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		<title>Adventure Pets</title>
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				<updated>2014-01-30T20:42:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;text corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large canines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, dark brown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's arm with its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathar developed creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* CYBERNETICS AND GENETIC ALTERATIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
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Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
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Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
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&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:25:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* CYBERNETICS AND GENETIC ALTERATIONS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:25:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:23:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:20:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;vertical-align:text-top;&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:18:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:13:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
||&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:12:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}||{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:04:19Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
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= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
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== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
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Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
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Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
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Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
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Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
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= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
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:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
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Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
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= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
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= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
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You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot; style=&amp;quot;vertical-align:text-top;&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
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{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
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{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
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{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
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{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
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{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;; vertical-align:text-top;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T17:01:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; vertical-align:text-top; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:59:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:56:05Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
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----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:52:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
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----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|'''Che (Feline)'''||&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:51:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot;&lt;br /&gt;
|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:51:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
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----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|'''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:48:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
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Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
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Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
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&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:47:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
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Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
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Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
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Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
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&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:34:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:32:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:left; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of |- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */  corrected tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Che (Feline)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD: Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Fazer Wolf (Battle Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 bite and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Faze field (5 rounds/hour): 70, 5d10/round &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hargut &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Gooligott (Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 6d10+100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 trample &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Ifshna &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of |- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Kakra (Battle Hawk)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small carnivore  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast (Fly)  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +10  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 65  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 peck and claw  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Diving attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Rupert's Hole  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Lanka (Feline Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 3d10+170 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 60 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10+5 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Gollywog &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it anintimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Loper (Lizard Battle Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:v 5d10+250 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 4d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Mauler Hound (Battle Dog)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Medium carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +5 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 55 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 5d10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Triad &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Meket (Primate)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent herbivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-20 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Medium &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+10 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 1d5 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Hentz &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Pinar's Ant (Vespoidal Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large Omnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 5-100 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Very Fast &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard +30 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| Standard +50 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 40 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 2d10 bite &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons. &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Kdikit &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Sand Eel'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Small semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard -5  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 1d10+20  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| None  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| See Special Attack  &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Electrical bite, high heat gas &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Morgain's World &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Zeridactyl (Battle Pterosaur Mount)'''&lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|TYPE:|| Large semi-intelligent carnivore &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NUMBER:|| 1-2 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|MOVE:|| Slow (Walk), fast (Fly) &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|IM/RS:|| */Standard &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|STAMINA:|| 5d10+200 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|ATTACK:|| 45 &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DAMAGE:|| 6d10 bite and claw &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL ATTACK:|| Drop objects &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|SPECIAL DEFENSE:|| None &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|NATIVE WORLD:|| Volturnus &lt;br /&gt;
|- align=&amp;quot;left&amp;quot;&lt;br /&gt;
