Star Force

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    S SS S S SS S t tt t t tt t a aa a a aa a r rr r r rr r F FF F F FF F o oo o o oo o r rr r r rr r c cc c c cc c e ee e e ee e An Expansion Supplement for Lightspeed 

    By Christian Conkle

    Introduction

    This supplement expands basic Lightspeed by allowingplayers to make StarForce characters. A game usingStarForce characters differs greatly from a normalLightspeed game featuring Ranger characters. StarForcegames are more grandiose, where the fate of worlds or sectors hang in the balance. StarForce wields great power through their starships. As a result, StarForce charactersface more restrictions and control in the form of a rigidchain of command and strict rules that prevent them fromabusing their power.

    The StarForce, obviously, is based on every Interstellar military/exploration force in science fiction from theFederation Starfleet of Star Trek to the Earth AllianceFleet of Babylon 5. The role of military/explorers iscommon in science fiction, and draws from the traditionsof brave naval explorers of Earth history.

    In the future, the peace of the Galaxy is maintained by theFederation StarForce. Without the stabilizing influence of the StarForce, the planets of the Interstellar Federationwould succumb to either the threat of invasion by the Pan

    Solar Empire, or to internal strife caused by terrorism or factionalism.

     Although StarForce is the general term for theFederation’s overall defense strategy, consisting of DefenseForce, MechForce, PsiForce, SeaForce,Intelligence, Colonization Authority, Engineering Corps,Diplomatic Corps, and StarForce Academy, most arereferring to the Federation’s deep space exploration anddefense fleet when they use the term. StarForce is taskedwith both exploring and defending the Interstellar 

    Federation’s interests in deep space. To this end,StarForce has become the largest and most visiblesymbol of the Interstellar Federation. Wherever thegleaming StarForce ships travel, the interests and goals of the Federation are upheld and achieved.

    History of StarForce

    StarForce is the outgrowth of the loosely defined Colonial Alliance Space Fleet formed in 2330. The Space Fleetwas composed of ships donated from myriad colonial

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    worlds as a deterrent to Old Earth Empire exploitation.The Declaration of the Articles of the Federation in 2368,the official founding date of the Interstellar Federation,called for the formalization of a defense force to enforcethe Articles and defend the peace within their sphere of influence. At that time, this force was called SpaceFleet,and was organized separately from the other defenseforces. In 2540, after a near disastrous Galactic invasion

    from the Pan Solar Empire, the Federation’s defenseforces were organized under one umbrella organization.The Federation Ground Forces, the Mechanized Cavalry,the Federation Navy, the Federation Intelligence Agency,the Federation Marines, and Federation Galactic Affairswere all reorganized as semi-autonomous divisions under the command of SpaceFleet, now renamed StarForce.Many still refer to StarForce as SpaceFleet out of tradition.

    StarForce Command andOrganization

    StarForce is under the command of Chief Admiral JamesCorcoran, who leads a council of 6 top Admirals andGenerals called StarForce Command, each representing

    the various divisions of StarForce. Admiral Corcoran, inturn, answers to President Nakamura of the Federation.Star Force also is apportioned funding from theFederation budget by the Federation Senate.

    Each of the 10 divisions of StarForce maintains its ownrank and command structure. StarForce itself follows thenaval tradition of rank and command.

    StarForce headquarters is located on the planet Eos in theHyperion system some 25,000 Light Years from Earth.The Headquarters Building is one aspect of magnificentfive-towered Capital Complex consisting of the FederationSenate, the Presidential Offices, the Supreme Judiciary,and the Federation Visitors Center. The Capital Complexforms the towering center of the metropolis of New

    Geneva.

    StarForce Officer Ranks

    StarForce Officers must be graduates of the Academy’s 6-year education program. Officers are organized byspecialties within one of several divisions: Command,Operations, Science, Medical, Engineering, and Security.Each division is identified by a distinctive color uniform.

    •  Chief Admiral (five gold bars), 1000 cr/month

    •  Admiral (five gold bars), 500 cr/month

    •  Captain (four gold bars), 400 cr/month

    •  Commander (three gold bars), 300 cr/month

    •  Lieutenant Commander (two gold bars), 275 cr/month

    •  Lieutenant (one gold bar), 250 cr/month

    •  Lieutenant JG (one silver bar), 225 cr/month•  Ensign (no bar), 200 cr/month

    StarForce Enlisted Ranks

    StarForce Enlisted personnel are required to have aminimum of 2 years of post-secondary education. They fillmost non-specialist roles on StarForce ships and stations,and are easily interchangeable between StarForcedivisions. At Petty Officer, enlisted personnel assumestable leadership positions and are usually assigned to a

    specific function or duty. Enlisted personnel wear greyuniforms.

    •  Chief Petty Officer (two black bars), 225 cr/month

    •  Petty Officer (one black bar), 200 cr/month

    •  Leading Crewman (no bar), 175 cr/month

    •  Able Crewman (no bar), 150 cr/month

    •  Crewman (no bar), 100 cr/month

    StarForce Academy

    StarForce Academy students hold the rank of Cadet whileattending the institution. The rank ranks of Chief, Leading,and Able Cadet are assigned by academic achievement.Chief Cadets assume leadership roles within the school,often teaching courses themselves.

    •  Chief Cadet

    •  Leading Cadet

    •  Able Cadet

    •  Cadet

    Chief Admiral James Corcoran

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    Starship and Station Organization

    Starships and Stabases generally have 1 officer for every10 enlisted personnel. At the top of the chain of commandof any vessel is its Captain. Under the Captain is theExecutive Officer, or XO. The XO is the interface betweenCaptain and crew, ensuring orders are carried out and

    reporting to the captain important grievances.

    In addition to the Captain and Executive Officer, allStarships require a minimum of eight bridge officers eachoverseeing the function of the ship. The CommunicationsOfficer maintains the communications systems bothonboard and with other vessels and the Hypernet. TheFlight Control Officer charts courses and pilots the ship.The Chief Tactical Officer controls the weaponscompliment of the ships, often commanding gunners invarious Tactical Departments. The Chief Science Officer oversees the vessel’s computers, sensors, and scientificlaboratories. The Chief Engineering Officer oversees themaintenance and repair of the vessel. The Chief MedicalOfficer oversees the crew’s health and trauma care duringemergencies. The Chief Operations Officer coordinates

    the various Operations personnel and departments.Lastly, there is generally one reserve Operations officer on hand to fill in in the event any other present bridgeofficer should become incapacitated.

