recycled for ''TabletopGame/Alternity'' in ''Magazine/{{Dragon}} Annual 3'' and for Modern d20 in the Future d20 sourcebook.

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** They were also later recycled for ''TabletopGame/Alternity'' ''TabletopGame/{{Alternity}}'' in ''Magazine/{{Dragon}} Annual 3'' and for Modern d20 in the Future d20 sourcebook.
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* EverythingsSquishierWithCephalopods: ''Crash on Volturnis'' features a race of land-dwelling, intelligent, telepathic, purple octopuses (technically they have nine tentacles, but still). For extra awesomeness they ride DINOSAURS!
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Slight re-edit for better flow


* DungeonCrawling: This style of gaming was prominent in the printed adventures. The intro adventure in the main rulebook involves exploring a crashed starship with local animal life serving as "monsters", and the intro module that came with the basic rules, [=SF0=] ''Crash on Volturnus'', features a long journey through an extensive cave system, again full of alien animals that will try to kill the party.

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* DungeonCrawling: This style of gaming was prominent in the printed adventures. The intro adventure in the main rulebook involves exploring a crashed starship with local animal life serving as "monsters", and the "monsters". The intro module that came with the basic rules, [=SF0=] ''Crash on Volturnus'', features a long journey through an extensive cave system, system; again full of alien animals that will try to kill the party.
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Typo


* DunegeonCrawling: This style of gaming was prominent in the printed adventures. The intro adventure in the main rulebook involves exploring a crashed starship with local animal life serving as "monsters", and the intro module that came with the basic rules, [=SF0=] ''Crash on Volturnus'', features a long journey through an extensive cave system, again full of alien animals that will try to kill the party.

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* DunegeonCrawling: DungeonCrawling: This style of gaming was prominent in the printed adventures. The intro adventure in the main rulebook involves exploring a crashed starship with local animal life serving as "monsters", and the intro module that came with the basic rules, [=SF0=] ''Crash on Volturnus'', features a long journey through an extensive cave system, again full of alien animals that will try to kill the party.
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* DunegeonCrawling: This style of gaming was prominent in the printed adventures. The intro adventure in the main rulebook involves exploring a crashed starship with local animal life serving as "monsters", and the intro module that came with the basic rules, [=SF0=] ''Crash on Volturnus'', features a long journey through an extensive cave system, again full of alien animals that will try to kill the party.
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Missed one


* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent, though there have been corporate wars and the module [=SF4=]: ''Mission to Alcazzar'' puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.

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* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent, though there have been corporate wars and the module [=SF4=]: [=SF4=] ''Mission to Alcazzar'' puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.
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Standardized module refrences


The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various sections of alien terrain on the other, a bunch of die-cut counters, the introductory module ''[=SF0:=]Crash on Volturnis'', and a pair of 10-sided dice[[note]]And a white crayon to color in the numbers on the dice. This was before dice were commonly manufactured with pre-painted numbers.[[/note]].

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, ''[=SFKH0:=]Warriors of White Light'', and another pair of 10-sided dice[[note]]And another white crayon to fill in the numbers on the dice[[/note]].

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The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various sections of alien terrain on the other, a bunch of die-cut counters, the introductory module ''[=SF0:=]Crash [=SF0=] ''Crash on Volturnis'', and a pair of 10-sided dice[[note]]And a white crayon to color in the numbers on the dice. This was before dice were commonly manufactured with pre-painted numbers.[[/note]].

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, ''[=SFKH0:=]Warriors [=SFKH0=] ''Warriors of White Light'', and another pair of 10-sided dice[[note]]And another white crayon to fill in the numbers on the dice[[/note]].



** One exception is the module [=SF5=]: "Bugs in the System" which featured the Belnafaer system where most of the action occurred in the atmosphere of the gas giant Venturi on the Jetsom extraction platform.

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** One exception is the module [=SF5=]: "Bugs [=SF5=] ''Bugs in the System" System'' which featured the Belnafaer system where most of the action occurred in the atmosphere of the gas giant Venturi on the Jetsom extraction platform.



* CoversAlwaysLie: The cover of [=SF3=] shows an alien called a Heliope shooting at a group of adventurers with a pistol held in humanoid hands, but the descriptions of the Heliopes in the module say they have pincers, not hands.