|DESCRIPTION:|| The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium) 30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T16:02:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */  Table formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Che (Feline)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard +10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1d10+10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2d10 bite and claw&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;ATTACK: None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DEFENSE: None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;WORLD: Gollywog&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Fazer Wolf (Battle Primate)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium semi-intelligent carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard +5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard +10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5d10 bite and claw&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Faze field (5 rounds/hour): 70, 5d10/round&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Faze field (5 rounds/hour): Reduces damage from PGS weapons by 20% and Beam weapons by 40%.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hargut&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting and causing confusion.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Gooligott (Mount)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large herbivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard -10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6d10+100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4d10 trample&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;ATTACK: None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;DEFENSE: Immune to needle weapons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Ifshna&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Kakra (Battle Hawk)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very fast (Fly)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard +10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1d10+5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;65&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2d10 peck and claw&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Diving attack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Rupert's Hole&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Lanka (Feline Battle Mount)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very fast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard +5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3d10+170&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;60&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6d10+5 bite and claw&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Gollywog&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Loper (Lizard Battle Mount)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5d10+250&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4d10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Immune to needle weapons&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Volturnus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;&amp;lt;td&amp;gt;Mauler Hound (Battle Dog)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Fast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard +5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;55&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5d10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Triad&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, dark brown hair all over their bodies.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Meket (Primate)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small semi-intelligent herbivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medium&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1d10+10&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1d5 bite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Hentz&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Pinar's Ant (Vespoidal Mount)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large Omnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5-100&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Very Fast&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard +30&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Standard +50&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;40&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2d10 bite&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Immune to needle weapons; +20 defense against projectile, gyrojet, and melee weapons.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Kdikit&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Sand Eel&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Small semi-intelligent carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Slow&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard -5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1d10+20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:vSee Special Attack&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Electrical bite, high heat gas.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Morgain's World&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot; width=&amp;quot;300px&amp;quot;&amp;gt;Zeridactyl (Battle Pterosaur Mount)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;TYPE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Large semi-intelligent carnivore&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NUMBER:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1-2&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;MOVE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Slow (Walk), fast (Fly)&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;IM/RS:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;*/Standard&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;STAMINA:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5d10+200&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;45&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DAMAGE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6d10 bite and claw&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL ATTACK:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Drop objects&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;SPECIAL DEFENSE:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;None&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;NATIVE WORLD:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Volturnus&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;DESCRIPTION:&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior.&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:38:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* ADVENTURE PETS! */&lt;/p&gt;
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[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20&lt;br /&gt;
MOVE: Medium&lt;br /&gt;
IM/RS: */Standard +10&lt;br /&gt;
STAMINA: 1d10+10&lt;br /&gt;
ATTACK: 45&lt;br /&gt;
DAMAGE: 2d10 bite and claw&lt;br /&gt;
SPECIAL ATTACK: None&lt;br /&gt;
SPECIAL DEFENSE: None&lt;br /&gt;
NATIVE WORLD: Gollywog&lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:35:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Added article index and corrected image&lt;/p&gt;
&lt;hr /&gt;
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 9]] main index&lt;br /&gt;
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----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:DesertBoarLionLizardTailThing.png|500px|left]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Added Image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:http://starfrontiers.info/wiki/images/4/44/DesertBoarLionLizardTailThing.png]]&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

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		<summary type="html">&lt;p&gt;Ascent:&amp;#32;&lt;/p&gt;
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		<title>Adventure Pets</title>
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		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* Cybernetics and Genetic Alterations */&lt;/p&gt;
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&lt;div&gt;Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= CYBERNETICS AND GENETIC ALTERATIONS =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:21:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* CYBERNETICS AND GENETIC ALTERATIONS */  Created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Cybernetics and Genetic Alterations =&lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Indented example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
:'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
Cybernetics and Genetic Alterations &lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:12:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= WHO ROLEPLAYS THE PET =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
Cybernetics and Genetic Alterations &lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:12:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Heading corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
= Who Roleplays the Pet =&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= ANIMAL COMBAT =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
Cybernetics and Genetic Alterations &lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventure Pet Equipment ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ANIMAL TRAINER SKILL SET =&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=  =&lt;br /&gt;
Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
== Who Roleplays the Pet ==&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= Animal Combat =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
Cybernetics and Genetic Alterations &lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ADVENTURE PET EQUIPMENT ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ANIMAL TRAINER SKILL SET ==&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Adventure_Pets</id>
		<title>Adventure Pets</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Adventure_Pets"/>
				<updated>2014-01-30T15:08:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Added Full Text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Most people love animals, and some love the idea of having exotic animals as pets, or even as mounts. Having such a creature can be a big help to a character in a wilderness setting or where a little extra protection could help, or in a setting where a little trickery is needed. &lt;br /&gt;
&lt;br /&gt;
Animals in your campaign can make for interesting party members and companions. You could even run a 2-player campaign where one player plays the animal and another player plays the animal's owner. Of course, such an arrangement requires that the one playing the animal has an enthusiasm for roleplaying the part, otherwise there could be dissatisfaction.&lt;br /&gt;
&lt;br /&gt;
==Who Roleplays the Pet ==&lt;br /&gt;
In most circumstances, the Referee that allows the pets, controls the pets. That is, the Referee is responsible for dictating a pet's actions and how it responds to its master. However, the Referee should also be familiar with the relationship between the animal and its master and recognize that an animal won't stay with a master it doesn't like, so almost certainly loves its master. &lt;br /&gt;
&lt;br /&gt;
The best guide of such animal behavior is going to be a Referee that is familiar with animal behavior. If a Referee does not feel comfortable roleplaying a pet, they can assign the pet to a willing player different than the one playing the pet's owner. &lt;br /&gt;
&lt;br /&gt;
== Roleplaying Pets and Their Masters ==&lt;br /&gt;
Whether the Referee or another player roleplays the pet, it is important that they make the pet as interesting as any other of the group's members. &lt;br /&gt;
&lt;br /&gt;
A pet's player shouldn't just say &amp;quot;he goes and gets it and brings it back.&amp;quot; Instead, they should say &amp;quot;I look at my beloved master with a double-take, unsure if I should follow through or not, and then I run down his sleeve and weave my way around the room, dodging feet and making sure not to disturb anyone. When I get there, I look around, then grab the compad and hobble over as I clutch the thing to my body, wondering if my master truly appreciates the effort and danger I'm going through to steal it. When I get back, I drop it in his hand and then climb up his arm and tug on his ear, chittering irascibly for a treat.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Animals show fealty for the one that feeds them, takes care of them, and disciplines them. An animal will want to take care of its master in the same way that the master takes care of them, but it is important that the master always maintain the position of master, or else they will lose the respect of their animal. It can even make the relationship between the character and their pet more interesting if the pet challenges them from time-to-time, making the player roleplay their position as master. &lt;br /&gt;
&lt;br /&gt;