    Starship crews are generally organized into variousdepartments. The security department consists of severalsecurity officers and enlisted personnel under thecommand of the Executive Officer.

    Tactical Departments are organized by weapon type andplacement. For example, one department might serve theforward Heavy Strike Missile Launcher and consist of 6enlisted personnel and 1 officer who serves asDepartment Head and reports to the Chief Tactical Officer.

    Science Departments are organized by specialty, such as Astrometrics, Planetology, Xenobiology, etc.

    Each department consists of one specialist DepartmentHead who reports directly to the Chief Science Officer and1-3 enlisted personnel as assistants.

    Engineering Departments are organized by the Starship’ssystems, such as Waste Management, Drive Systems,Computer Networks, etc. Each department consists of onespecialist Department Head and 10-12 enlisted personnel.Engineering Departments can be re-organized into repair teams in case of emergencies. Each Department Headreports directly to the Chief Engineering Officer.

    Medical Departments are organized into specialties, suchas Trauma, Prevention, and Pathology. Each departmentconsists of 1 specialist Department Head who reportsdirectly to the Chief Medical Officer, 1-2 assistants, and 2-4 enlisted personnel.

    Operations Departments are organized by function andlocation, such as Galley, Data Management, FlightControl, Navigation, etc. Each department consists of 1specialist Department Head who reports directly to theChief Operations Officer, 2-4 associates, and 10-15enlisted personnel.

    Chief Medical Officer 

    Medical Department Heads

    Chief Operations Officer 

    Operations Department Heads

    Science Department Heads

    Chief Engineering Officer 

    Engineering Department Heads

    Chief Science Officer 

    Captain

    ExecutiveOfficer 

    Security Department Heads

    Communications Officer 

    Flight Control Officer (Conn)

    Chief Tactical Officer 

    Tactical Department Heads

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    StarForce Characters

    StarForce is an all-volunteer organization, and there isnever a shortage of recruits. StarForce candidates hailfrom all the planets in the Federation, from the most

    populous Core World to the wildest Colony. StarForceenlisted personnel must have 2 years specialist (college)education while officers, in addition to the 2 yearsspecialist education, must have completed 4 years of StarForce Academy education. StarForce charactersshould, therefore, be highly motivated, intelligent, andeducated.

    Within StarForce, there are six primary occupations.Those are: Command, Operations, Engineering, Science,Medical, Fighter Pilot, and Security. Each occupationcovers a separate specialty. Command oversees theadministration of personnel and equipment. They aretypically team leaders and organizers and, at higher ranks, commanders of starships and stations.

    Creating a StarForce Officer 

    Creating a StarForce officer follows the same basicformula as creating an AstroPolice Ranger. Stats andEveryman skills are determined normally. However, themain difference comes from the character’s initial training.StarForce officers must graduate from the Academy inone of several programs. The program chosen generallydictates the officer’s career in StarForce. Each of thefollowing represents one of the programs available to aStarForce character.

    Command

    Command officers are trained to be leaders. They give

    orders and motivate their crew and make sure everythingworks smoothly and that everyone under their commandare cooperating and getting their job done.

    Lower-ranking Command-Division officers usually do timeas Security Officers, rising through the ranks. However,many Command Officers often transfer from Operations-Division.

    Command Officers receive the following skills from their Everyman skills and Academy training:

    AstrogationComputersCurrent EventsEtiquette

    EvadeHand-to-HandPerceptionPersuasionPilot StarshipSystem OperationTactics

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives andother areas of study, as well as experience earned in thecourse of duty.

    StarForce provides the following equipment free of chargeto all its Command Officers: Command Uniform (Red),Stunner (10DC Stun only, +1 accuracy, 60m range),

    Datapad (2 POW), Analyzer (Adds +2 to any Perception,Technology, Tracking or Survival skills). Additionalequipment can be obtained through requisition, butequipment is generally reserved for cases of specialrequirements or extreme need.

    Typical Federation StarForce Command Officer Physical: 4 Mental: 6 Combat: 5 Move: 4Hits: 20 Defense: 8

    Skills: Astrogation 5, Computers 5, Current Events 2,Etiquette 4, Evade 5, Hand-to-Hand 5, Perception 4,Persuasion 5, Pilot Starship 4, System Operation 4,Tactics 7.

    Equipment: Command Uniform (Red), Stunner (10DCStun only, +1 accuracy, 60m range), Datapad (2 POW), Analyzer (Adds +2 to any Perception, Technology,Tracking or Survival skills).

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    Operations

    Operations officers are the flight control officers, gunners,navigators, communications and sensor operators. Theyrun the various functions of the ship and are cross-trainedin order to take over any station as required.

    Operations officers receive the following skills from their  Academy training:

    AstrogationComputersFirst AidGunneryPerceptionPilot Starfighter Pilot StarshipScienceShieldsSystem Operation

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives and

    other areas of study, as well as experience earned in thecourse of duty.

    StarForce provides the following equipment free of chargeto all its Operation Officers: Operations Uniform (Yellow),Stunner (10DC Stun only, +1 accuracy, 60m range),Datapad (2 POW), Analyzer (Adds +2 to any Perception,Technology, Tracking or Survival skills). Additionalequipment can be obtained through requisition, butequipment is generally reserved for cases of specialrequirements or extreme need.

    Typical Federation StarForce Operations Officer Physical: 4 Mental: 6 Combat: 5 Move: 4Hits: 20 Defense: 8

    Skills: Astrogation 3, Computers 5, Evade 2, First Aid 3,Gunnery 3, Hand-to-Hand 5, Perception 5, Persuasion 3,Pilot Starfighter 3, Pilot Starship 3, Science 3, Shields 3,System Operation 3.