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* CoversAlwaysLie: The cover of [=SF3=] ''Sundown on Starmist'' shows an alien called a Heliope shooting at a group of adventurers with a pistol held in humanoid hands, but the descriptions of the Heliopes in the module say they have lobster-like pincers, not hands.



* DyingRace: The Eorna of Volturnis are dying out. At least until the end of [=SF2=].

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* DyingRace: The Eorna of Volturnis are dying out. At least until the end of [=SF2=].[=SF2=] ''Starspawn of Volturnis''.



* GhostShip: Present in ''Warriors of White Light''.

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* GhostShip: Present in [=SFKH0=] ''Warriors of White Light''.



* IntrepidMerchant: One of the careers described in ''Knight Hawks''. Also what the players become in ''Drammune Run''.

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* IntrepidMerchant: One of the careers described in ''Knight Hawks''. Also what the players become in [=SFKH1=] ''Drammune Run''.



* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent, though there have been corporate wars and the module SF 4: "Mission to Alcazzar" puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.

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* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent, though there have been corporate wars and the module SF 4: "Mission [=SF4=]: ''Mission to Alcazzar" Alcazzar'' puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.



* {{Precursors}}: Several vanished older races with advanced technology used to live in the Frontier sector. ''Sundown on Starmist'' centers on a Precursor hovertank.

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* {{Precursors}}: Several vanished older races with advanced technology used to live in the Frontier sector. [[spoiler:[=SF3=] ''Sundown on Starmist'' centers on a Precursor hovertank.]]
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Added notes, corrected plural reference


The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various sections of alien terrain on the other, a bunch of die-cut counters, the introductory modules ''[=SF0:=]Crash on Volturnis'', and a pair of 10-sided dice.

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, ''[=SFKH0:=]Warriors of White Light'', and another pair of 10-sided dice.

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The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various sections of alien terrain on the other, a bunch of die-cut counters, the introductory modules module ''[=SF0:=]Crash on Volturnis'', and a pair of 10-sided dice.

dice[[note]]And a white crayon to color in the numbers on the dice. This was before dice were commonly manufactured with pre-painted numbers.[[/note]].

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, ''[=SFKH0:=]Warriors of White Light'', and another pair of 10-sided dice.
dice[[note]]And another white crayon to fill in the numbers on the dice[[/note]].
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* {{Hologram}}
** A holo screen is a defensive power screen that projects a three dimensional image (hologram) around its user. The holographic image is stored on a holodisc that is inserted into the holo screen.
** Adventure [=SF1=] ''Volturnus, Planet of Mystery''. Several examples can be found inside the Eorna underground complex.
*** In the Asylum Common Room the {{PC}}s can find a holovision (three dimensional holographic television).
*** The Eorna History Museum and Cultural Center has displays explaining Eorna history and culture that include holograms.
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* SiliconBasedLife: Adventure [=SF1=] ''Volturnus, Planet of Mystery''. The Eorna created silicon-based life in the form of large crystals. Their attempts to make the crystals intelligent failed as whenever they reached semi-intelligence they TurnedAgainstTheirMasters.


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* TurnedAgainstTheirMasters: Adventure [=SF1=] ''Volturnus, Planet of Mystery''. The Eorna created SiliconBasedLife in the form of large crystals. When they tried to make the crystals intelligent, every time the crystals reached semi-intelligence they turned on their creators. Eventually the Eorna gave up on their experiments but some of the life forms (known as Rogue Crystals) escaped.
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* BFG: Laser rifles can dial their damage up to 20d10 - equal to the heavy laser and sonic devastator heavy weapons. At that level you only get 1 shot out of a standard clip, but it will kill most anything you hit with it.

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* BFG: {{BFG}}: Laser rifles can dial their damage up to 20d10 - equal to the heavy laser and sonic devastator heavy weapons. At that level you only get 1 shot out of a standard clip, but it will kill most anything you hit with it.
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* ArtificialGravity: Averted. Ships have to accelerate constantly in order to provide gravity and have a verticle deck plan (with the back of the ship being "down").
* AsteroidMiners: One of the possible spaceship careers covered in the 'Knight Hawks' set.

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* ArtificialGravity: Averted. Ships have to accelerate constantly in order to provide gravity and have a verticle vertical deck plan (with the back of the ship being "down").
* AsteroidMiners: One of the possible spaceship careers covered in the 'Knight Hawks' ''Knight Hawks'' set.



