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		<title>Starting Gear - Revision history</title>
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			<title>Terl obar:&amp;#32;Created page with 'by Bill Logan  All the players are assembled, and you’re getting ready to roll up your characters. One of the players selects a technician character, complete with robotics…'</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Starting_Gear&amp;diff=389&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;by &lt;a href=&quot;/wiki/index.php?title=Bill_Logan&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;Bill Logan (page does not exist)&quot;&gt;Bill Logan&lt;/a&gt;  All the players are assembled, and you’re getting ready to roll up your characters. One of the players selects a technician character, complete with robotics…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;by [[Bill Logan]]&lt;br /&gt;
&lt;br /&gt;
All the players are assembled, and you’re getting&lt;br /&gt;
ready to roll up your characters. One of the players&lt;br /&gt;
selects a technician character, complete with robotics&lt;br /&gt;
and technician skills. Another player creates a&lt;br /&gt;
field medic. The last creates a military specialist.&lt;br /&gt;
&lt;br /&gt;
When it comes to starting equipment, the technician&lt;br /&gt;
character really makes out. He begins play with a&lt;br /&gt;
tech kit and a robcomkit, not to mention the normal&lt;br /&gt;
rolled starting funds. The medic starts off with a&lt;br /&gt;
medkit. So what does the military specialist start&lt;br /&gt;
off with? An auto pistol and a night stick is about all&lt;br /&gt;
he can afford. And he specializes in beam weapons!&lt;br /&gt;
Funny thing is – the technician and the medic can&lt;br /&gt;
both start off with the same weaponry. Fair? No.&lt;br /&gt;
&lt;br /&gt;
This rule proposes to make a modification to the&lt;br /&gt;
standard rules that state a character begins play&lt;br /&gt;
with any tool kit required for the skills he possesses.&lt;br /&gt;
It elaborates on the assumption, and makes it a bit&lt;br /&gt;
fairer. Like all articles in the “New Rules” section of&lt;br /&gt;
this magazine, its use is strictly optional.&lt;br /&gt;
&lt;br /&gt;
==Military PSA==&lt;br /&gt;
A character with a Military PSA should be able to&lt;br /&gt;
start off with the tools of his trade, just as those in&lt;br /&gt;
the less militant professions. The table below summarizes.&lt;br /&gt;
Only equipment from the core Alpha Dawn&lt;br /&gt;
game is shown in the table below. Referees may&lt;br /&gt;
substitute equipment from their own campaign settings,&lt;br /&gt;
as long as the equipment sums up to 500Cr:&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|+ '''MILITARY PSA TOOLKIT TABLE'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; &lt;br /&gt;
|Skill|| Starting “Tool Kit” Options&lt;br /&gt;
|-&lt;br /&gt;
|Beam Weapons|| 1) Electrostunner&amp;lt;br /&amp;gt;2) Sonic Stunner&amp;lt;br /&amp;gt;3) Albedo Suit&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Weapons|| 1) Gyrojet Pistol and a Gyrojet Rifle&amp;lt;br /&amp;gt;2) Civilian Skeinsuit and Gyrojet Pistol&amp;lt;br /&amp;gt;3) Two Gyrojet Pistols and 10 spare Pistol Jetclips&lt;br /&gt;
|-&lt;br /&gt;
|Melee Weapons|| 1) Civilian Skeinsuit&amp;lt;br /&amp;gt;2) Albedo Suit&amp;lt;br /&amp;gt;3) Military Skeinsuit, Electric Sword, Shock Gloves&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Projectile Weapons|| 1) Auto Pistol and Auto Rifle&amp;lt;br /&amp;gt;2) Military Skeinsuit and Auto Pistol&amp;lt;br /&amp;gt;3) Military Skeinsuit and Needler Pistol&lt;br /&gt;
|-&lt;br /&gt;