    Equipment: Operations Uniform (Yellow), Stunner (10DCStun only, +1 accuracy, 60m range), Datapad (2 POW),

     Analyzer (Adds +2 to any Perception, Technology,Tracking or Survival skills).

    Engineering

    Engineering officers are the repair crews, maintenanceteams, and research engineers who keep the shipoperating properly and conduct research into possible

    modifications to enhance performance. They are alsoemployed in construction or demolition as required.

    Engineering Officers receive the following skills from their  Academy training:

    ComputersComputer TechnologyDroid TechnologyEngineeringEquipment TechnologyScience

    Starfighter TechnologyStarship TechnologySystem OperationVehicle Technology

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives andother areas of study, as well as experience earned in thecourse of duty.

    StarForce provides the following equipment free of chargeto all its Engineering Officers: Engineering Uniform(Orange), Egineering Coveralls (Orange), Stunner (10DCStun only, +1 accuracy, 60m range), Space Suit (5 KD),Datapad (2 POW), Analyzer (Adds +2 to any Perception,Technology, Tracking or Survival skills), Mechanic’s ToolKit, and Electrician’s Tool Kit. Additional equipment can beobtained through requisition, but equipment is generallyreserved for cases of special requirements or extremeneed.

    Typical Federation StarForce Engineering Officer Physical: 4 Mental: 7 Combat: 4 Move: 4Hits: 20 Defense: 8

    Skills: Computer Technology 3, Computers 4, DroidTechnology 3, Engineering 3, Equipment Technology 3,Evade 2 , Hand-to-Hand 2, Perception 3, Persuasion 2,Science 3, Starfighter Technology 3, Starship Technology4, System Operation 3, Vehicle Technology 3.

    Equipment: Engineering Uniform (Orange), EngineeringCoveralls (Orange), Stunner (10DC Stun only, +1accuracy, 60m range), Datapad (2 POW), Analyzer (Adds+2 to any Perception, Technology, Tracking or Survival

    skills).

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    Science

    Science officers provide expert scientific knowledge andresearch to the ship.

    Science Officers receive the following skills from their  Academy training:

    AstrogationComputer TechnologyComputersEngineeringPerceptionScience +3System Operation +2

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives andother areas of study, as well as experience earned in thecourse of duty.

    StarForce provides the following equipment free of chargeto all its Science Officers: Science Uniform (Blue), Stunner (10DC Stun only, +1 accuracy, 60m range), Datapad (2

    POW), Analyzer (Adds +2 to any Perception, Technology,Tracking or Survival skills). Additional equipment can beobtained through requisition, but equipment is generallyreserved for cases of special requirements or extremeneed.

    Typical Federation StarForce Science Officer Physical: 4 Mental: 6 Combat: 5 Move: 4Hits: 20 Defense: 8

    Skills: Astrogation 4, Computer Technology 4, Computers6, Engineering 3, Evade 3, Hand-to-Hand 3, Perception 6,Persuasion 3, Science 6, System Operation 6.

    Equipment: Science Uniform (Blue), Stunner (10DC Stunonly, +1 accuracy, 60m range), Datapad (2 POW),

     Analyzer (Adds +2 to any Perception, Technology,

    Tracking or Survival skills).

    Medical

    Medical officers provide medical support and assistanceto the ship as Ship’s Doctors, trauma specialists, or .

    Science Officers receive the following skills from their  Academy training:

    ComputersFirst Aid +3Perception +2Medicine +3ScienceSystem Operation

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives andother areas of study, as well as experience earned in thecourse of duty.

    StarForce provides the following equipment free of chargeto all its Medical Officers: Medical Uniform (Green),Stunner (10DC Stun only, +1 accuracy, 60m range),

    Datapad (2 POW), Medical Analyzer (Adds +2 to anyPerception, First Aid, Medicine, or Science skills), First AidKit. Additional equipment can be obtained throughrequisition, but equipment is generally reserved for casesof special requirements or extreme need.

    Typical Federation StarForce Medical Officer Physical: 4 Mental: 6 Combat: 5 Move: 4Hits: 20 Defense: 8

    Skills: Computers 5, Evade 2, First Aid 7, Hand-to-Hand2, Medicine 7, Perception 5, Persuasion 6, Science 5,System Operation 6.

    Equipment: Medical Uniform (Green), Stunner (10DCStun only, +1 accuracy, 60m range), Datapad (2 POW),

    Medical Analyzer (Adds +2 to any Perception, First Aid,Medicine, or Science skills), First Aid Kit..

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    Fighter Pilot

    Though technically classified as Command personnel,Fighter Pilots are specialized to fly the one- or two-manstarfighters often assigned to larger spacecraft or bases.

    Beginning Fighter Pilots receive the following skills fromtheir Academy training:

    AstrogationFirst AidGunneryPerceptionPilot Starfighter Ranged WeaponsShieldsStarfighter TechnologySurvivalSystem Operation

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives andother areas of study, as well as experience earned in thecourse of duty.

    StarForce provides the following equipment free of chargeto all its Fighter Pilots: Command Uniform (Red), Stunner 

    (10DC Stun only, +1 accuracy, 60m range), Flight Suit (5KD), Datapad (2 POW), Analyzer (Adds +2 to anyPerception, Technology, Tracking or Survival skills).

     Additional equipment can be obtained through requisition,but equipment is generally reserved for cases of specialrequirements or extreme need.

    Typical Federation StarForce Fighter PilotPhysical: 4 Mental: 6 Combat: 5 Move: 4Hits: 20 Defense: 8

    Skills: Astrogation 4, Computers 3, Evade 3, First Aid,Gunnery 3, Hand-to-Hand 2, Perception 3, Persuasion 2,Pilot Starfighter 6, Ranged Weapons 3, Shields 3,

    Starfighter Technology 3, Survival 3, System Operation 3

    Equipment: Command Uniform (Red), Stunner (10DCStun only, +1 accuracy, 60m range), Flight Suit (5 KD),Datapad (2 POW), Analyzer (Adds +2 to any Perception,Technology, Tracking or Survival skills).