Such challenges by the pet can be in the form of demanding attention to attempting to ignore a command. The player of the master should keep in mind that training animals is as much a matter of discipline for the master as it is for the pet, so that the master always deals the same way with the animal in a given situation. Just like a child, though, the pet will often test the boundaries, seeing if they can slip one by the master. Being consistent in how you deal with those situations is important in dealing with the animal. &lt;br /&gt;
&lt;br /&gt;
Additionally, a good trainer is firm in discipline, but never harsh, never abusive. An abusive trainer is likely one day to become the meal for their pet, or at the very least the pet will leave them. Sometimes an animal will bulk at its master's command, even talking back with a petulant chirp, disappointed groan, or quiet assenting growl. These can make for light-hearted and fun moments. &lt;br /&gt;
&lt;br /&gt;
Be sure to roleplay that you feed your pet and keep them clean and happy.  This demonstrates that you care about, and appreciate your animal, and that you have a relationship with them and take care of them. Of course, you don't have to get cuddly with the other player to do that.  As an exception to the roleplaying rule above, you can simply state &amp;quot;After we set up camp, I play with Kiara in the field,&amp;quot; or &amp;quot;I sit with Linel on my shoulder at the table, giving him tasty morsels from my plate,&amp;quot; or &amp;quot;I sit and pet Grendel while we wait.&amp;quot; The person playing the pet does not need to express what the animal is doing when playing, being cleaned, or eating. It is simply assumed that the pet is enjoying the activity. &lt;br /&gt;
&lt;br /&gt;
= Animal Combat =&lt;br /&gt;
There's also the matter of performing battles. A pet doesn't just battle because it's there. It battles for a specific reason, usually to protect its master or else to attack in behalf of its master. You shouldn't get too graphic in such a fight, but you should be clear about what the animal's actions are. &lt;br /&gt;
&lt;br /&gt;
'''''EXAMPLE:''' &amp;quot;Sensing the tension, I prepare for battle&amp;quot;...&amp;quot;The second the battle breaks out, I lunge for the angry-looking Gorlian, going straight for the jugular.&amp;quot;...&amp;quot;I get back up and strike again, this time with my claws swiping for flesh.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Animals in combat are vicious. If their adrenaline is pumping, you can be sure that all they want to do rip someone apart. However, adventure pets are well trained. They only attack as trained and will back off the second they're ordered, assuming that either the threat has been neutralized or that their master is retreating. &lt;br /&gt;
&lt;br /&gt;
'''Battle Rage''' - Like Yazirians, animals trained for battle have the Battle Rage special ability. As mentioned, battle animals are able to back off the second they are ordered to do so, despite their rage.&lt;br /&gt;
&lt;br /&gt;
Cybernetics and Genetic Alterations &lt;br /&gt;
Pets, particularly mounts, can have the same implants, cybernetic parts, or genetic alterations that any other being can have. However, full grown non-sentient animals do not take to cybernetic or genetic alterations well and it could end up putting the animal in shock.&lt;br /&gt;
 &lt;br /&gt;
Consider cybernetics and genetics rejection rules with an additional -10 circumstance modifier before adding cybernetic or genetic parts to an already existing adventure pet, unless it is already accustomed to receiving new cybernetic parts. Implants have no negative effect on animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ADVENTURE PETS! =&lt;br /&gt;
Now that you know how to roleplay adventure pets and know the basic rules regarding them, it's time to choose your pet! You can choose from the following list or work with your Referee to come up with an adventure pet you like. &lt;br /&gt;
&lt;br /&gt;
You will notice some deviations in the following animal stats from normal animal stats. The IM, RS, and Stamina stats have been made variable. The word &amp;quot;standard&amp;quot; refers to making a roll on the character Ability Score Table. The Number is still provided as a matter of how many will be seen in their natural environment. &lt;br /&gt;
&lt;br /&gt;
Che (Feline)&lt;br /&gt;
TYPE: Small carnivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard +10 &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 2d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: Self-possessed and unconcerned. Will not follow direct requests from even their own master, but will fulfill their master's desires as long as it is not posed as a request or command.&lt;br /&gt;
&lt;br /&gt;
Fazer Wolf (Battle Primate)&lt;br /&gt;
TYPE: Medium semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-10  &lt;br /&gt;
MOVE: Fast  &lt;br /&gt;
IM/RS: */Standard +5  &lt;br /&gt;
STAMINA: Standard +10  &lt;br /&gt;
ATTACK: 55  &lt;br /&gt;
DAMAGE: 5d10 bite and claw  &lt;br /&gt;
SPECIAL ATTACK: Faze field (5 rounds/hour): 70, &lt;br /&gt;
5d10/round &lt;br /&gt;
SPECIAL DEFENSE: Faze field (5 rounds/hour): Reduces &lt;br /&gt;
damage from PGS weapons by 20% &lt;br /&gt;
and Beam weapons by 40%. &lt;br /&gt;
NATIVE WORLD: Hargut &lt;br /&gt;
DESCRIPTION: The fazer wolf is a white furred primate with small clawed hands like paws, with a long tail and a feline disposition. This exotic creature is often used for fighting andcausing confusion. &lt;br /&gt;
&lt;br /&gt;
Gooligott (Mount)&lt;br /&gt;
TYPE: Large herbivore &lt;br /&gt;
NUMBER: 5-30 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard -10 &lt;br /&gt;
STAMINA: 6d10+100 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 trample &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Ifshna &lt;br /&gt;
DESCRIPTION: Often used as beasts of burden, these very ugly creatures were used for millennia by Ifshnits in the mountains of Ifshna, and even in plowing on their high planes. &lt;br /&gt;
&lt;br /&gt;
Kakra (Battle Hawk)&lt;br /&gt;
TYPE: Small carnivore  &lt;br /&gt;
NUMBER: 1-2  &lt;br /&gt;
MOVE: Very fast (Fly)  &lt;br /&gt;
IM/RS: */Standard +10  &lt;br /&gt;
STAMINA: 1d10+5  &lt;br /&gt;
ATTACK: 65  &lt;br /&gt;
DAMAGE: 2d10 peck and claw  &lt;br /&gt;
SPECIAL ATTACK: Diving attack  &lt;br /&gt;
SPECIAL DEFENSE: None  &lt;br /&gt;
NATIVE WORLD: Rupert's Hole  &lt;br /&gt;
DESCRIPTION: Bird of prey with 2m wing span used asboth a battle companion and a messenger. It has a dark blue beak that fades to a red tip and has blue feathers, randomly striped with white and black with a red crest. &lt;br /&gt;
&lt;br /&gt;
Lanka (Feline Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Very fast &lt;br /&gt;
IM/RS: */Standard +5 &lt;br /&gt;
STAMINA: 3d10+170 &lt;br /&gt;
ATTACK: 60 &lt;br /&gt;
DAMAGE: 6d10+5 bite and claw &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Gollywog &lt;br /&gt;
DESCRIPTION: A lanka is a very large Cat with powerful forward legs used as a mount. Its powerful front legs give it an intimidating gate and made for powerful weapons. Its large kanines give additional substantial damage. &lt;br /&gt;
&lt;br /&gt;
Loper (Lizard Battle Mount)&lt;br /&gt;
TYPE: Large carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+250 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 4d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: Dinosaur-like lizard used as Ul-Mor cavalry mount. The Ul-Mor communicate with the Loper using telepathy, but they may also be trained without telepathic linking. Lopers come in colors from tan to green and may be unmarked or have mild mottling or striping. &lt;br /&gt;
&lt;br /&gt;
Mauler Hound (Battle Dog)&lt;br /&gt;
TYPE: Medium carnivore &lt;br /&gt;
NUMBER: 1-10 &lt;br /&gt;
MOVE: Fast &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: Standard +5 &lt;br /&gt;
ATTACK: 55 &lt;br /&gt;
DAMAGE: 5d10 &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Triad &lt;br /&gt;
DESCRIPTION: A hunting and guard dog often used to capture and kill. These highly self-controlled dogs don't make a move unless their masters tell them. They are loyal to the point of death. If their masters die, they die. They are 1.2 meters tall from the front paw to the top of the head and have short, satiny, darkbrown hair all over their bodies. &lt;br /&gt;
&lt;br /&gt;
Meket (Primate)&lt;br /&gt;
TYPE: Small semi-intelligent herbivore &lt;br /&gt;
NUMBER: 1-20 &lt;br /&gt;
MOVE: Medium &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 1d10+10 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 1d5 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Hentz &lt;br /&gt;
DESCRIPTION: Flying squirrel-like monkey. This natural spy steals and hordes trinkets and is a general mischief-maker. The meket has reddish-brown fur with cream-colored tufts on its cheeks and crest. They are generally identified by the darker portions of their fur. &lt;br /&gt;
&lt;br /&gt;
Pinar's Ant (Vespoidal Mount)&lt;br /&gt;
TYPE: Large Omnivore &lt;br /&gt;
NUMBER: 5-100 &lt;br /&gt;
MOVE: Very Fast &lt;br /&gt;
IM/RS: */Standard +30 &lt;br /&gt;
STAMINA: Standard +50 &lt;br /&gt;
ATTACK: 40 &lt;br /&gt;
DAMAGE: 2d10 bite &lt;br /&gt;
SPECIAL ATTACK: None &lt;br /&gt;
SPECIAL DEFENSE: Immune to needle weapons; +20 &lt;br /&gt;
defense against projectile, gyrojet, &lt;br /&gt;
and melee weapons. &lt;br /&gt;
NATIVE WORLD: Kdikit &lt;br /&gt;
DESCRIPTION: A large black ant capable of climbing relatively flat, but porous surfaces. Pinar's ant suffers no encumbrance penalties and is not affected by dry terrain of any kind. &lt;br /&gt;
&lt;br /&gt;
Sand Eel&lt;br /&gt;
TYPE: Small semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-5  &lt;br /&gt;
MOVE: Slow  &lt;br /&gt;
IM/RS: */Standard -5  &lt;br /&gt;
STAMINA: 1d10+20  &lt;br /&gt;
ATTACK: None  &lt;br /&gt;
DAMAGE: See Special Attack  &lt;br /&gt;
SPECIAL ATTACK: Electrical bite, high heat gas &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Morgain's World &lt;br /&gt;
DESCRIPTION: 1m long eel can grip a character's armwith its body while the character moves, and smart enough to follow direction. Vicious electrical bite and releases explosive gas from its tail. Though unable to learn body speak, the sand eel is capable of understanding complex verbal commands when the character uses the communication skill.&lt;br /&gt;
&lt;br /&gt;
Zeridactyl (Battle Pterosaur Mount)&lt;br /&gt;
TYPE: Large semi-intelligent carnivore &lt;br /&gt;
NUMBER: 1-2 &lt;br /&gt;
MOVE: Slow (Walk), fast (Fly) &lt;br /&gt;
IM/RS: */Standard &lt;br /&gt;
STAMINA: 5d10+200 &lt;br /&gt;
ATTACK: 45 &lt;br /&gt;
DAMAGE: 6d10 bite and claw &lt;br /&gt;
SPECIAL ATTACK: Drop objects &lt;br /&gt;
SPECIAL DEFENSE: None &lt;br /&gt;
NATIVE WORLD: Volturnus &lt;br /&gt;
DESCRIPTION: The zeridactyl has a milder disposition than its frightening exterior would suggest. However, it is protective of its rider and battles like a valiant warrior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ADVENTURE PET EQUIPMENT ==&lt;br /&gt;
Now that you have chosen your pet, you will need equipment and supplies for your pet. You didn't think you could just choose a pet and go without considering your responsibilities, did you? Of course not. Pets cost money and time to keep fed and clean, and if you want to ride one without yanking it's hair, you will need a saddle and other supplies. So choose your supplies and get ready for a life of adventure with your new pet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Food and Cleaning Supplies'''&lt;br /&gt;
For the regular maintenance of your animal, you will deduct from your adventure income. Your pet will need food, scoop, waste disposal equipment, brush, and bathing materials. Below are the costs of supporting your pet based on its size. This also provides an average encumbrance to any vehicle or backpack in which the supplies are stored. &lt;br /&gt;