* BFG: Laser Rifles can dial their damage up to 20d10 - equal to the heavy laser and sonic deveastator heavy weapons. At that level you only get 1 shot out of a standard clip, but it will kill most anything you hit with it.

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* BFG: Laser Rifles rifles can dial their damage up to 20d10 - equal to the heavy laser and sonic deveastator devastator heavy weapons. At that level you only get 1 shot out of a standard clip, but it will kill most anything you hit with it.



* CoversAlwaysLie: The Cover of [=SF3=] shows an alien called a Heliope shooting at a group of adventurers with a pistol held in humanoid hands, but the descriptions of the Heliopes in the module say they have pincers, not hands.

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* CoversAlwaysLie: The Cover cover of [=SF3=] shows an alien called a Heliope shooting at a group of adventurers with a pistol held in humanoid hands, but the descriptions of the Heliopes in the module say they have pincers, not hands.



* [[RecycledInSpace Recycled In Space Of A Different Sort]]:
** The alien races of ''Star Frontiers'' were later recycled for the ''{{Spelljammer}}'' ''DungeonsAndDragons'' setting under different names: The Dralasites became Plasmoids, the Sathar became Syllix, the Vrusk became Rastipedes, and the Yazirians became Hadozee.
** The were also later recycled for Alternity in Dragon Annual 3 and for Modern d20 in the Future d20 sourcebook.

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* [[RecycledInSpace Recycled In Space Of A Different Sort]]:
Sort]]
** The alien races of ''Star Frontiers'' were later recycled for the ''{{Spelljammer}}'' ''DungeonsAndDragons'' ''TabletopGame/{{Spelljammer}}'' ''TabletopGame/DungeonsAndDragons'' setting under different names: The Dralasites became Plasmoids, the Sathar became Syllix, the Vrusk became Rastipedes, and the Yazirians became Hadozee.
** The ** They were also later recycled for Alternity ''TabletopGame/Alternity'' in Dragon ''Magazine/{{Dragon}} Annual 3 3'' and for Modern d20 in the Future d20 sourcebook.



* SpaceOpera: Verging on ''Dungeons & Dragons'' - InSpace!!

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* SpaceOpera: Verging on ''Dungeons & Dragons'' ''TabletopGame/DungeonsAndDragons'' - InSpace!!


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** Another minor exception is [=SFKH2=] "Mutiny on the Eleanor Moreas", which took place on the planet Mahg Maar, a planet with a slightly toxic atmosphere that required the use of filter masks. It was still fairly earthlike, though.

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** Another minor exception is [=SFKH2=] "Mutiny on the Eleanor Moreas", which took place on the planet Mahg Maar, a planet with a slightly toxic atmosphere that required the use of filter masks. It was still fairly earthlike, Earthlike, though.



** The Sathar, apparently. The other races in the setting could be on either side, but the Sathar were definitely the villans.

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** The Sathar, apparently. The other races in the setting could be on either side, but the Sathar were definitely the villans.villains.
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* SuperSpit: Adventure [=SF1=] ''Volturnus, Planet of Mystery''. The {{PC}}s will encounter a group of alien monsters called spitters. Spitters can spit acid that does 2-20 points of Stamina damage up to 20 meters away.
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Fixed some awkward wording


* SpacePirates: Present in the introductory module, no less, and with their own unique ship design in ''Knight Hawks'', the corvette, whose counter only appeared in pirate colors.

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* SpacePirates: Present in the introductory module, no less, and with their own unique ship design in the ''Knight Hawks'', Hawks'' set - the corvette, whose counter corvette. The corvette counters only appeared come in pirate colors.
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Added a spoiler tag, just in case someone hasn\'t played this 30-year old adventure


* FirstContact: Happens all the time. Much of the Frontier is unexplored, and sentient races seem to be all over. Volturnis (from the intro module) has ''five'' sentient races living on it (though that is due to one having genetically modified the others).

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* FirstContact: Happens all the time. Much of the Frontier is unexplored, and sentient races seem to be all over. The planet Volturnis (from from the intro module) module has ''five'' sentient races living on it (though [[spoiler:though that is due to one race having genetically modified the others).others]].

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** The Exception is the module [=SF5=]: "Bugs in the System" which featured the Belnafaer system where most of the action occurred in the atmosphere of the gas giant Venturi on the Jetsom extraction platform.