    Security

    Security officers are Command Division officers whoseresponsibility is to respond to disturbances and maintainoverall security on the ship. They are trained for combatand hand-to-hand fighting. They also handle ship-boarddefense when boarded. Security officers often go on tocommand positions.

    Security officers receive the following skills from their  Academy training at level 1.

    EvadeFirst AidHand-to-HandHeavy Weapons

    Melee WeaponsPerceptionPersuasionRanged WeaponsSystem OperationThrown Weapons

    In addition to the above, characters receive an additional30 skill points to add to their existing skills or to purchasenew ones as they wish to reflect Academy electives andother areas of study, as well as experience earned in thecourse of duty.

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    StarForce provides the following equipment free of chargeto all its Security Officers: Command Uniform (Red),Stunner (10DC Stun only, +1 accuracy, 60m range),Personal Force Screen (10KD, stunners only), Datapad (2POW), Analyzer (Adds +2 to any Perception, Technology,Tracking or Survival skills). Additional equipment can beobtained through requisition, but equipment is generallyreserved for cases of special requirements or extreme

    need.

    Typical Federation StarForce Security Officer Physical: 4 Mental: 6 Combat: 5 Move: 4Hits: 20 Defense: 8

    Skills: Computers 2, Evade 6, First Aid 3, Hand-to-Hand6, Heavy Weapons 3, Melee Weapons 3, Perception 6,Persuasion 6, Ranged Weapons 3, System Operation 3,Thrown Weapons 3

    Equipment: Command Uniform (Red), Stunner (10DCStun only, +1 accuracy, 60m range), Personal ForceScreen (10KD, stunners only), Datapad (2 POW),

     Analyzer (Adds +2 to any Perception, Technology,Tracking or Survival skills).

    PsiForce

    The Federation employs the services of several powerfulPsis for Galactic Defense and Exploration. These Psis actin small teams and are often assigned to a Starship or Starbase. Although classified as PsiForce, these Psis fallunder the jurisdiction and administration of StarForce.

    StarForce Psis are highly elite and admired. However,their numbers are few so their use is reserved for only themost dire situations.

    StarForce Psis must be graduates of the Psi Academiesand only receive nominal training from StarForce. Thelack of rigorous StarForce Academy training also createsan animosity among StarForce Academy graduates whothink StarForce Psis are little more than ill-trainedcelebrities pretending to play soldier. Upon joiningStarForce, the Psis are given training in the followingareas at +1.

    AstrogationComputersConcentrationEvadeHand-to-HandPerceptionPersuasionPilot Starfighter 

    Ranged WeaponsSystem OperationTactics

    StarForce provides the following equipment free of chargeto all its officers: PsiForce Uniform (Purple), Stunner (10DC Stun only, +1 accuracy, 60m range), Space Suit (5KD), Datapad (2 POW), Analyzer (Adds +2 to anyPerception, Technology, Tracking or Survival skills).

     Additional equipment can be obtained through requisition,but equipment is generally reserved for cases of specialrequirements or extreme need.

    Typical PsiForce Officer  Physical: 3 Mental: 8 Combat: 4 Move: 4Hits: 15 Defense: 6

    Psi Power Level: 100-600 Control: -1

    Skills: Astrogation 1, Computers 2, Concentration 3,Evade 3, Hand-to-Hand 3, Perception 3, Persuasion 3,Pilot Starfighter 1, Ranged Weapons 1, System Operation1, and Tactics 1.

    Psi Methods: Hyperspace 2, Life Support 2, MindShield 2, Psi Sense 2, Telepathic Send 2, TK Blast 2,TK Control 2, TK Shield 2

    Equipment: Stunner (10DC Stun only, +1 accuracy, 60mrange), Space Suit (5 KD), Datapad (2 POW), Analyzer (Adds +2 to any Perception, Technology, Tracking or Survival skills).

    DefenseForce Space Troopers

    Space Troopers are members of DefenseForce trained inassault combat. They are generally transported viaStarship to their destination, then delivered to the targetarea via Canopus Assault Shuttles accompanied byLightning fighter escorts. They are not a part of standardships crews and use a completely independent command,rank, and organizational structure. However, they are acommon sight on many Federation ships headed for hazardous duty.

    Typical DefenseForce Space ToopersPhysical: 6 Mental: 2 Combat: 5 Move: 4Hits: 30 Defense: 12

    Skills: Climbing 2, Stealth 2, Computers 3, TechnologySkill (Vehicle) 2, Games 3, Perception 2, Persuasion 2,Streetwise 4, Evade 4, Hand-to-Hand 4, Gunnery 3,Melee Weapons 3, Ranged Weapons 5, Thrown Weapons2, Pilot Grav Vehicle 4, Pilot Starfighter 2, SystemsOperation 3.

    Equipment: Blaster Rifle (7DC, +1 accuracy, 400mrange), Heavy Armor (20 KD), Grenade (10DC, 5m

    radius).

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    StarForce Spacecraft

    StarForce fields a wide variety of spacecraft as a part of its interstellar fleet. Spacecraft range from small shuttlesand starfighters to the giant Andromeda Class Super-Starship.

    Peacekeeper Fighter 

    KD: 4K

    SHIELDS: 20KSDP: 8K (2K)MV: -1 /-2/-4 (fighter scale)MOVE: 4/8/16Crew + Passengers: 1+1Length: 15 metersWidth: 8 metersClearance: 2.5 meters clearance.

    Weapons:Beam Guns

    (5K, +1 accuracy, range 10, BV 2, fixed forward)2 Strike Missiles

    (20K each, range 24, forward arc)Tractor Beam

    (15+3d6 vs target’s structure+3d6, success indicatestarget is immobilized, -5 accuracy, range 15, all arcs)

    Options:Hyperdrive (100 LY per hour, 1000 LY hex range)Ion Drive (1 AU per day)

     Atmospheric re-entry protectionpassenger seat for prisoners500kg storageejection seatssecurity systemsensors (range 70km/35 hexes, communications range10,000km/5000 hexes)backup sensors (range 10km/5 hexes, communicationsrange 300km/150 hexes)

     Artificial Intelligence (Mental 2, Combat 2)

    The Peacekeeper is a rugged long-range fighter-bomber 

    used primarily by the Rangers. Some Peacekeepers findtheir way into StarForce service, but not in large numbers.

