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		<title>Star Frontiers Network - User contributions [en]</title>
		<link>http://starfrontiers.info/wiki/index.php/Special:Contributions/Simplymenotu</link>
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			<title>Boon’sheh</title>
			<link>http://starfrontiers.info/wiki/index.php/Boon%E2%80%99sheh</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 3]] main index&lt;br /&gt;
| Up: [[Character Races]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:310px; margin: 0 0 0 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|[[File:BoonSheh.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: navy; color: white;&amp;quot; colspan=&amp;quot;2&amp;quot; | '''Characteristics'''&lt;br /&gt;
|-&lt;br /&gt;
|Average Size || 2.0 meters&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Average Mass || 55kg male&amp;lt;br /&amp;gt;60kg female&lt;br /&gt;
|-&lt;br /&gt;
|Average Lifespan || 75 years male,&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Reproductive System || heterosexual,&amp;lt;br /&amp;gt;viviparous&lt;br /&gt;
|-&lt;br /&gt;
|Body Temperature || 39 degrees Celsius&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: navy; color: white;&amp;quot; colspan=&amp;quot;2&amp;quot; | '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
|STR/STA || -10&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|DEX/RS || +10&lt;br /&gt;
|-&lt;br /&gt;
|INT/LOG || +0&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|PER/LDR || +0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: navy; color: white;&amp;quot; colspan=&amp;quot;2&amp;quot; | '''Movement'''&lt;br /&gt;
|-&lt;br /&gt;
|Walking || 20 meters per turn&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Running || 40 meters per turn&lt;br /&gt;
|-&lt;br /&gt;
|Hourly || 5 kilometers/hour&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: navy; color: white;&amp;quot; colspan=&amp;quot;2&amp;quot; | '''Special Abilities'''&lt;br /&gt;
|-&lt;br /&gt;
|Danger Sense&lt;br /&gt;
|10% chance to become aware of impending danger.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
by [[Goblinardo]]&lt;br /&gt;
&lt;br /&gt;
==Physical Structure==&lt;br /&gt;
The teal-skinned Boon'sheh are slim, tall bipedals,&lt;br /&gt;
usually standing at least a head above humans.&lt;br /&gt;
Their skin is soft to the touch, and they're&lt;br /&gt;
completely hairless except for patches of fur on their&lt;br /&gt;
shoulders and forearms.&lt;br /&gt;
&lt;br /&gt;
Their faces are unexpressive and almost skeletal, as&lt;br /&gt;
they have very little muscle in them. Their noses are&lt;br /&gt;
square, with tiny nostrils, and their ears are pointed&lt;br /&gt;
and long.&lt;br /&gt;
&lt;br /&gt;
Boon'sheh bodies are built for running, and as such&lt;br /&gt;
they have little mass compared to other sentient&lt;br /&gt;
species. Whatever physical weakness they have as a&lt;br /&gt;
consequence, they make it up with their great&lt;br /&gt;
speed.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
Boon'sheh senses are very well-developed:&lt;br /&gt;
particularly, their sight, hearing and sense of smell.&lt;br /&gt;
Tests performed by Terledrom scientists indicate&lt;br /&gt;
that the zones of the Boon'sheh brain that deal with&lt;br /&gt;
these three senses are in a permanent state of&lt;br /&gt;
overdrive, and that their sensory organs are always&lt;br /&gt;
absorbing more data than the conscious brain can&lt;br /&gt;
process. This has resulted in the Boon'sheh&lt;br /&gt;
developing a 'danger sense', their unconscious&lt;br /&gt;
selves picking up warning signals from eyes, ears&lt;br /&gt;
and nose, and forcing their bodies to act before they&lt;br /&gt;
notice what's going on. While some individuals tend&lt;br /&gt;
to think of the Boon'sheh as 'fidgety' (or even&lt;br /&gt;
paranoid), their danger sense has saved them and&lt;br /&gt;
their colleagues from certain death more than once.&lt;br /&gt;
&lt;br /&gt;
==Speech==&lt;br /&gt;
Boon'sheh speak in high-pitched tones, and their&lt;br /&gt;
native language is very dependent on them. They&lt;br /&gt;
also use many palatal and alveolar clicks when&lt;br /&gt;
talking. While their language appears to be&lt;br /&gt;