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** The Exception One exception is the module [=SF5=]: "Bugs in the System" which featured the Belnafaer system where most of the action occurred in the atmosphere of the gas giant Venturi on the Jetsom extraction platform.



** But then, the planets in the Alpha Dawn books are only given one line of description apiece, so we don't know exactly how earthlike they were.
* AlwaysChaoticEvil: The Sathar, apparently. The other races in the setting could be on either side, but the Sathar were definitely the villans.

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* AlwaysChaoticEvil:
** But then, the planets in the Alpha Dawn books are only given one line of description apiece, so we don't know exactly how earthlike they were.
* AlwaysChaoticEvil:
The Sathar, apparently. The other races in the setting could be on either side, but the Sathar were definitely the villans.



* BarbarianTribe: Most of the natives of Volturnis are these.
** And Alcazzar, and Starmist, and Mahg Maar, in fact, most of the natives in the printed modules are primitive barbarians.

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* BarbarianTribe: Most of the natives of Volturnis are these.
** And Alcazzar, and Starmist, and Mahg Maar, in fact, most of the
The natives in all of the printed modules are primitive barbarians.published adventures had less developed technology than the player races - often much less.



* JackOfAllStats: Humans are this, with generally average stats and no special abilities.
** They did get a +5 to a single stat (out of eight stats). All the other PC races had balanced stat modifiers (adding up to zero) but also had racial abilities.

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* JackOfAllStats: Humans are this, with generally average stats no stat modifiers and no special abilities.
** They did get
abilities other than a +5 to a single stat (out of eight stats). attribute. All the other PC races had balanced stat modifiers (adding up to zero) but also had racial abilities.



* MadeOfIron: Nearly everyone can take a lot of damage before dropping.
** Fortunately some weapons (lasers) are capable of dealing out a lot, although you then have to reload...
* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent.
** Though there have been corporate wars and the module SF 4: "Mission to Alcazzar" puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.

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* MadeOfIron: Nearly everyone can take a lot of damage before dropping. \n** Fortunately some weapons (lasers) are capable of dealing out a lot, although you then have to reload...
* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent.
** Though
benevolent, though there have been corporate wars and the module SF 4: "Mission to Alcazzar" puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.



* PsychicPowers: None of the player races have any, but some of the aliens in the modules do.
** Unless you have "Zebulon's Guide to the Frontier" and became a Mentalist or Enlightened character.

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* PsychicPowers: None of the player races have any, but some of the aliens in the modules do.
** Unless you have
do. "Zebulon's Guide to the Frontier" and became a Mentalist or Enlightened character.introduced some for player races.



* [[RecycledInSpace Recycled In Space Of A Different Sort]]: The alien races of ''Star Frontiers'' were later recycled for the ''{{Spelljammer}}'' ''DungeonsAndDragons'' setting under different names: The Dralasites became Plasmoids, the Sathar became Syllix, the Vrusk became Rastipedes, and the Yazirians became Hadozee.

to:

* [[RecycledInSpace Recycled In Space Of A Different Sort]]: Sort]]:
**
The alien races of ''Star Frontiers'' were later recycled for the ''{{Spelljammer}}'' ''DungeonsAndDragons'' setting under different names: The Dralasites became Plasmoids, the Sathar became Syllix, the Vrusk became Rastipedes, and the Yazirians became Hadozee.



* SpacePirates: Present in the introductory module, no less, and with their own unique ship design in ''Knight Hawks'' (the corvette).

to:

* SpacePirates: Present in the introductory module, no less, and with their own unique ship design in ''Knight Hawks'' (the corvette).Hawks'', the corvette, whose counter only appeared in pirate colors.



* WeWillWearArmorInTheFuture: Skin-tight flexible armored suits, in fact.
** Bulky power armor also appeared in Dragon Magazine 129.

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* WeWillWearArmorInTheFuture: Skin-tight flexible armored suits, in fact.
**
fact. Bulky power armor also appeared in Dragon Magazine 129.

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removed some parabombing


''Star Frontiers'' takes place near the center of a spiral galaxy (the setting does not specify whether the galaxy is our own Milky Way). A previously undiscovered quirk of the laws of physics allows starships to jump to "The Void", a [[{{Hyperspace}} hyperspatial]] realm that greatly shortens the travel times between inhabited worlds, once they reach 1% of the speed of light (3,000 km/s).

