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D&D 5eStar FrontiersThoughts & Things

Star Frontiers / D&D 5e Conversion Part 2

So here is the continuation of my Star Frontiers conversion using Dungeons & Dragons Fifth edition core rules.  I’ve been tweaking things, and pulled the equipment side out of the character creation.  I created the Astronaut class, and changed the races features a bit from some great responses I received.  So I am breaking this up a bit, and I hope you like what I am working on, and since I made Psionics a character overlay that can go with anything, Psionics can easily be added to the Star Frontiers world. I’m going to start working on vehicles and robots, and will update these pages as I hear back from all you cool people.  Please let me know if I goofed somewhere, or if I could make it better.

Star Frontiers

Equipment

All the costs are in credits. Use the list of weapons in the PHB for Archaic weapons.  Follow the class proficient weapon skills for those archaic melee and ranged weapons.  You are usually issued weapons from your employer to accomplish missions, so don’t look into this cost thing too closely. Unless you are paying it back to an employer because you broke his stuff.

Advanced Technology Weapons

I started with making the lasers do fire damage, sonic weapons cause thunder, needler’s are definitely piercing, and grenades and rockets create bludgeoning and piercing damage.  And needler weapon ammunition can be changed out so that is why they are listed twice.  It would take an action to change out.

Beam Weapons

Weapon Damage Cost Weight Range Properties
Electrostunner 4d10 lightning damage 500 1  30/45  light, stun
Laser Pistol 1d10 fire damage 600 1  60/300  light, laser
Laser Rifle 2d10 fire damage 800 2  300/600  laser
Sonic Disruptor 6d10 thunder damage 700 2  60/120   sonic
Sonic Stunner 1d4 thunder damage 500 1/2  60/90  sonic, stun
Heavy Laser 5d10 fire damage 6000 5  800/3000  heavy, laser
Sonic Devastator 5d10 thunder damage 5000 5  150/300  heavy, sonic

Projectile Weapons

Weapon Damage Cost Weight  Range  Properties
Needler Pistol, sleep 1d10 piercing damage 200 2  60/120 sleep
Needler Rifle, sleep 1d10 piercing damage 400 3  120/225 sleep
Needler Pistol 2d10 piercing damage 200 2 60/120
Needler Rifle 2d10 piercing damage 400 3 120/225

Gyrojet Weapons

Weapon Damage Cost Weight  Range  Properties
Gyrojet Pistol 2d10 bludgeoning damage 200  5 150/300
Gyrojet Rifle 3d10 bludgeoning damage 300  10 225/450  heavy
Grenade Rifle 8d10 bludgeoning/piercing damage 700  10 150/300  heavy
Grenade Mortar 8d10 bludgeoning/piercing damage 2000  20 1500/3000  heavy,loading
Rocket Launcher 15d10 bludgeoning/piercing damage 5000  10 600/1500  heavy,loading

Advanced Melee Weapons

Weapon Damage Cost Weight  Range  Properties
Electric Sword 1d10 lightning damage 150  2 melee  finesse
Shock Gloves 1d10 lightning damage 50  1/4 melee  light, finesse, stun
Sonic Sword 2d8 fire & thunder damage 300  1 melee  finesse
Vibroknife 2d6 slashing damage 25  1 melee  light, finesse

Properties
Stun causes a target that is hit to be in a stunned condition until the end of it’s next turn
Laser weapons cause light to be cast from the weapon that can be seen up to 1 mile
Sleep property causes a chemical induced sleep on all known creatures. On a failed Constitution save versus DC 15, the target is rendered asleep. Sleep continues for up to 1d4 hours, or is given a stimdose injection.
Grenade weapons have a blast sphere of 5 from the target that may not include a creature.
Rocket weapons are similar to grenade weapons but have a blast sphere of 15.


Advanced Technology Defenses

Only one suit and one screen can be worn at the same time. I made power screens so that they are an additional defensive barrier.  Archaic armor can also be worn with screens, but then a Defense suit can not be worn.
Power Screens
I didn’t want to over power (OP) the Power Screens so I limited their use. Power Screens use an reaction to turn on and will stay on for 10 minutes after switched on, can’t be turn off. They can be recharged, but takes 1 hour.

Defense Suits
The Defense suits behave just like Archaic Armor, except extremely light and durable.  The Civilian skeinsuit appears to be look like civilian attire, while the Military Skeinsuit has a changing camouflage design that increases Stealth+6.  The Flak armor is lightweight polymer armor that has interlocking plates over your clothes.

Power Screens

Armor Cost Weight Properties
Albedo Screen 2000 1/4 screen, damage reduction fire & thunder damage
Gauss Screen 1000 1/4 screen, damage immunity thunder damage
Halo Screen 1000 1/4 screen, invisibility
Inertia Screen 2000 1/4 screen, damage resist piercing,bludgeoning, slashing damage
Sonic Screen 2000 1/4 screen, damage resist thunder damage

Defense Suits

Armor Cost AC Properties
Albedo Suit 500 13+Dex damage resist thunder damage
Military Skeinsuit 300 14+Dex damage resist piercing,bludgeoning, slashing damage
Civilian Skeinsuit 500 12+Dex damage resist piercing,bludgeoning, slashing damage
Flak Armor 750 16+Dex damage resist piercing,bludgeoning, slashing damage

Other Equipment

Standard Equipment Pack: ID Card, Chronograph/Communicator, Coveralls, Doze Grenade, First Aid Pak, Pocket Tool, Survival rations
Chronocom – Chronograph and solar system communication with another Chronocom or other communication system. Battery life is 10 years.
Coveralls are a highly durable, waterproof suit designed to keep the wearer warm in cool weather and cool in hot weather. The suit has large pockets on the hips, legs and chest, as well as several smaller pockets on the sleeves.
Doze Grenades are small, lightweight non-lethal throwing devices designed to disperse a fast-acting knockout gas (Doze Gas) which is effective against all known biological race. Sleep property
First Aid Pak

  • Spray Bandage (Plastiflesh) — 1 can of spray which closes up wounds and heals burns
  • Antiseptic Spray — 1 can of spray to clean and disinfect a skin area
  • Spray Hypodermic (Spray Hypo) — syringe used to give shots without a needle
    • 1 dose of Stimdose — to revive unconscious individuals
    • 1 dose of Staydose — to sustain a dying person for 20 hours

ID Card – An Identification Card is a state-or corporate-issued card, used to confirm the identity of an individual, wherever they may go. They are universally accepted on all Worlds.

Pocket Tool – all Pocket Tools include these features:

  • A penknife blade
  • A universal screwdriver
  • A small, adjustable wrench
  • Vice pliers
  • A hole puncher
  • An electromagnet
  • A small flashlight (25m range)

Stimdose will wake up an unconscious or stunned character, or to restore 10 hit points to a character that was poisoned or contracted a disease.
Staydose is a last-ditch-use drug used to place a dying person into a state of near-suspended animation for 24 hours, hopefully long enough to give the person proper medical attention.

Survival rations is a supply of 300 large pills. Each pill will satisfy the daily food requirements for a total of 300 days.
 


SF-5e PART 1

Source reference material:

http://dnd.wizards.com/articles/features/basicrules
http://starfrontiers.wikia.com
http://www.starfrontiers.us
http://www.starfrontiers.com/Rules
https://www.facebook.com/groups/DnD5th