     Lightning Fighter-Interceptor 

    KD: 2KSHIELDS: 10KSDP: 6K (2K)MV: -0/-1/-2 (fighter scale)

    MOVE: 4/9/18Crew + Passengers: 1+0Length: 12 metersWidth: 3.5 metersClearance: 3 meters

    Weapons:Beam Guns

    (5K, +1 accuracy, range 10, BV 2, fixed forward)

    Options:Hyperdrive (120 LY per hour, 200 LY hex range)Ion Drive (1 AU per day)

     Atmospheric re-entry protection500kg storageejection seatsecurity system

    sensors (range 70km/35 hexes, communications range10,000km/5000 hexes)backup sensors (range 10km/5 hexes, communicationsrange 300km/150 hexes)

     Artificial Intelligence (Mental 2, Combat 2)

    The Lightning is the standard Fighter-Interceptor in use byStarForce. They are light, nimble, and fast. They aregenerally attached to Starships and Starbases and servea defensive role by intercepting incoming attacks beforethey become a threat.

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    Polaris-class Transport Shuttle

    KD: 1KSHIELDS: noneSDP: 4K (1K)MV: -2/-5-10 (fighter scale)MOVE: 1/3/6Crew + Passengers: 2+10Length: 26 metersWidth: 7 metersClearance: 3 meters

    Weapons:None

    Options:Hyperdrive (40 LY per hour, 100 LY hex range)Ion Drive (1 AU per day)

     Atmospheric re-entry protection5000kg storagesensors (range 70km/35 hexes, communications range10,000km/5000 hexes)backup sensors (range 10km/5 hexes, communicationsrange 300km/150 hexes)

    The standard shuttle used by StarForce, as well as themost popular security and civilian shuttle on the market.Many variations exist, but the Polaris represents the mostubiquitous variety. The Polaris carries personnel and lightcargo from vessel to vessel and are attached to every

    Starship and Starbase with hangar facilities.

     Canopus-class Assault Shuttle

    KD: 2KSHIELDS: 30KSDP: 10K (3K)MV: -3/-6/-12 (fighter scale)MOVE: 2/4/8Crew + Passengers: 4 + 100Length: 45 meters

    Width: 38 metersClearance: 5 meters clearance.

    Weapons:Beam Guns

    (5K, +1 accuracy, range 10, BV 2, fixed forward)

    Options:Hyperdrive (40 LY per hour, 100 LY hex range)Ion Drive (1 AU per day)

     Atmospheric re-entry protection50,000kg storage capable of transporting a vehicle.Cockpit becomes an escape pod.security system.sensors (range 70km/35 hexes, communications range10,000km/5000 hexes)backup sensors (range 20km/10 hexes, 6000km/3000 hex

    communications range)

    The Canopus Assault Shuttle is used to deliver DefenseForce Space Troopers to their target duringassaults. It is rugged and fast, providing protection to itspayload of 100 Space Troopers or 20 Space Troopers andtheir Assault Grav Vehicle.

    Because of their use in boarding actions, attachingthemselves to the hull of enemy vessels allowing anassault team to open an entry hole, Space Troopers oftenrefer to the Canopus’ as “Can Openers”.

    Federation Assault Grav VehicleThe AGV is a highly mobile troop transport used for transporting troops during an assault on planetary targets.It is equipped with two Rocket Pods, and a Heavy Blaster.The AGV can transport up to 20 troopers.

    FEDERATION AGV: KD 2K, SDP 5K, MV-6, MOVE 20,Pass 1+20, Heavy Blaster (14 DC, range 400m), 2Rocket Pods (-1 accuracy, 2K, range 250m, 20rockets, can be fired singly or in BV10 salvoes of 10),Options: sensors (7km range, 20,000kmcommunications), backup sensors (1km range, 300kmcommunications).

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    Procyon-Class Light Attack Craft

    KD: 3KSHIELDS: 50KSDP: 12K (3K)MV: -0/-1/-2 (corvette scale)MOVE: 2/5/10Crew + Passengers: 50 (10 officers, 40 enlisted)+100Length: 80 metersWidth: 45 metersClearance: 30 metersDecks: 3

    Weapons:Beam Cannon

    (20K, +2 accuracy, range 75, BV 2, forward arc)Nova Cannon

    (100K, +1 accuracy, range 500, fixed forward, 1 Phaserecharge)

    Options:Hyperdrive (120 LY per hour, 1000 LY hex range)Ion Drive (2 AU per day)

     Atmospheric re-entry protection5 tons storageescape podssecurity systemsensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 3, Combat 3)

    The Procyon-class Light Attack Craft is used to attacklarger Starships, Starbases, and fortified ground targets. Itcan deliver a small contingent of Space Troopers for hit-and-run assaults, but it is not meant to survive prolongedfirefights.

    Betelgeuse-Class Heavy Attack Craft

    KD: 4KSHIELDS: 50KSDP: 20K (5K)MV: -1/-3/-6 (corvette scale)

    MOVE: 2/4/8Crew + Passengers: 50 (10 officers, 40 enlisted)+400Length: 100 metersWidth: 70 metersClearance: 15 metersDecks: 4

    Weapons:Beam Cannon

    (20K, +2 accuracy, range 75, all arcs)Strike Missile Launchers

    (20K each, range 24, BV 6, forward arc, 10 salvoes)Nova Cannons

    (100K, +1 accuracy, range 500, BV 2, fixed forward)

    Options:

    Hyperdrive (75 LY per hour, 1500 LY hex range)Ion Drive (1 AU per day)

     Atmospheric re-entry protection10 tons storageescape podssecurity systemsensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)Shuttle Bay (1 shuttle)

    The Betelgeuse Heavy Assault Craft is used for delivery of Space Troopers, using its heavy weapons to soften uplarger Starships, Starbases, and fortified ground targetsbefore deploying its troops. The Betelgeuse is not meant

    for prolonged heavy ship-to-ship fighting.

    The Betelgeuse is equipped with a hangar bay capable of transporting an Assault Shuttle.