The basic game setting was an area known as "The Frontier Sector", where four sentient races (Dralasite, Humans, Vrusk and Yazirian) had met and formed the [[TheFederation United Planetary Federation [UPF]]]. The original home planets of the Dralasites, Humans and Vrusk were never detailed in the setting and it is possible that they no longer existed. A large number of the star systems shown on the map of the Frontier sector in the basic rulebook were unexplored and undetailed, allowing the {{Gamemaster}} (called the "referee" in the game) to put whatever he wished there.

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''Star Frontiers'' takes place near the center of a spiral galaxy (the setting does not specify whether the galaxy is our own Milky Way).galaxy. A previously undiscovered quirk of the laws of physics allows starships to jump to "The Void", a [[{{Hyperspace}} hyperspatial]] realm that greatly shortens the travel times between inhabited worlds, once they reach 1% of the speed of light (3,000 km/s).

The basic game setting was an area known as "The Frontier Sector", where four sentient races (Dralasite, races, the Dralasites, Humans, Vrusk and Yazirian) Yazirians, had met and formed the [[TheFederation United Planetary Federation [UPF]]]. The original home planets of the Dralasites, Humans and Vrusk were never detailed in the setting and it is possible that they no longer existed. A large number of the star systems shown on the map of the Frontier sector in the basic rulebook were unexplored and undetailed, allowing the {{Gamemaster}} (called the "referee" "Referee" in the game) to put whatever he wished there.



A late addition to the game was ''Zebulon's Guide to Frontier Space'', which introduced several new races and an entirely different rule system. It was, however, the last book produced for the line.

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A late addition to the game was ''Zebulon's Guide to Frontier Space'', which introduced several new races and an entirely different basic rule system. It was, however, the last book produced for the line.line by TSR.

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The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various alien terrain on the other, a bunch of die-cut counters, the introductory modules ''[=SF0:=]Crash on Volturnis'', and a pair of 10-sided dice.

to:

The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various sections of alien terrain on the other, a bunch of die-cut counters, the introductory modules ''[=SF0:=]Crash on Volturnis'', and a pair of 10-sided dice.



** But then, the planets in the Alpha Dawn books are only given one line of description apiece, so we don't know exactly what they were like.

to:

** Another minor exception is [=SFKH2=] "Mutiny on the Eleanor Moreas", which took place on the planet Mahg Maar, a planet with a slightly toxic atmosphere that required the use of filter masks. It was still fairly earthlike, though.
** But then, the planets in the Alpha Dawn books are only given one line of description apiece, so we don't know exactly what how earthlike they were like.were.



* ArtificialGravity: Averted. Ships have to accelerate constantly in order to provide gravity.

to:

* ArtificialGravity: Averted. Ships have to accelerate constantly in order to provide gravity.gravity and have a verticle deck plan (with the back of the ship being "down").



** And Alcazzar, and Starmist, in fact, most of the natives in the printed modules are primitive barbarians.

to:

** And Alcazzar, and Starmist, and Mahg Maar, in fact, most of the natives in the printed modules are primitive barbarians.



* CoolStarship: The Assault Scout, which has deck plans in the ''Knight Hawks'' game.

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* CoolStarship: The Assault Scout, which has deck plans in the ''Knight Hawks'' game.game and is featured on the cover.



* EverythingsBetterWithMonkeys: The Yazirians are intelligent ''flying'' monkeys!
* EverythingTryingToKillYou: Most of the alien life on Volturnis is quite dangerous.

to:

* EverythingsBetterWithMonkeys: The Yazirians are intelligent ''flying'' (well, gliding) monkeys!
* EverythingTryingToKillYou: Most The basic set and each of the alien printed modules featured lists of hostile native life on Volturnis is quite dangerous.for the planet featured in the module. Effectively a "Monster Manual" for each world.



* FirstContact: Happens all the time. Much of the Frontier is unexplored, and sentient races seem to be all over. Volturnis (from the intro module) has ''five'' sentient races living on it.

to:

* FirstContact: Happens all the time. Much of the Frontier is unexplored, and sentient races seem to be all over. Volturnis (from the intro module) has ''five'' sentient races living on it.it (though that is due to one having genetically modified the others).



* TheMetricSystemIsHereToStay: ''Star Frontiers'' is one of the few TSR games that use metric units.