&lt;br /&gt;
Pet Size Cost/Month Mass &lt;br /&gt;
Tiny 50Cr 5kg &lt;br /&gt;
Small 150 Cr 10kg &lt;br /&gt;
Medium 300 Cr 30kg &lt;br /&gt;
Large 600 Cr 60kg &lt;br /&gt;
Huge 1200 Cr 120kg &lt;br /&gt;
&lt;br /&gt;
'''Collar'''&lt;br /&gt;
Collars can indicate that an animal has an owner and is a great way to accessorize your pet. &lt;br /&gt;
Item Cost Mass Collar (Small) 5 Cr 0kg &lt;br /&gt;
Collar (Medium) 10Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Licensing'''&lt;br /&gt;
In most civilized parts of the frontier, your animal must be licensed. Your animal's license is contained in a tracking chip implanted beneath the skin. If your animal performs a threatening and non-protective act, the master will be fined. If the animal acted of its own accord (untrained and without permission), it may be put down. &lt;br /&gt;
&lt;br /&gt;
Item Cost Mass Tracking Implant 50Cr 0kg &lt;br /&gt;
&lt;br /&gt;
'''Harness'''&lt;br /&gt;
If you ride your animal, you must have a harness or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Harness (Small) 15Cr 0kg &lt;br /&gt;
Harness (Medium)  30Cr 2kg &lt;br /&gt;
Harness (Large) 60Cr 4kg &lt;br /&gt;
Harness (Huge) 120Cr 8kg &lt;br /&gt;
&lt;br /&gt;
'''Saddle'''&lt;br /&gt;
If you ride your animal, you must have a saddle or &lt;br /&gt;
suffer a -5 penalty to ride. &lt;br /&gt;
Item Cost Mass Saddle (Medium Mount) 150Cr 10kg &lt;br /&gt;
Saddle (Large Mount) 300Cr 15kg &lt;br /&gt;
Saddle (Huge Mount) 600Cr 20kg &lt;br /&gt;
Item Cost Mass Saddle Bags (2 pouches,&lt;br /&gt;
Medium Mount) &lt;br /&gt;
30Cr 2kg &lt;br /&gt;
Saddle Bags (2 pouches, &lt;br /&gt;
Large Mount) &lt;br /&gt;
60Cr 5kg &lt;br /&gt;
Saddle Bags (4 pouches, &lt;br /&gt;
Huge Mount) &lt;br /&gt;
200Cr 13kg &lt;br /&gt;
&lt;br /&gt;
'''Parka'''&lt;br /&gt;
Hairy (Furry) animals may require a parka to help keep &lt;br /&gt;
them from musting up and to minimize encumbrance &lt;br /&gt;
from water retention in the hair. &lt;br /&gt;
Item Cost Mass Parka (Medium) 10Cr 1kg &lt;br /&gt;
Parka (Large) 20Cr 2kg &lt;br /&gt;
Parka (Huge) 30Cr 3kg &lt;br /&gt;
&lt;br /&gt;
'''Talon Guard'''&lt;br /&gt;
Birds of prey have razor-sharp claws. To keep the bird from damaging its master, the master should wear a talon guard. &lt;br /&gt;
Item Cost Mass Talon guard 25Cr 1kg &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ANIMAL TRAINER SKILL SET ==&lt;br /&gt;
Taming, training, riding, and stabling animals are all important part of having pets in the campaign. If those skills aren't available, it's hard to keep animals from going wild. So below is a skill set with a list of subskills useful for taming animals. &lt;br /&gt;
&lt;br /&gt;
An animal trainer (from the Biosocial PSA) can Analyze Animal Behavior and Analyze Ecosystems to understand an animal's needs and its environment and what it is attempting to communicate. The trainer is proficient in Animal Taming to provide discipline and structure to an animal's dealings with its master. With the Body Speak and Communication skills, an animal trainer is capable of communicating with an animal in surprising ways. And being a lover of animals, an animal trainer must always know how to Ride Mounts. &lt;br /&gt;
&lt;br /&gt;
The communication skill can be found in your Alpha Dawn rulebook, while the following skills are only found in Zebulon's guide, with some tweaks. Animal Taming combines the Animal Taming, Animal Training, and Stable Mounts skills together. To have a Veterinarian, simply choose Medic as your other skill set upon creation. &lt;br /&gt;
&lt;br /&gt;
'''Analyze Animal Behavior'''&lt;br /&gt;
Success Rate:20%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
A character with this skill can, if given four turns of observation, make an analysis of whether an animal is aggressive or harmless. Further observations, for 1d10 hours, can also inform the character of whether an animal's den or lair is nearby and what its eating, drinking, and other habits are. For a complete analysis of a creature and how it fits into its surrounding environment, the character would have to use the Analyze Ecosystems skill.&lt;br /&gt;
&lt;br /&gt;
'''Animal Training'''&lt;br /&gt;
Success Rate:10%&lt;br /&gt;
Level Bonus:+10&lt;br /&gt;
Prerequisites: Animals: Analyze Behavior 2, Animals: Ride Mount 3&lt;br /&gt;
&lt;br /&gt;
A character with this skill knows the proper case, feeding, and stabling of mounts. In addition, he knows the best way to hobble or protect mounts during times of sudden danger (dust storms, thunderstorms, blizzards, etc.). &lt;br /&gt;
&lt;br /&gt;
This skill gives a character the chance to tame a wild animal. Once tamed the animal can only be used as a beast of burden or herd animal, unless the Animal Training skill is used to make it a pet or companion.&lt;br /&gt;
&lt;br /&gt;
Some types of creatures are more difficult to train than others. The following creatures have a -10 modifier to the skill check: all tiny creatures, giant herbivores, all insectivores, large omnivores and carnivores. Giant omnivores and carnivores require a -20 modifier. &lt;br /&gt;
&lt;br /&gt;
Monsters, particularly vicious creatures, or Sathardeveloped creatures, cannot be tamed. Examples of monsters would be sand sharks, queequeg, and slither, all included in the Star Frontiers Expanded Rules.&lt;br /&gt;
&lt;br /&gt;
Taming a creature can be time consuming and dangerous. The time required depends on its size and type and is left to the referee's discretion. If a character fails the skill check he must roll 1d100, 01-25 means that the creature attacks the character attempting to tame it. &lt;br /&gt;
&lt;br /&gt;
A character failing a skill check may try again on the same creature after a suitable period of time has elapsed, with a +10 bonus, -10 if the creature tried to attack the character). Once three skill checks have been missed on the same creature, it is considered untamable. &lt;br /&gt;
&lt;br /&gt;
Taming a creature requires the character with the Animal Taming skill to work with the animal day after day. If he misses more than two days of taming time, the creature returns to its original state. Once tamed, however, an animal remains so unless abandoned. Just because a creature is tamed does not mean it does not require a cage, pen, or corral; it simply means that the creature will not typically attack unless unusually provoked. &lt;br /&gt;
&lt;br /&gt;
A character making a successful check with this skill can train a tamed animal. Training includes teaching an animal to carry a rider and obey riding commands, to guard a location and only allow known characters to pass, or to follow a command word. Commands are simple instructions such as &amp;quot;fetch,&amp;quot; &amp;quot;attack,&amp;quot; &amp;quot;return,&amp;quot; etc. and simple nouns, like weapon, Vrusk, box, etc. Teaching an animal requires days, sometimes weeks, of work. The time required depends on the intelligence of the animal and what is being taught. &lt;br /&gt;
&lt;br /&gt;
'''Body Speak'''&lt;br /&gt;
Success Rate:100%&lt;br /&gt;
Prerequisites:None &lt;br /&gt;
Base Ability:LOG&lt;br /&gt;
This skill allows a character to use exaggerated body movement as a form of communication with others possessing this skill. It is most useful when the characters wish to communicate while keeping completely silent (as in laying an ambush) or at a distance where even shouting cannot be heard but radio silence is desirable. Simple phrases can be used, like &amp;quot;go... city... fetch... doctor.&amp;quot; Only characters with Body Speak can understand it. Since body speak uses universal symbols, anyone with the skill can understand anyone else using it. It is sometimes used in diplomatic exchanges until a proper translator can be found. &lt;br /&gt;
&lt;br /&gt;
Every pet has the ability to understand repetitive commands from their master, including simple commands like &amp;quot;sit&amp;quot;, &amp;quot;lay down&amp;quot;, &amp;quot;go on&amp;quot;, &amp;quot;stay&amp;quot;, etc. Semi-intelligent creatures, like primates, can learn rudimentary forms of sign language, making them capable of interacting with their master on a much higher level. Most semi-intelligent pets are considered to have the Body Speak skill. Where a semi-intelligent animal is unable to learn body speak, they are more adept at understanding verbal communication. &lt;br /&gt;
&lt;br /&gt;
'''Ride Mount''' &lt;br /&gt;
Success Rate:70%&lt;br /&gt;
Level Bonus:+10 &lt;br /&gt;
Prerequisites:None&lt;br /&gt;
This skill allows a character to ride a tamed animal trained to carry a rider. The only time a skill check is needed is when a character first tries to mount a new species, when a difficult maneuver is performed, or when a mount is spooked or feels endangered. A character gets two chances to ride a new species of mount. Once his skill check is successful, the character can ride any mount of that species any time. If a character fails both checks, he must wait at least a year or campaign time before he can try to ride that species again. &lt;br /&gt;
&lt;br /&gt;
If a mount is frightened or is directed in a path that it feels is too threatening (jumping a chasm, narrow ledge of a canyon, etc.), the rider may have to make a check to maintain control over it. The result area needed by the check depends on the circumstances and is at the discretion of the Referee.&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:39:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|'''Pendulum'''&lt;br /&gt;
|style=&amp;quot;width:50px&amp;quot;|'''Lantern'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Jaunt'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Perilous'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|'''Stylus'''&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|'''Hunter'''&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|'''Regent'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Dijack'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Dark Hawk'''&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|'''Blade'''&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|'''Ripper'''&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|'''Black Dart'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|'''Reaper'''&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|'''Trapper Arc'''&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|'''Clear Cutter'''&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|'''Massacre'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:smaller&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:37:47Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* Aerospace Fighter Types */  Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|'''Pendulum'''&lt;br /&gt;