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    Antares-class Patrol Craft

    KD: 3KSHIELDS: 50KSDP: 50KMV: -0/-1/-2 (corvette scale)MOVE: 1/3/6Crew + Passengers: 160 (10 officers, 150 enlisted)+10Length: 70 meters

    Width: 30 metersClearance: 30 metersDecks: 5

    Weapons:Beam Cannons

    (20K, +2 accuracy, range 75, BV2, forward arc)Heavy Strike Missile Launcher 

    (60K, range 100, forward arc, 10 salvoes)

    Options:Hyperdrive (45 LY per hour, 14,000 LY range)Ion Drive (0.7 AU per day)

     Atmospheric re-entry protection10 tons cargo bayescape podssecurity system

    sensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 4, Combat 4)

    The Antares-class Patrol Craft primarily serves in low-threat areas enforcing Federation navigation and shippingcodes. Its intended targets are generally pirate vesselsand smuggler transports. Antares Patrol Craft are oftenattached to a specific sector of space, usually FederationMember and Associate Worlds where trouble is rare.

     Alpha Centauri-class Patrol Craft

    KD: 4K

    SHIELDS: 75KSDP: 50KMV: -1/-2/-4 (corvette scale)MOVE: 2/4/8Crew + Passengers: 110 (10 officers, 100 enlisted)+50Length: 90 metersWidth: 80 metersClearance: 20 metersDecks: 5

    Weapons:Heavy Beam Gun

    (6K, +1 accuracy, range 15, forward arc)Beam Cannon

    (20K, +2 accuracy, range 75, forward arc)Heavy Strike Missile Launcher 

    (100K, range 100, BV 2, forward arc, 10 salvoes)

    Options:Hyperdrive (40 LY per hour, 20,000 LY range)Ion Drive (0.75 AU per day)

     Atmospheric re-entry protection50 tons cargo bayescape podssecurity systemsensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 2, Combat 2)

     Alpha Centauri-class Patrol Craft serve much the samerole as the Antares-class. Alpha Centauries are better 

    armed and armored and are generally assigned to higher-threat patrols closer to the Frontier. Alpha Centauries aregenerally seen near Colony worlds and areas of knownpirate or smuggling activity.

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    Sirius-class Starcruiser 

    KD: 5KSHIELDS: 75KSDP: 100KMV: -1/-2/-4 (starship scale)MOVE: 1/3/6Crew + Passengers: 200 (20 officers, 180 enlisted) + 50Length: 280 meters

    Width: 350 metersClearance: 110 metersDecks: 5

    Weapons:Beam Cannons

    (20K, +2 accuracy, BV 2, range 75, all arcs)Heavy Strike Missile Launcher 

    (60K, range 100, BV 2, forward arc, 10 salvoes)

    Options:Hyperdrive (35 LY per hour, 10,000 LY hex range)Ion Drive (0.4 AU per day)

     Atmospheric re-entry protectionEscape pods1000 ton cargo baysensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 3, Combat 3)

    The Sirius is an older craft, recently replaced by the newer Eridani. Sirius-class Starcruisers serve deep-spaceexploration and defense missions, operating withoutsupport for years or months at a time far from anycolonized world.

     Although outdated, the Sirius is still in service and is quitenumerous. Most Sirius Starcruisers are still on theFrontier, charting new worlds and establishing newcolonies.

    The Sirius’ hangar is equipped with 4 Polaris shuttles. TheSirius’ science labs are slightly out of date, but refits areplanned to keep this aging vessel in service for manymore decades.

    Eridani-class Starcruiser 

    KD: 6KSHIELDS: 75KSDP: 150KMV: -0/-1/-2 (starship scale)MOVE: 2/4/8Crew + Passengers: 200 (20 officers, 180 enlisted)+ 50Length: 220 metersWidth: 120 metersClearance: 60 metersDecks: 6

    Weapons:

    Beam Cannons(20K, +2 accuracy, range 10, BV 2, all arcs)

    Heavy Strike Missile Launcher (60K, range 100, BV 2, forward arc, 10 salvoes)

    Options:Hyperdrive (40 LY per hour, 12,000 LY hex range)Ion Drive (0.5 AU per day)security systemescape pods1000 ton cargo baysensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 4, Combat 4)

    The Eridani is the new top of the line Starcruiser. Itreplaces the aging Sirius as the primary science andexploration vessel of the Federation StarForce.

    The Eridani’s hangar is equipped with 4 Polaris shuttlesas well as exploration vehicles. The Eridani’s science labsare the best available for a starship of this size.

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    Orion-class Starship

    KD: 4KSHIELDS: 75KSDP: 100K (25K)MV: -1/-3/-6 (starship scale)MOVE: 1/2/4Crew + Passengers: 400 (40 officers, 360 enlisted) + 100Length: 290 metersWidth: 100Clearance: 30 metersDecks: 7

    Weapons:

    Beam Cannons(20K, +2 accuracy, range 10, BV 4, all arcs)

    Heavy Strike Missile Launcher (100K, range 100, BV 2, forward arc, 10 salvoes)

    Heavy Strike Missile Launcher (60K, range 100, BV 2, rear arc, 10 salvoes)

    Nova Cannons(100K, +1 accuracy, range 50, BV 2, fixed forward)

    Options:Hyperdrive (35 LY per hour, 15,000 LY hex range)Ion Drive (0.4 AU per day)

     Atmospheric re-entry protectionsecurity systemescape pods3000 ton cargo bay

    sensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 2, Combat 2)

    The Orion-class Starship was once the symbol of theFederation StarForce. It was the primary display of Federation force in the Galaxy. Although the newer,larger, Pleiadies-class is quickly becoming morenumerous, the Orion is still the ship still most identifiedwith the StarForce.

    The Orion-class boasts the same scientific andexploration equipment of the smaller Eridanis, but it alsoincludes heavier armament and shielding. In addition tothe exploration duties of the Eridani, the Orion is expected

    to participate in large-scale conflicts and to project force into protect Federation interests on the Frontier.

    The Orion-class’ hangar is equipped with either 6 Polarisshuttles, one assault shuttle, or 3 Lightning starfightersdepending on the mission. It is also equipped with either planetary exploration vehicles or armored grav-vehiclesdepending on mission.