|Thrown Weapons|| 1) Civilian Skeinsuit&amp;lt;br /&amp;gt;2) Albedo Suit&amp;lt;br /&amp;gt;3) Military Skeinsuit, 10 knives, 5 doze grenades, 5 smoke grenades&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Demolitions|| 1) Military Skeinsuit, 6 Variable Timers, 3kg Tornadium D19, and 2 fragmentation grenades&lt;br /&gt;
|-&lt;br /&gt;
|Martial Arts|| 1) Civilian Skeinsuit&amp;lt;br /&amp;gt;2) Albedo Suit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Technological PSA==&lt;br /&gt;
Two of the three skills in the Technological PSA already&lt;br /&gt;
begin play with standard tool kits. That hasn’t&lt;br /&gt;
changed in this rules option. The last skill, Computers,&lt;br /&gt;
is more difficult.&lt;br /&gt;
&lt;br /&gt;
Computers are far more expensive than 500Cr, and&lt;br /&gt;
there exists no core Alpha Dawn piece of computer&lt;br /&gt;
equipment that a computer specialist could use that&lt;br /&gt;
falls under the “tool kit” cost. Therefore, a small&lt;br /&gt;
step away from the core Alpha Dawn equipment list&lt;br /&gt;
is required.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|+ '''TECHNOLOGICAL PSA TOOLKIT TABLE'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; &lt;br /&gt;
|Skill|| Starting “Tool Kit” Options&lt;br /&gt;
|-&lt;br /&gt;
|Computers|| Basic Portable Computer (see below)&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Robotics|| Robcomkit&lt;br /&gt;
|-&lt;br /&gt;
|Technician|| Techkit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Basic Portable Computer===&lt;br /&gt;
The Basic Portable Computer is a limited computer&lt;br /&gt;
system. It’s portable, and allows collection of data&lt;br /&gt;
(names, addresses, comments, etc.) as well as providing&lt;br /&gt;
a link (via chronocom networks) to send and&lt;br /&gt;
receive text and voice messages. It has integrated&lt;br /&gt;
timekeeping, alarm scheduling, and calendar programs,&lt;br /&gt;
and can act as a dedicated simple word&lt;br /&gt;
processor, spreadsheet, and database with surprisingly&lt;br /&gt;
adequate query capability. It is a very capable&lt;br /&gt;
computer, but is limited in capacity. It has the&lt;br /&gt;
equivalent of ½ Function Point, weighs 1kg, and fits&lt;br /&gt;
in a shoulder-bag with all of its accessories. It can&lt;br /&gt;
be replaced for 500Cr on most civilized Frontier&lt;br /&gt;
worlds.&lt;br /&gt;
&lt;br /&gt;
==BioSocial PSA==&lt;br /&gt;
As with the technological skills, two of the three Biosocial&lt;br /&gt;
skills already have starting tool kits. The&lt;br /&gt;
psychosocial skill, however, provides a little trouble.&lt;br /&gt;
Since the skill deals with people instead of with&lt;br /&gt;
equipment, this leads to an interesting solution:&lt;br /&gt;
henchmen. The following table provides a list of the&lt;br /&gt;
tool kits provided by each of the Biosocial skills.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
|+ '''BIOSOCIAL PSA TOOLKIT TABLE'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; &lt;br /&gt;
|Skill|| Starting “Tool Kit” Options&lt;br /&gt;
|-&lt;br /&gt;
|Environmental|| Envirokit&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Medic|| Medkit&lt;br /&gt;
|-&lt;br /&gt;
|Psychosocial || 1) One bodyguard (prepaid for 12 days) with level 1 in one of the following skills: Beam Weapons, Martial Arts, or Melee Weapons.&amp;lt;br /&amp;gt;2) Two bodyguards (prepaid for 12 days) with Level 1 Projectile Weapons skills.&lt;br /&gt;
|}&lt;/div&gt;</description>
			<pubDate>Sat, 13 Mar 2010 02:37:41 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Starting_Gear</comments>		</item>
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