|style=&amp;quot;width:50px&amp;quot;|'''Lantern'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Jaunt'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Perilous'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|'''Stylus'''&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|'''Hunter'''&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|'''Regent'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Dijack'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Dark Hawk'''&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|'''Blade'''&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|'''Ripper'''&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|'''Black Dart'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|'''Reaper'''&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|'''Trapper Arc'''&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|'''Clear Cutter'''&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|'''Massacre'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:smaller&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:36:17Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;/* Aerospace Fighter Types */  Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|'''Stylus'''&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|'''Hunter'''&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|'''Regent'''&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Dijack'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|'''Dark Hawk'''&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|'''Blade'''&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|'''Ripper'''&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|'''Black Dart'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|'''Reaper'''&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|'''Trapper Arc'''&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|'''Clear Cutter'''&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|'''Massacre'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:smaller&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:34:12Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:smaller&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:33:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:smaller&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:smaller;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:smaller&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:26:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| &amp;amp;nbsp;Medium&amp;amp;nbsp;|| &amp;amp;nbsp;Internal&amp;amp;nbsp;|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;&amp;amp;nbsp;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:24:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| Medium|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:23:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;f&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| Medium|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:16:49Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| Medium|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45;action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;dual&amp;amp;#45;action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45;rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Mini&amp;amp;#45;rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:16:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| Medium|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual&amp;amp;#45action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;dual&amp;amp;#45action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini&amp;amp;#45rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Mini&amp;amp;#45rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:09:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon&amp;amp;nbsp;Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;#Weapons&amp;amp;nbsp;Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Assault&amp;amp;nbsp;Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt&amp;amp;nbsp;Launcher&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;bolt&amp;amp;nbsp;launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb&amp;amp;nbsp;Launcher|| Medium|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;large&amp;amp;nbsp;or&amp;amp;nbsp;2&amp;amp;nbsp;medium&amp;amp;nbsp;Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual-action&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;dual-action&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Piston&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser&amp;amp;nbsp;Pod&amp;amp;nbsp;Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;laser&amp;amp;nbsp;pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket&amp;amp;nbsp;Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Mini-rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile&amp;amp;nbsp;Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4&amp;amp;nbsp;Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst&amp;amp;nbsp;Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1&amp;amp;nbsp;Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

	<entry>
		<id>http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn</id>
		<title>Starflight: Starfighters in Alpha Dawn</title>
		<link rel="alternate" type="text/html" href="http://starfrontiers.info/wiki/index.php/Starflight:_Starfighters_in_Alpha_Dawn"/>
				<updated>2012-11-01T19:07:21Z</updated>
		
		<summary type="html">&lt;p&gt;Ascent:&amp;#32;Testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt;&lt;br /&gt;
Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 5]] main index&lt;br /&gt;
| Up: [[New Rules]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:FighterCockpit.png|300px|right]]&lt;br /&gt;
&lt;br /&gt;
by [[C. J. Williams]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets. Other changes include the Weapon Modifications rule, step-by-step construction guidance and examples, and clarifications of definitions.&lt;br /&gt;
&lt;br /&gt;
Remember, though this article focuses on fighters, these rules can also be used for normal vehicles.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.&lt;br /&gt;
&lt;br /&gt;
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?&lt;br /&gt;
&lt;br /&gt;
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.&lt;br /&gt;
&lt;br /&gt;
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.&lt;br /&gt;
&lt;br /&gt;
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.&lt;br /&gt;
&lt;br /&gt;
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.&lt;br /&gt;
&lt;br /&gt;
The Knight Hawks rules prove particularly ineffective for&lt;br /&gt;
space units of size 1 and 2. The smaller the craft, the less&lt;br /&gt;
relevant the spaceship stats prove to be. As it is, they are&lt;br /&gt;
just relevant enough for the Assault Scout, but for nothing&lt;br /&gt;
smaller.&lt;br /&gt;
&lt;br /&gt;
To remedy this, these vehicle rules are being extended in&lt;br /&gt;
this article to units of hull size 2 or less. A whole different&lt;br /&gt;
scale of damage applies that is not as extreme as large&lt;br /&gt;
spaceship damage.&lt;br /&gt;
&lt;br /&gt;
The vehicles, weapons, defenses, and equipment in this&lt;br /&gt;
article are by no means exhaustive, but contain all the&lt;br /&gt;
items this author feels worth use from previous articles&lt;br /&gt;
and new creations. Most items from other materials are&lt;br /&gt;
not included here, but are useable with this system.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Vehicle Frame Size Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Frame Size (KH)|| Mass in kg|| Engine size&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F1 (HS1)|| &amp;lt;50|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F2 (HS1)|| &amp;lt;100|| Standard&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F3 (HS1)|| &amp;lt;200|| Standard, A1*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F4 (HS1)|| &amp;lt;500|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F5 (HS1)|| &amp;lt;1000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F6 (HS1)|| &amp;lt;2000|| A1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F7 (HS1)|| &amp;lt;5000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F8 (HS1)|| &amp;lt;10,000|| A1, A2*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F9 (HS2)|| &amp;lt;20,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F10 (HS2)|| &amp;lt;50,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|F11 (HS2)|| &amp;lt;100,000|| A2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|F12 (HS2)|| &amp;lt;200,000|| A2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; |* Single engine design only.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Fighter Construction=&lt;br /&gt;
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Then note the engine size available for your craft from the Engine Table and choose your engine type, noting the information on your record sheet. Work with your referee to determine the final value of variant numbers, including cost.&lt;br /&gt;
&lt;br /&gt;
==Aerospace Fighter Types==&lt;br /&gt;
Besides the vehicles in the Alpha Dawn rules, more flying&lt;br /&gt;
vehicles may now be available. These types are defined&lt;br /&gt;
below. As you read them, enjoy the various fighter types&lt;br /&gt;
that are graphically represented with each description.&lt;br /&gt;
&lt;br /&gt;
===Mini-flyers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Mini-flyers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:80px&amp;quot;|Pendulum||style=&amp;quot;width:50px&amp;quot;|Lantern||style=&amp;quot;width:85px&amp;quot;|Jaunt||style=&amp;quot;width:85px&amp;quot;|Perilous&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Little more than an air-bubble with a ramjet engine attached,&lt;br /&gt;
the mini-flyer is able to reach high altitude space stations&lt;br /&gt;
from a planet’s surface, but does not have the capability&lt;br /&gt;
to escape a planet’s gravity without breaking apart. Miniflyers&lt;br /&gt;
cannot have any defenses and will only fit laser pods and&lt;br /&gt;
mini-rockets. They can only hold a single passenger (the pilot)&lt;br /&gt;
and have limited cargo capacity, such as for a tool kit and&lt;br /&gt;
change of clothes. The low cost helps keep&lt;br /&gt;
them viable, and surprisingly popular for personal&lt;br /&gt;
transportation to and from orbital stations and high&lt;br /&gt;
altitude launch platforms.&lt;br /&gt;
&lt;br /&gt;
===Personal Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:PersonalFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:72px&amp;quot;|Stylus&lt;br /&gt;
|style=&amp;quot;width:73px&amp;quot;|Hunter&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|Regent&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dijack&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Personal fighters are often better armed than Cloud&lt;br /&gt;
Flyers, but can only carry up to 2 people. Personal fighters&lt;br /&gt;
have no bombing capability or armor to speak of, but their&lt;br /&gt;
teeth can be nasty. Able to carry small assignments of&lt;br /&gt;
piston and pod weapons, assault rockets, or missiles,&lt;br /&gt;
personal fighters are the vehicle of choice for the more&lt;br /&gt;
discriminating adventurer. They cannot carry bombs.&lt;br /&gt;
Careful, though, these aren’t meant for war. Pirates often&lt;br /&gt;
take on such vehicles and their pilots for a split of the&lt;br /&gt;
booty, as a private air force is invaluable to&lt;br /&gt;
commandeering civilian ships. They also prove invaluable&lt;br /&gt;
for defending civilian ships.&lt;br /&gt;
&lt;br /&gt;
===Military Fighters===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:MilitaryFighters.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:85px&amp;quot;|Dark Hawk&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Blade&lt;br /&gt;
|style=&amp;quot;width:75px&amp;quot;|Ripper&lt;br /&gt;
|style=&amp;quot;width:65px&amp;quot;|Black Dart&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
You won’t find these for private sale, as they contain&lt;br /&gt;
armor and advanced defenses for large scale skirmishes.&lt;br /&gt;
Even black market traders know that private citizens can’t&lt;br /&gt;
be trusted with these weapons of mass destruction. No,&lt;br /&gt;
they want them sold to the highest bidder in the largest&lt;br /&gt;
quantity. The military fighter is heavy duty in both fire&lt;br /&gt;
power and defenses and are built with armor standard.&lt;br /&gt;
Even though military fighters have limited bombing&lt;br /&gt;
payload capacity, if any, military fighters are ten times&lt;br /&gt;
more effective than personal fighters. These are often&lt;br /&gt;
granted under special permission to Privateers, though&lt;br /&gt;
common pirates tend to get a hold of them by raiding&lt;br /&gt;
small military convoys.&lt;br /&gt;
&lt;br /&gt;