    Pleiades-class Starship

    KD: 4KSHIELDS: 100KSDP: 160K (40K)MV: -3/-6/-12 (starship scale)MOVE: 1/2/4Crew + Passengers: 1,100 (100 officers, 1000 enlisted) +4,900Length: 410 metersWidth: 125 metersClearance: 35 metersDecks: 9

    Weapons:

    Beam Cannons(20K, +2 accuracy, range 10, BV 4, all arcs)

    Heavy Strike Missile Launcher (100K, range 100, BV 4, forward arc, 10 salvoes)

    Heavy Strike Missile Launcher (60K, range 100, BV 2, rear arc, 10 salvoes)

    Nova Cannons(100K, +1 accuracy, range 50, BV 2, fixed forward)

    Options:Hyperdrive (35 LY per hour, 20,000 LY hex range)Ion Drive (0.4 AU per day)

     Atmospheric re-entry protectionsecurity systemescape pods5000 ton cargo baysensors (range 700km/350 hexes, communications range

    10,000km/5000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 2, Combat 2)

    The Pleiadies-class is the second largest starship in theFederation StarForce. It is the current premiere ship,intended to be the symbol of the Federation StarForce,although the Orion-class still holds that distinction with thepublic. It is larger and more powerful than the Orion-class,and boasts all the same facilities for exploration andscientific study.

    The Pleiadies-class’ hangar is equpped with either 10Polaris shuttles, two assault shuttles, or 5 Lightningstarfighters, depending on the mission. It is also equipped

    with either planetary exploration vehicles or armored grav-vehicles depending on mission.

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    Andromeda-class Super-Starship

    KD: 5KSHIELDS: 500KSDP: 500K (125K)MV: -4/-9/-18 (starship scale)MOVE: 0/1/2Crew + Passengers: 20,000 (2000 officers, 18,000enlisted) + 10,000Length: 1115 metersWidth: 640 metersClearance: 205 metersDecks: 60

    Weapons:Beam Cannons

    (20K, +2 accuracy, range 10, BV 8, Arc: all)Heavy Beam Cannons

    (40K, +2 accuracy, range 18, BV 5, all arcs)Heavy Strike Missile Launchers

    (100K, range 100, BV 4, forward arc, 50 salvoes)Heavy Strike Missile Launchers

    (100K, range 100, BV 2, rear arc, 50 salvoes)Nova Cannons

    (100K, +1 accuracy, range 50, BV 4, fixed forward)Heavy Pi-Tachyon Cannon

    (500K, range 300, fixed forward)

    Options:Hyperdrive (20 LY per hour, 200,000 LY hex range)

    Ion Drive (0.2 AU per day)security systemescape pods10,000 ton cargo baysensors (range 5000km/2500 hexes, communicationsrange 1,000,000km/500,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

     Artificial Intelligence (Mental 2, Combat 2)

    The Andromeda-class Super-Starship is the largest vesselin the StarForce inventory. It was built as a reaction to thePan-Solar Empire’s Super-Destroyer-class Battlecarrier.The Andromeda-class is gigantic, dwarfing even thePleiadies. The Andromeda-class was commissioned as areaction to the Imperial’s ubiquitous Destroyer-classBattlecarrier. Unfortunately, only a handful of Andromedashave been built compared to the hundreds of ImperialDestroyers.

     Andromeda-class Super-Starships are the ultimaterepresentation of Federation authority and power. They

    patrol the Frontier with a flotilla of escorts includingseveral Pleiadies-class and Orion-class starships.

     Andromedas are virtual cities in space, serving not only itsown crew, but the crews of its escort vessels as well.

    The hangar of an Andromeda-class Super-Starship isequipped with 80 Polaris shuttles, a wing of 3 fighter squadrons consisting of 10 Lightning starfighters each, 20Canopus assault shuttles, and the capacity to service upto 10 Ranger Peacekeepers. Its wing of Lightningstarfighters allows the Andromeda to project its firepower 100 light years away from itself.

     Andromedas are very self-sufficient, rarely needing toresupply. Their giant hyperdrives can go withoutrecharging for 416 days. Andromedas also serve as

    mobile Starbases, with facilities to resupply smaller starships and recharge their hyperdrives.

    On board each Andromeda is a Ranger Support Base,capable of servicing up to 10 transient Rangers and their Peacekeepers, as well as process up to 50 capturedsuspects. A full civilian judiciary service is provided for legal proceedings. Convicted criminals are thentransported to penal facilities at every port of call.

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    Threats to Peace

    The primary threat posed to the Federation comes fromthe Pan Solar Empire, an autocratic and expansionistregime that currently holds a large section of theSagittarius Quadrant. The current Federation doctrine is to

    deny further Imperial aggression and expansion wherever possible, but the Imperial StarNavy is formidable andprovides sufficient deterrence to attack.

    What follows are brief summaries of two Imperial starshipsmost likely to be encountered by Federation vessels.

    Imperial Hunter-Class Patrol Craft

    KD: 3KSHIELDS: 50KSDP: 50K (13K)MV: -2/-5/-10 (corvette scale)MOVE: 1/2/4Crew + Passengers: 110 (10 officers, 100 enlisted)+50Length: 120 metersWidth: 80 metersClearance: 20 metersDecks: 5

    Weapons:Beam Cannons

    (20K, +2 accuracy, range 11, BV 4, forward arc)Heavy Strike Missile Launchers

    (100K, range 100, BV 4, 10 salvoes, forward arc)

    Options:Hyperdrive (35 LY per hour, 20,000 LY range)Ion Drive (0.75 AU per day)

     Atmospheric re-entry protection100 tons cargo bayescape podssecurity systemsensors (range 700km/350 hexes, communications range100,000km/50,000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

    The Hunter-class patrol craft is the Imperial equivalent to

    the Alpha Centauri. The Hunter is used to patroldangerous areas of space and deter pirate and smugglingactivity. Hunters often illegally harass Federation shippingunder the pretense of a “customs inspection”, confiscatingcargo and vessels and imprisoning the crew. Thisamounts to little more than sanctioned piracy and theStarForce will attempt to interfere in these activitieswhenever possible.