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* TheMetricSystemIsHereToStay: ''Star Frontiers'' is one of the few TSR games that use used metric units.



* PsychicPowers: Apart from the ability of the Sathar and some other races to hypnotize, absent.

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* PsychicPowers: Apart from the ability None of the Sathar and some other player races to hypnotize, absent.have any, but some of the aliens in the modules do.



* SpaceStation: ''Knight Hawks'' features rules for these. Some act as orbital defense fortresses.

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* SpaceStation: ''Knight Hawks'' features rules for these. Some act as orbital defense fortresses. They are the classic "hula hoop" style.
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The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various alien terrain on the other, a bunch of die-cut counters, the introductory modules 'SF0: Crash on Volturnis', and a pair of 10-sided dice.

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, 'SFKH0: Warriors of White Light', and another pair of 10-sided dice.

to:

The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various alien terrain on the other, a bunch of die-cut counters, the introductory modules 'SF0: Crash ''[=SF0:=]Crash on Volturnis', Volturnis'', and a pair of 10-sided dice.

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, 'SFKH0: Warriors ''[=SFKH0:=]Warriors of White Light', Light'', and another pair of 10-sided dice.

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The basic rules set was called ''Alpha Dawn''. It was released as a boxed set that included a fold-out poster map of a futuristic city on one side and various alien terrain on the other, a bunch of die-cut counters, the introductory modules 'SF0: Crash on Volturnis', and a pair of 10-sided dice.

Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, 'SFKH0: Warriors of White Light', and another pair of 10-sided dice.



* AmmunitionBackpack: Popular for laser rifles.
* AncientArtifact: A few of these pop up in the printed modules.



* AsteroidMiners: One of the possible spaceship careers covered in the 'Knight Hawks' set.



* BFG: Laser Rifles can dial their damage up to 20d10 - equal to the heavy laser and sonic deveastator heavy weapons. At that level you only get 1 shot out of a standard clip, but it will kill most anything you hit with it.



* ElaborateUndergroundBase: The Sathar like these.



* IntrepidMerchant: What the players become in ''Drammune Run''.

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* IntrepidMerchant: What One of the careers described in ''Knight Hawks''. Also what the players become in ''Drammune Run''.



* ProudWarriorRace: The Yazirians.

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* ProudWarriorRace: The Yazirians.Yazirians, though they are actually less strong than the other races (being from a light gravity world).



* SpacePirates: Present in the introductory module, no less, and with their own unique ship design in ''Knight Hawks'' (the corvette).

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* SpacePirates: Present in the introductory module, no less, and with their own unique ship design in ''Knight Hawks'' (the corvette).corvette).
* SpaceStation: ''Knight Hawks'' features rules for these. Some act as orbital defense fortresses.
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* DoppelgangerSpin: Dragon magazine #88 article "The Battle at Ebony Eyes". A pair of closely orbiting black holes create illusionary duplicates of any starships in the area.

to:

* DoppelgangerSpin: Dragon magazine #88 article "The Battle at Ebony Eyes". A pair of closely orbiting black holes create illusionary duplicates of any starships in the area.
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* DoppelgangerSpin: Dragon magazine #88 article "The Battle at Ebony Eyes". A pair of closely orbiting black holes causes the appearance of illusionary duplicates of any starships in the area.

to:

* DoppelgangerSpin: Dragon magazine #88 article "The Battle at Ebony Eyes". A pair of closely orbiting black holes causes the appearance of create illusionary duplicates of any starships in the area.
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* DoppelgangerSpin: In the Dragon magazine #88 article "The Battle at Ebony Eyes", a pair of closely orbiting black holes causes the appearance of illusionary duplicates of any starships in the area.

to:

* DoppelgangerSpin: In the Dragon magazine #88 article "The Battle at Ebony Eyes", a Eyes". A pair of closely orbiting black holes causes the appearance of illusionary duplicates of any starships in the area.
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Added DiffLines:

* DoppelgangerSpin: In the Dragon magazine #88 article "The Battle at Ebony Eyes", a pair of closely orbiting black holes causes the appearance of illusionary duplicates of any starships in the area.
Is there an issue? Send a MessageReason:
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Added DiffLines:

** And Alcazzar, and Starmist, in fact, most of the natives in the printed modules are primitive barbarians.

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