===Military Bombers===&lt;br /&gt;
{| style=&amp;quot;float:right; width:300px;&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|[[File:Bombers.png|300px]]&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-size:small;&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:105px&amp;quot;|Reaper&lt;br /&gt;
|style=&amp;quot;width:55px&amp;quot;|Trapper Arc&lt;br /&gt;
|style=&amp;quot;width:45px&amp;quot;|Clear Cutter&lt;br /&gt;
|style=&amp;quot;width:95px&amp;quot;|Massacre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often 2-4 times the size of most military fighters, military&lt;br /&gt;
bombers carry many times more the payload of any&lt;br /&gt;
fighter and are also armored. These are highly specialized&lt;br /&gt;
killing machines capable of toppling large building&lt;br /&gt;
complexes, flattening settlements, sinking sea carriers,&lt;br /&gt;
and crippling or even destroying large space vessels when&lt;br /&gt;
grouped with other bombers. Bombers all require a&lt;br /&gt;
minimum of two crewmen (pilot and copilot/navigator)&lt;br /&gt;
and are extraordinarily durable. (Bombers are technically&lt;br /&gt;
Hull Size 2 from Knight Hawks rules)&lt;br /&gt;
&lt;br /&gt;
==Size==&lt;br /&gt;
Though actual vehicle classes are often dependent on&lt;br /&gt;
area, mass, and even shape altogether to determine size,&lt;br /&gt;
to keep things simple, a new size rating (as opposed to&lt;br /&gt;
the KH size system) is given for vehicle types relying on&lt;br /&gt;
the vehicle’s base mass instead of its length. The frame&lt;br /&gt;
sizes are listed as F1, F2, F3, F4, etc. The cargo weight and weapons&lt;br /&gt;
do not affect the vehicle’s size, but the engines and&lt;br /&gt;
computer systems do. The Vehicle Frame Size Table lists the frame sizes with&lt;br /&gt;
compatible engine sizes. You can either have single&lt;br /&gt;
engines or dual engines. &amp;quot;Standard&amp;quot; engines refer to small&lt;br /&gt;
rich-mixture engines that can be either atmospheric ramjet,&lt;br /&gt;
trans-atmospheric pion or space-only colloid thrusters&lt;br /&gt;
(Chemical).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Available Fighters'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter Type*|| Size (KH)|| PN||ADF/MR|| ADM|| Cargo Limit|| VSP|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 3 (1)|| 1|| 6|| -1|| 400kg/4m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 10+d10|| &amp;gt;40,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 4-5 (1)|| 1-2|| 6|| 0|| 8,000kg/12m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 20+d10|| &amp;gt;55,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 6-7 (1)|| 1-2|| 5|| +1|| 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 40+d10|| &amp;gt;65,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 7-8 (1)|| 2-4|| 5|| +1|| 22,000kg/26m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;80,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 8-9 (2)|| 2-8|| 5|| +2|| 55,000kg/38m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 45+d10|| &amp;gt;105,000Cr&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 10-11 (2)|| 2-12|| 5|| +2|| 100,000kg/50m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| 50+d10|| &amp;gt;120,000Cr&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|* Ordered according to size&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|** Costs are for empty structure only; it does not include equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==New Engines==&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Engine Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Engines|| Ramjet|| Chemical|| Plasma||After Burner&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A1”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 20xFrame|| 10xFrame|| 10xFrame/2|| +10**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 3|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 8,000Cr|| 20,000Cr|| 55,000Cr|| 5,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|'''Size “A2”'''&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fuel Cost|| 40xFrame|| 20xFrame|| 10xFrame/4|| +20**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Prog. Level|| 1|| 1|| 4|| 1&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Fnctn Pnts|| 2|| 3|| 14|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;font-weight:normal;&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Cost*|| 15,000Cr|| 30,000Cr|| 100,000Cr|| 10,000Cr&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|* Engine, installation and program costs per engine.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;|** Add this modifier to your fuel cost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What is not generally known is that small craft of size 2 or&lt;br /&gt;
smaller maneuver by means of colloid thrusters (a type of&lt;br /&gt;
miniature electrostatic ion thruster) which are built into&lt;br /&gt;
the frames. These work independently of the ship’s&lt;br /&gt;
engines, though may derive their power from the engines.&lt;br /&gt;
Because they are built into the aerospace vehicle, they are&lt;br /&gt;
not a concern when choosing an engine for your craft.&lt;br /&gt;
&lt;br /&gt;
Along with the new scale for fighters are new engine&lt;br /&gt;
classifications. Engine size A1 is for Knight Hawks hull size&lt;br /&gt;
1, and engine size A2 is for Knight Hawks hull size 2 (See&lt;br /&gt;
the Vehicle Size Table above for fighter size assignments).&lt;br /&gt;
&lt;br /&gt;
'''Ramjet Engine.''' These are not as efficient as other engines&lt;br /&gt;
and are useless for space flight because of their need for&lt;br /&gt;
air flow. Though they are less expensive to purchase and&lt;br /&gt;
install, they are more expensive to maintain and keep&lt;br /&gt;
fueled (they use much more fuel than other engines and&lt;br /&gt;
require more maintenance).&lt;br /&gt;
&lt;br /&gt;
'''Plasma Drive.''' In addition to rocket boosters and atomic&lt;br /&gt;
engines, there is also the more expensive plasma drive. A&lt;br /&gt;
plasma drive is considerably safer, more compact, and&lt;br /&gt;
easier to find, but much more expensive than an atomic&lt;br /&gt;
drive. Plasma power is achieved by pulling radiant atoms&lt;br /&gt;
apart through ionization instead of colliding them.&lt;br /&gt;
Additionally, plasma drives have virtually 0 radiation&lt;br /&gt;
emissions. They are the most efficient for inner-system&lt;br /&gt;
travel. These can be sized to fit on any size of craft.&lt;br /&gt;
&lt;br /&gt;
These are the small thrusters you see on many of your&lt;br /&gt;
favorite space fighters. They are low maintenance, highly&lt;br /&gt;
efficient, and ideal for relatively comfortable high speed&lt;br /&gt;
launches, as their thrust requires building, easing into the&lt;br /&gt;
launch speed. Their big brothers that we’ve come to know&lt;br /&gt;
simply as Ion Drives, use particle acceleration which can&lt;br /&gt;
cause a craft to approach the speed of light.&lt;br /&gt;
&lt;br /&gt;
'''After Burner.''' This injects fuel directly into the ignited&lt;br /&gt;
exhaust (“after” the engine), causing the vehicle to&lt;br /&gt;
increase its acceleration beyond its standard acceleration.&lt;br /&gt;
This can be useful for escaping an enemy, catching up to&lt;br /&gt;
an enemy, or getting that extra burst for escaping&lt;br /&gt;
atmosphere. However, this is an extremely inefficient&lt;br /&gt;
expenditure of fuel, so use it wisely. This is available for&lt;br /&gt;
any engine planet-side or in space.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
Now that you have your new fighter, choose your weapons, if&lt;br /&gt;
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.&lt;br /&gt;
&lt;br /&gt;
==New Weapons==&lt;br /&gt;
[[File:Fighter1.png|250px|right]]&lt;br /&gt;
Normal weapons have been thoroughly covered in other&lt;br /&gt;
articles, so we will only discuss new weapons for&lt;br /&gt;
aerospace vehicles here.&lt;br /&gt;
&lt;br /&gt;
Previous board game and miniatures rules only provided&lt;br /&gt;
assault rockets to fighters, and mounted laser pods were&lt;br /&gt;
provided in the Polyhedron #19 article, Laser Pod, by John&lt;br /&gt;
Pickens and laser pistons, maxi-missiles and fusion bombs&lt;br /&gt;
were provided in the Dragon Magazine, November 1986,&lt;br /&gt;
article, An Interstellar Armory by Gus Monter. Now&lt;br /&gt;
prepare yourself for several new additions.&lt;br /&gt;
&lt;br /&gt;
All weapons listed in the Armament Table are considered externally&lt;br /&gt;
attached, except for bombs and starbursts, and has no&lt;br /&gt;
bearing on space. A fighter&lt;br /&gt;
can carry all the weapons listed on its row at the same&lt;br /&gt;
time. Meaning that a Light Military Fighter of F7&lt;br /&gt;
can carry 8 missiles, 4 bombs, 4 starbursts, 1 Assault&lt;br /&gt;
Rocket, and any one of the four beam or P.G.S. weapons.&lt;br /&gt;
Of course this all depends upon the fighter's design and&lt;br /&gt;
Referee's allowance. The discrepancy between the&lt;br /&gt;
qualifying frame size of the Dual Piston and Bolt Launcher&lt;br /&gt;
of the Armament Table and the Minimum Vehicle Size of&lt;br /&gt;
the same weapons on the Weapons Table are due to that&lt;br /&gt;
the Weapons Table shows what they can be attached to,&lt;br /&gt;
but may require penalties (Referee's discretion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Armament Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighter|| Missiles|| Bombs|| Starbursts&lt;br /&gt;
|Assault Rockets||Laser Pod||Laser Piston||Dual Piston||Bolt Launcher&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-flyer|| 0 (8*)**|| 0|| 0|| 0|| X|| || ||&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Personal|| 2-6**|| (2)**|| 1-2|| 0|| X|| X|| || V Size 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Military|| 2-8|| 2-4|| 1-4|| 1|| X|| X|| V Size 7|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Military|| 2-12|| 2-8|| 1-8|| 2|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Light Bomber|| 2-14|| 1-15|| 1-12|| 3|| X|| X|| X|| X&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Heavy Bomber|| 4-20|| 1-30|| 1-12|| 5|| X|| X|| X|| X&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|* Mini-flyers can load up to 8 mini-rockets.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; style=&amp;quot;width:110px&amp;quot;|Weapon||MVS (MHS)|| PL|| FP|| HDR*||HDR Mod*||RA (KH)|| DTM|| Restrictions|| Mass||Ctr Avail|| Cost**&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 1 (1)|| 1|| 3|| 5d10|| 0|| 6|| 0|| FF, RD, MPO|| 80kg|| I, II, III|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 6 (1)|| 2|| 6|| 5d10|| +10|| 6|| 0|| FF, RD, MPO|| 110kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 4 (1)|| 2|| 5|| 4d10|| +20|| 5|| +10|| FF, RD, MPO, LTD|| 140kg (100kg)|| I|| '''3,000 Cr (3,000 Cr/2,000ct)'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 7 (1)|| 1|| 2|| 4d100|| +50|| 0|| -20|| MPO, LTD|| 1,000kg|| I|| '''10,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| 7 (1)|| 2|| 4|| --|| +10|| 0|| +5|| ||800kg|| I|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rockets|| 2 (1)|| 0|| 0|| 5d10|| +20|| 5|| -10|| FF, MPO, LTD|| 10kg|| I|| '''150Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 4 (1)|| 2|| 3|| 1d100|| +30|| 6|| ***|| FF, MPO, LTD|| 100kg|| I|| '''1,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 4 (1)|| 2|| 3|| 1d100|| +80|| 6|| -20|| FF, MPO, LTD|| 100kg|| I, II|| '''2,500Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6 (1)|| 2|| 5|| 1d100|| +70|| 6|| -20|| FF, MPO, LTD|| 130kg|| I, II|| '''5,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst|| 4 (1)|| 2|| 3|| || --|| 6|| --|| --|| vol: 1m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| II|| '''1,000Cr'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|* For Knight Hawks, divide all damage by 10 and round down.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|** Costs include installation&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|*** Automatic drive damage if hit: -ADF=damage/10 (round up).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bomb Launcher.''' A bomb launcher isn’t so much a weapon&lt;br /&gt;