    Imperial Destroyer-Class Battlecarrier 

    KD: 7KSHIELDS: 100KSDP: 700KMV: -5/-10/-20 (starship scale)MOVE: 0/1/2

    Crew + Passengers: 36,000 + 10,000Length: 1200 metersWidth: 800 metersClearance: 200 metersDecks: 50

    Weapons:Beam Guns

    (5K, +1 accuracy, range 7, BV 20, all arcs)Beam Cannons

    (10K, +2 accuracy, range 11, BV 10, all arcs)Heavy Beam Cannons

    (20K, +2 accuracy, range 18, BV 5, all arcs)Heavy Strike Missile Launchers

    (100K, range 100, 10 salvoes, BV 2, forward arc)Nova Cannons

    (100K, +1 accuracy, range 50, BV 2, fixed forward)

    Options:Hyperdrive (25 LY per hour, 20,000 LY hex range)Ion Drive (0.3 AU per day)security systemescape pods50,000 ton cargo baysensors (range 700km/350 hexes, communications range10,000km/5000 hexes)backup sensors (range 100km/50 hexes, communicationsrange 3000km/1500 hexes)

    The Destroyer-class battlecarrier is the most visiblerepresentation of Imperial power and presence. Eachcarries a full wing of 30 Harpy fighters, a complement of 10,000 Shock Troopers and 10 Terror Walkers as well asvarious other mecha and vehicles.

    Destroyers are primarily used for the relocation of Imperialcitizens forcibly removing them from their planets andtransporting them to a colony world. There the Destroyer deposits its troops and colonists to build a militaryinstallation. The colony serves only to support the militaryinstallation, thus further expanding the Empire’s influence.

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    Game Master’s Notes

    StarForce Adventures

    For StarForce adventures look no further than episodes of 

    Star Trek or Babylon 5. Exploration, politicalmachinations, diplomacy, conflict resolution, and tests of humanity’s worthiness abound.

    Ship-board adventures should ideally center around thePlayer Characters, either manning their stations or as apart of an away mission. Therefore, Player Charactersshould be in positions of authority on the ships. Securityofficers and bridge crew officers are ideal positions for Player Characters, as they control the actions of thestarship and make the important decisions. Try not to letthem be forced to follow orders from a superior officer.

    Beginning Player Characters should start out in commandpositions on a small starship such as an Alpha Centauri or 

     Antares. They should be relatively independent and far 

    from reliable support. Out on the Frontier, it can takehours or days for a message to reach a friendly vessel or station, so the PC’s are on their own.

     As the Player Characters gain skills and status, advancetheir rank and assign them a larger vessel. Newcommanders are allowed to outfit their Bridge Crewhowever they wish, transferring crew from their oldcommand to their new one, so groups of PC’s can staytogether from ship to ship.

    Some StarForce adventure ideas could include:

    •  Investigating a Mystery. Something has happenedto a Federation Colony, and the Player Characters’starship is sent to investigate. Is it a new alien race?

    Could it be Imperial sabotage? Or somethingstranger?

    •  Invasion. The Empire has staked a claim on aninhabited region of the Frontier and has sent aninvasion force to occupy it, or the Droid Nexus isattempting to remove organic life forms from an areaof space. The characters are the only ones capableof stopping the invasion. This is a great opportunityto use a memorable recurring villain who is incommand of the enemy forces.

    •  Political Intrigue. The Player Characters’ ship isassigned to transport a diplomatic delegation to meetwith various alien and Old Earth governments. Asaboteur is among them attempting to disrupt the

    talks. Could it be an Imperial? An alien? A Nexusandroid? Terrorists? It’s up to the PC’s to find outand ensure the talks continue smoothly.

    •  Planetary Exploration. One of StarForce’s primarygoals is the exploration and colonization of newworlds. The PC’s must catalogue and explore thenew planet and verify its status for colonization.Unknown danger lurks behind every rock and ancientalien temple.

    •  Humanity is put to the Test. The Player Characters’starship is captured by advanced aliens intent onstudying humanity. The characters are put to somesort of test, either physical or mental, to judge the

    humanity’s worthiness as a species.

    •  First Contact. The Player Characters’ starshipdetects a vessel or planet belonging to a previouslyunidentified alien species. First Contact situations arealways tricky, and its up to the PCs to make a goodfirst impression without jeopardizing future relations.

    •  Disaster Strikes. The Player Characters’ starshipsuffers an accident ranging from colliding with aCosmic String Fragment to finding themselvestrapped in a cosmic storm. Now the PCs mustsurvive against the odds in order to escape their diresituation.

    •  Ethical Conundrum. The Player Characters are

    given conflicting or unethical orders and muststruggle with the consequences of their actions.Could there be a traitorous admiral back at HQ? Arethings not as they appear in StarForce? It’s up to thePCs to find out!

    Credits and Disclaimer 

    StarForce was conceived, written, and illustrated byChristian Conkle. All background, statistics, and drawingsherein are copyright 2000 by Christian Conkle.

    The Fuzion rules were written by the Fuzion Labs Group(copyright 1997) and are used here without permission of the authors.

     AT Votoms the RPG, Bubblegum Crisis the RPG, MektonPsi, Mekton Psi Plus, and Dragonball Z Anime AdventureGame, are trademarks of R. Talsorian Games, Inc.WildStrike! is a trademark of HERO Games. UsagiYojimbo the RPG is a trademark of Gold Rush Games.Fuzion is a trademark of Hero Games and R. TalsorianGames, Inc. Fuzion is copyright 1998 by Hero Games andR. Talsorian Games, Inc. All trademarks and copyrightsused without expressed permission. This document is byno means a challenge to any copyright, trademark, or authorship.

    I have the utmost respect for the creators of the originalFuzion rules and subsequent Fuzion games and only wishto improve upon their outstanding work.

    Caveat

    This is NOT an official Fuzion product, nor are these theofficial Fuzion rules. This is my personal opinion of whatthe rules should look like. There are therefore smalleditorial changes to the rules that are my own.