as a delivery device. This vibration-resistant box attaches to a&lt;br /&gt;
cargo bay and stores any number of bombs on an antivibration&lt;br /&gt;
temperature control rack that delivers the bombs to&lt;br /&gt;
a box that accelerates the bomb through a hole with&lt;br /&gt;
minimum vibration and maximizes accuracy.&lt;br /&gt;
&lt;br /&gt;
The bomb launcher is ideal for the very volatile Fusion bomb,&lt;br /&gt;
giving the bomb 200% of its usual carrying distance and&lt;br /&gt;
stability. It adusts to any cargo bay for F7 to&lt;br /&gt;
Knight Hawks “Hull Size” size 3.&lt;br /&gt;
&lt;br /&gt;
'''Dual-action Piston.''' This works similarly to the normal laser&lt;br /&gt;
piston, but uses the rebound of two juxtaposed pistons and&lt;br /&gt;
barrels to produce twice the fire rate and require less energy.&lt;br /&gt;
However, these are heavier and may only be equipped to&lt;br /&gt;
craft of F5 or more.&lt;br /&gt;
&lt;br /&gt;
'''Proton Bolt and Launcher.''' This is a new and much more&lt;br /&gt;
effective delivery system than the standard proton weapon.&lt;br /&gt;
The Bolt Launcher is a recoilless weapon that uses large&lt;br /&gt;
“smart” bullets designed for launching in space and other&lt;br /&gt;
hostile environments. These “smart” bullets are programmed&lt;br /&gt;
to ionize the protons of tri-carbon-incased hydrogen,&lt;br /&gt;
producing a solid and relatively long-lasting proton bolt.&lt;br /&gt;
Though recoilless, it is not free from vibration.&lt;br /&gt;
&lt;br /&gt;
The Bolt Launcher can be attached to a personal fighter, but&lt;br /&gt;
the mounting points must be serviced at a quarter of the cost&lt;br /&gt;
after every use, as the vibrations could rip it from its mount&lt;br /&gt;
after prolonged use. If the weapon itself is not serviced&lt;br /&gt;
immediately after battle, it could lead to serious and even&lt;br /&gt;
deadly consequences in later battles because of the discharge&lt;br /&gt;
elements. It works against Albedo Screens and half capacity&lt;br /&gt;
against Inertia Screens.&lt;br /&gt;
&lt;br /&gt;
'''Plasma Bomb.''' Also called a “mini-nuke”, the plasma bomb&lt;br /&gt;
causes a limited fission explosion with limited radioactive&lt;br /&gt;
effects. Though not free from dangerous levels of radiation, it&lt;br /&gt;
only irradiates a 1 cubic mile radius. If detonated on a planet,&lt;br /&gt;
the radiation may be blown up to 100 miles.&lt;br /&gt;
&lt;br /&gt;
'''Missiles.''' There are several types of missiles available to&lt;br /&gt;
aerospace vehicles of all sizes. Destroying missiles before&lt;br /&gt;
they reach their targets isn’t easy, but can be done, so they&lt;br /&gt;
are provided with structural points. Missiles work in&lt;br /&gt;
conjunction with your ship’s targeting system. The Missile Table&lt;br /&gt;
is needed to help you know how fast you need to be&lt;br /&gt;
traveling to get out of the way of the missile.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Missiles Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Type|| ADF|| FP&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket|| 4|| 3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; &lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 5|| 25&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 6|| 30&lt;br /&gt;
|}&lt;br /&gt;
* Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.&lt;br /&gt;
* Redeye missiles have infrared sensors that track a target’s heat trail.&lt;br /&gt;
* Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).&lt;br /&gt;
* Hard Lock missiles have both infrared and guided capabilities along with &amp;quot;last known position&amp;quot; capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''Weapons Chance to Hit Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapons|| None|| RH|| PS|| ES|| SS|| MS|| LAP|| HAP|| ICM|| SB&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston (LP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual Piston (DP)|| 65|| 40|| 65|| 65|| 65|| 20|| --|| -15|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher (BL)|| 50|| 50|| 25|| 60|| 30|| 40|| -5|| -10|| --|| --&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Plasma Bomb (PlB)|| 70|| 70|| 70|| 70|| 80|| 70|| --|| --|| --|| --&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mines|| 60|| 60|| 60|| 60|| 60|| 60|| -15|| -20|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Torpedoes|| 50|| 50|| 50|| 50|| 75|| 50|| -15|| -20|| -10|| -7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Rocket|| 40|| 40|| 40|| 40|| 40|| 40|| --|| --|| -5|| -3&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Rocket Battery|| 30|| 40|| 30|| 40|| 40|| 40|| -15|| -20|| -3|| -1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Maxi-missile|| 50|| 50|| 50|| 50|| 70|| 50|| --|| -10|| -10|| -4&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Seeker Missile|| 75|| 75|| 75|| 75|| 75|| 75|| --|| -15|| -8|| -12&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Redeye Missile|| 60|| 60|| 60|| 65|| 60|| 40|| --|| --|| -15|| -30&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Guided Missile|| 75|| 75|| 75|| 50|| 75|| 75|| --|| -15|| -8|| -20&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Hard Lock Missile|| 80|| 80|| 80|| 70|| 75|| 80|| --|| --|| -8|| --&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;|Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: black; background: #cccccc; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&lt;br /&gt;
{| style=&amp;quot;width:400px; background: #eeeeee; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Weapon Mounts Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;  align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Weapon Mount|| Size|| Type|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;#Weapons Loaded&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|AR&amp;amp;nbsp;Launcher|| Large|| Surface|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 Assault Rocket&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bolt Launcher Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 bolt launcher&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Bomb Launcher|| Medium|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 large or 2 medium Bombs&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Dual-action Piston Mount|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 dual-action piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Piston Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 laser piston&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Laser Pod Mount|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 laser pod&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Mini-rocket Launcher|| Small|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4 Mini-rockets&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Missile Launcher|| Medium|| Any*|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;4 Missiles&amp;lt;/div&amp;gt;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Starburst Launcher|| Small|| Internal|| &amp;lt;div align=&amp;quot;left&amp;quot;&amp;gt;1 Starburst&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;font-size:small&amp;quot; align=&amp;quot;left&amp;quot;|* Weapons not mounted on or in the body of the craft can only be surface weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Note:''' I recommend Larry Moore's article, ''Non-Civilian Duty Vehicles'', in Issue #15 of the Star Frontiersman for weapon modifications rules. Each weapon type listed on the Armaments Table is counted as one or more hard points. The Weapon Mounts Table provides the statistics concurrent with that article.&lt;br /&gt;
&lt;br /&gt;
The mini-rockets in this article count as small rockets.&lt;br /&gt;
&lt;br /&gt;
The sizes in the article ''Non-Civilian Duty Vehicles'' compare close enough to the sizes in this article that you may use the sizes in this article to calculate vehicle defenses and other calculations shown in that article. However, it is recommended that Vehicle Structure Points be calculated according to this article.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.&lt;br /&gt;
&lt;br /&gt;
==Defenses==&lt;br /&gt;
'''Starburst.''' A decoy that emits ionized plasma and radio and&lt;br /&gt;
electrical signals that radiates bright light and heat and&lt;br /&gt;
confuses infrared and guided systems. Each time the vehicle&lt;br /&gt;
is re-equipped with starbursts, the delivery system must be&lt;br /&gt;
replaced. This makes starbursts a little more expensive, but&lt;br /&gt;
also safer. These are similar to interceptor missiles in&lt;br /&gt;
purpose, but are incapable of guided intercept and are very&lt;br /&gt;
much smaller. You will find starburst stats on the weapons&lt;br /&gt;
tables in this article.&lt;br /&gt;
&lt;br /&gt;
==Targeting Systems==&lt;br /&gt;
Special targeting systems are used for aerospace fighters.&lt;br /&gt;
These systems range from simple to very complex.&lt;br /&gt;
{| style=&amp;quot;width:300px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Targeting System|| Combat Modifier&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Crosshair|| +5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Tracker|| +10&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Multi-target Tracker|| +15&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Target Discriminator|| +20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Crosshair Targeting.''' A simple targeting system that&lt;br /&gt;
provides a crosshair and on screen target measurement and&lt;br /&gt;
locator. +5 to Hit. Crosshair targeting does not work with&lt;br /&gt;
Guided Missiles.&lt;br /&gt;
&lt;br /&gt;
'''Target Tracker.''' Provides all the abilities of the Crosshair&lt;br /&gt;
Targeting, but provides a lock on without visual to the&lt;br /&gt;
nearest target with a bias toward on screen targets. An&lt;br /&gt;
inherent flaw exists in this technology in which if the pilot is&lt;br /&gt;
chasing a target, another target that passes closer can&lt;br /&gt;
distract the target tracker and cause you to lose your primary&lt;br /&gt;
target. +10 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Multi-target Tracker.''' Providing the abilities of the Target&lt;br /&gt;
tracker, this system identifies all targets within a specific&lt;br /&gt;
range and provides ranges for each target. Whichever target&lt;br /&gt;
is within striking range gets a circle identifying it for attack.&lt;br /&gt;
+15 to Hit.&lt;br /&gt;
&lt;br /&gt;
'''Target Discriminator.''' Along with the abilities of the Multitarget&lt;br /&gt;
Tracker, this targeting system not only chooses the&lt;br /&gt;
best target and gives it a unique box, but is able to penetrate&lt;br /&gt;
most forms of interference. +20 to Hit.&lt;br /&gt;
&lt;br /&gt;
==System Packages==&lt;br /&gt;
In the list of new equipment are packages of&lt;br /&gt;
communications, defense, and weapons programs with&lt;br /&gt;
computer systems. These are packaged together to reduce&lt;br /&gt;
costs and keep aerospace vehicle design simple. Any system&lt;br /&gt;
can be used on any size aerospace unit that can fit the mass&lt;br /&gt;
and volume, but you must pay the full price even for systems&lt;br /&gt;
you do not use (ie., mini-flyers have no need for astrogation&lt;br /&gt;
equipment).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:400px; float:right; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|+ '''System Package Table'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:70px&amp;quot;|System Package||style=&amp;quot;width:60px&amp;quot;|Prog. Level|| FP|| Mass (kg)|| Volume|| Cost*&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|I|| 2|| 5|| 300-800 kg|| 3-8 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''9,000 Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|II|| 3|| 20|| 600-1,500 kg|| 6-15 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''28,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|III|| 4|| 40|| 1,500-2,400 kg|| 15-24 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''86,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|IV|| 5|| 64|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''200,000Cr'''&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|V|| 6|| 112|| 2,900-3,800 kg|| 29-38 m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|| '''270,000Cr'''&lt;br /&gt;
|- &lt;br /&gt;
|colspan=&amp;quot;6&amp;quot;|* Costs include installation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''System Package I.''' Ideal for keeping costs low, but is&lt;br /&gt;
also low on amenities. Computer level 2. Contains:&lt;br /&gt;
astrogation; crosshair targeting; videocom radio;&lt;br /&gt;
computer lockout; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package II.''' Often ideal for the standard&lt;br /&gt;
personal fighter. Computer level 3. Contains: astrogation;&lt;br /&gt;
target tracker; videocom radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks);&lt;br /&gt;
computer lockout; damage control; life support; and&lt;br /&gt;
parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package III.''' The most common military fighter&lt;br /&gt;
control. Computer level 4. Contains: astrogation; multitarget&lt;br /&gt;
tracker; subspace radio; videocom screen (adjust&lt;br /&gt;
cost for each screen according to Knight Hawks); half-size&lt;br /&gt;
camera system; skin sensors; security alarm; computer&lt;br /&gt;
lockout; damage control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package IV.''' The most common military bomber&lt;br /&gt;
configuration. Computer level 5 Contains: astrogation;&lt;br /&gt;
target discriminator; subspace radio; videocom screen;&lt;br /&gt;
half-size camera system; skin sensors; radar; security&lt;br /&gt;
alarm; white noise broadcast; computer lockout; damage&lt;br /&gt;
control; life support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
'''System Package V.''' Most often reserved for large&lt;br /&gt;
military bombers and dignitary vessels. Computer level 6.&lt;br /&gt;
Contains: astrogation; target discriminator; subspace&lt;br /&gt;
radio; videocom screen; half-size camera system; skin&lt;br /&gt;
sensors; radar; energy sensor; white noise broadcast;&lt;br /&gt;
security alarm; computer lockout; damage control; life&lt;br /&gt;
support; and parabattery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Using Fighters=&lt;br /&gt;
[[File:Fighter2.png|300px|right]]&lt;br /&gt;
With having only been counseled against the use of fighters in&lt;br /&gt;
the past, the understanding of how to use fighters is sadly&lt;br /&gt;
undeveloped, so let us examine what uses fighters may have&lt;br /&gt;
in Star Frontiers gaming.&lt;br /&gt;
&lt;br /&gt;
==Useful Tactics==&lt;br /&gt;
'''Planetary Patrols.''' Large space-fairing vessels cannot enter&lt;br /&gt;
a planet’s atmosphere, but smaller vessels can. As a result,&lt;br /&gt;
fighters are the weapon of choice for planet-side defense and&lt;br /&gt;
ground and air battles. Fighters are also ideal as escorts for&lt;br /&gt;
vessels of Knight Hawk Hull Size 4 or smaller. They can&lt;br /&gt;
provide effective defense against pirates and other&lt;br /&gt;
undesirables.&lt;br /&gt;
&lt;br /&gt;
'''Bombing Runs.''' Probably the most important use of any&lt;br /&gt;
fighter in war time. While bombers are, of course, used to&lt;br /&gt;
bomb ships and installations, small fighters can help protect&lt;br /&gt;
bombers and can even provide cover and confusion so that&lt;br /&gt;
bombers are hard to pick out of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Skirmishes.''' Swarms of fighters are an effective way of&lt;br /&gt;
overwhelming an opponent’s defenses. A squadron of fighters&lt;br /&gt;
can often provide as much fire power as any Assault Scout.&lt;br /&gt;
Imagine the power of a swarm.&lt;br /&gt;
&lt;br /&gt;
'''Location Hopping.''' Simply going from location to location,&lt;br /&gt;
players may want to have their own transportation to go from&lt;br /&gt;
one part of a planet to another. This also opens up potential&lt;br /&gt;
broader planet-side adventure ideas. Going from location to&lt;br /&gt;
location, characters can be reassured in having the firepower&lt;br /&gt;
for their defense.&lt;br /&gt;
&lt;br /&gt;
'''Reconnaissance.''' Being able to scout a wide area is&lt;br /&gt;
problematic without personal flight transportation, and is&lt;br /&gt;
therefore resolved with the use of fighters and shuttles.&lt;br /&gt;
&lt;br /&gt;
'''Quick Escape.''' Ever felt trapped by your surroundings?&lt;br /&gt;
Having a fighter on hand can help provide players with that&lt;br /&gt;
badly needed means of escape. Such escapes themselves can&lt;br /&gt;
provide very unique opportunities at role-playing as&lt;br /&gt;
characters try to creatively make their way back to their&lt;br /&gt;
vehicle.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
You can use these fighter rules to battle other&lt;br /&gt;
fighters even in a game of Knight Hawks, but against the&lt;br /&gt;
larger ships that have greater weapons, use the Knight&lt;br /&gt;
Hawks weapons scale.&lt;br /&gt;
&lt;br /&gt;
Alpha Dawn uses Structure Points (SP) or current STA, Knight&lt;br /&gt;
Hawks uses Hull Points (HP), but these rules use Frame Points&lt;br /&gt;
(FP). The frame points of your fighter are figured a little&lt;br /&gt;
differently than in Knight Hawks. In these rules, FP&lt;br /&gt;
determines damage resistance on the Fighter Type table. To&lt;br /&gt;
interact with character weapons and defenses, multiply all&lt;br /&gt;
fighter figures times 10. To interact with Knight Hawks weapons&lt;br /&gt;
and defenses, including calculated HP, divide all fighter&lt;br /&gt;
figures by 10 and round up.&lt;br /&gt;
&lt;br /&gt;
DCR is calculated using the same formula in Knight&lt;br /&gt;
Hawks, but using the frame size rules in this article.&lt;br /&gt;
You will still use the Advanced Game&lt;br /&gt;
Damage Table from Knight Hawks to determine the&lt;br /&gt;
type of damage. Do not access the table if damage is from&lt;br /&gt;
a character weapon, unless critical damage is rolled. When&lt;br /&gt;
attacked by a ship using Knight Hawks rules, multiply&lt;br /&gt;
damage and damage modifiers by 10.&lt;br /&gt;
&lt;br /&gt;
Some weapons have a modifier. This modifier applies&lt;br /&gt;
before the above-mentioned damage adjustments.&lt;br /&gt;
&lt;br /&gt;
==Terms==&lt;br /&gt;
Several Terms are introduced in the tables in this article. The&lt;br /&gt;
meanings of these terms are listed below.&lt;br /&gt;
&lt;br /&gt;
'''Minimum Vehicle Size (MVS):''' Works the same as the MHS&lt;br /&gt;
in Knight Hawks, determining the minimum size of vehicle frame&lt;br /&gt;
needed for the particular equipment.&lt;br /&gt;
&lt;br /&gt;
'''Passenger Number (PN):''' The number of passengers&lt;br /&gt;
(including pilot) allowed for fighters within the type’s range.&lt;br /&gt;
&lt;br /&gt;
'''Vehicle Structure Points (VSP):''' A measure of damage resistance worth 10 structure points from Alpha Dawn and 1/10 of a Hull Point from Knight Hawks.&lt;br /&gt;
&lt;br /&gt;
==Fighter Creation and Use Examples==&lt;br /&gt;
'''''Example:''' Jason's character, Lazar, a level 4 Technician, will be provided a Fighter at Truane's Star by PGC to assist in safeguarding their cargo on the way to Laco. PGC provides an [85,000 Cr] limit to the cost of the fighter. The referee has permitted Jason to design the fighter that will be used, recording the cost.''&lt;br /&gt;
&lt;br /&gt;
''To begin, Jason fixes the size at F6 for around 65,000Cr for a 1-seater. The ADF/MR is 5 and has +1 attack/defense modifier. Under &amp;quot;Cargo Capacity&amp;quot;, he records &amp;quot;16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;quot;. He rolls a &amp;quot;5&amp;quot; on 1d10 for a total of 45 VSP. By minimizing the frame size, Jason has enough for an A1 Chemical Drive with afterburner for a total of 25,000Cr, fueling it for an additional 60 Cr. His size 6 frame gives Jason's fighter a DCR of 38 and a VSP of 45 (HP 5 in Knight Hawks).''&lt;br /&gt;
&lt;br /&gt;
''He loads the vehicle to bear with hefty bolt launchers, 4 redeye missiles and 4 starbursts. PGC will not permit him the use of a nuclear warhead, namely an assault rocket, though he has the slot for it. Thus he changes out the assault rocket slot for a 2-slot missile launcher.''&lt;br /&gt;
&lt;br /&gt;
''To handle the systems, Jason selects the System Package II with his dwindling funds, noting the stats, including Computer Level 3 with astrogation, target tracker and computer lockout, videocom radio and videocom screen, damage control, life support, and type II parabattery.''&lt;br /&gt;
&lt;br /&gt;
''Example:''&lt;br /&gt;
&lt;br /&gt;
==A New Door to Adventure==&lt;br /&gt;
You have now been given the opportunity to open up your&lt;br /&gt;
gaming to a whole new variety of game play. Challenge&lt;br /&gt;
yourself, challenge your players, and give aerospace fighters&lt;br /&gt;
a chance in you campaigns.&lt;br /&gt;
&lt;br /&gt;
Keep an eye out for future articles on vehicle combat and&lt;br /&gt;
strategies that can help expand this avenue of game play&lt;br /&gt;
even further for both role-playing and board game play.&lt;br /&gt;
There will also be examples on how to put a fighter together,&lt;br /&gt;
in case you haven’t figured it out here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Author’s Note:''' This system is experimental. If you have&lt;br /&gt;
any suggested adjustments to this system, please contact&lt;br /&gt;
me (C.J. Williams, c/o Referee@StarFrontiersman.com).&lt;br /&gt;
&lt;br /&gt;
Good gaming to you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sample Fighter Vehicle Record==&lt;br /&gt;
[[File:Fighter3.png|right]]&lt;br /&gt;
{| style=&amp;quot;width:400px; padding-right:10px; padding-top:10px; padding-bottom:10px; padding-left:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; Style=&amp;quot;font-size:large&amp;quot;|'''SHIP'S NAME:''' REVENANT&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship Type:''' Light Military Fighter|| '''Size:''' F6 (HS1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Owner:''' PGC|| '''ADF:''' 5 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|'''Home System:''' Truane’s Star|| '''MR:''' 5&lt;br /&gt;
|-&lt;br /&gt;
|'''Captain:''' Lazar|| '''DCR:''' 38 (23)&lt;br /&gt;
|-&lt;br /&gt;
|'''Ship's Age:''' 1 yr|| '''VSP (HP):''' 45 (5)&lt;br /&gt;
|-&lt;br /&gt;
|'''Computer Level:''' 3 ||'''Function Points:''' 20&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Security:''' Computer Lockout&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Communications:''' Videocom radio w/screen&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Cargo Capacity:''' 16,000kg/18m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Engines:''' Dual-design Chemical Drive (A1) w/Afterburners&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Fuel Carried:''' 1 pellet&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Programs:''' astrogation, proton weapons control, damage control&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Weapons:''' Bolt Launcher 4d10 (+20), 4 Redeye Missiles, 4 Starbursts&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|'''Defenses:''' Light Armor, Reflective Hull, Proton Screen&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ascent</name></author>	</entry>

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