complicated at first, most people can learn it in two&lt;br /&gt;
or three weeks.&lt;br /&gt;
&lt;br /&gt;
Their names commonly have two or three syllables&lt;br /&gt;
and are always preceded by the prefix &amp;quot;Boon-&amp;quot;&lt;br /&gt;
which stands for 'person', as in Boon-Shube or&lt;br /&gt;
Boon-Gurenn. This prefix is usually dropped in&lt;br /&gt;
informal conversation.&lt;br /&gt;
&lt;br /&gt;
==Society and Customs==&lt;br /&gt;
The Boon'sheh were very close to developing system&lt;br /&gt;
ships when their planet was discovered by Vrusk&lt;br /&gt;
and Dralasite prospectors from Terledrom. They&lt;br /&gt;
were never a prolific species to begin with, so they&lt;br /&gt;
had no problem with the newcomers once they&lt;br /&gt;
agreed to their somewhat arcane terms of&lt;br /&gt;
commerce and to leave their cities alone.&lt;br /&gt;
&lt;br /&gt;
While prehistoric Boon'sheh were individualistic&lt;br /&gt;
nomads, their current society is urban and based&lt;br /&gt;
around clans. The average clan holds around 200&lt;br /&gt;
people, most of which live in the same city district.&lt;br /&gt;
There are no true Boon'sheh 'families': all children&lt;br /&gt;
are raised by the clan as a whole, and the parentchild&lt;br /&gt;
bond is unknown to them. Boon'sheh worship&lt;br /&gt;
their clans and fight fiercely for them, whether in&lt;br /&gt;
the battlefield or in the negotiation rooms, and&lt;br /&gt;
those that do not hold up to a clan's expectations&lt;br /&gt;
are often cast out of their districts. Most of the starfaring&lt;br /&gt;
Boon'sheh are such outcasts.&lt;br /&gt;
&lt;br /&gt;
==Attitudes==&lt;br /&gt;
Boon'sheh get along well with Dralasites and Vrusks,&lt;br /&gt;
as they were the first starfaring peoples they had&lt;br /&gt;
contact with. This feeling is mutual, though the&lt;br /&gt;
foreign miners are amused by their lack of facial&lt;br /&gt;
expression. Local Dralasite colonists are known to&lt;br /&gt;
use the idiom 'To see a Boon-sheh smile' when&lt;br /&gt;
talking about mirages and illusions.&lt;br /&gt;
&lt;br /&gt;
They're mildly distrustful of Humans and Yazirians,&lt;br /&gt;
as the former's curiosity (Boon'sheh call it&lt;br /&gt;
'deathwish') and the latter's agressiveness tend to&lt;br /&gt;
set off their danger sense more often than usual.&lt;br /&gt;
&lt;br /&gt;
==Special Abilities==&lt;br /&gt;
'''Danger Sense''' (10%): Boon'sheh's keen senses&lt;br /&gt;
can subconsciously alert them to perils they aren't&lt;br /&gt;
aware of. Whenever a Boon'sheh is endangered, the&lt;br /&gt;
referee secretly rolls Danger Sense: a success&lt;br /&gt;
means that the Boon'sheh becomes aware of danger&lt;br /&gt;
(though not able to pinpoint its exact source) and&lt;br /&gt;
can warn others of it. This special ability may be&lt;br /&gt;
improved by spending experience points, but even if&lt;br /&gt;
raised to 100%, any roll of 96-00 is considered a&lt;br /&gt;
failure. No matter how keen the senses of a&lt;br /&gt;
Boon’sheh, there is always a slight chance he can be&lt;br /&gt;
duped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border:thin solid black; background:#eeeeee; padding:0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''Boon’sheh Multipistol'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:BoonShehMultipistol.png|right]]&lt;br /&gt;
&lt;br /&gt;
This unusual heavy auto-pistol was made and perfected&lt;br /&gt;
by Boon’sheh weaponsmiths. It is very large for a&lt;br /&gt;
pistol, and fires larger bullets made only on their&lt;br /&gt;
homeworld and available elsewhere only by special&lt;br /&gt;
delivery or custom design (cost is 50Cr per Multiclip,&lt;br /&gt;
20-rounds in the magazine). The gun itself is capable&lt;br /&gt;
of being set to one of two settings: single fire and burst.&lt;br /&gt;
The range of the pistol is the same as for an auto rifle,&lt;br /&gt;
and it costs 700Cr.&lt;br /&gt;
&lt;br /&gt;
In single fire, it’s a semi-automatic pistol, capable of&lt;br /&gt;
firing up to 3 bullets per turn (2d10 damage per bullet),&lt;br /&gt;
each aimed and fired with its own to-hit roll.&lt;br /&gt;
In burst mode, it fires a 10-bullet burst that provides&lt;br /&gt;
+20 to hit and does 8d10 damage. If fired at multiple&lt;br /&gt;
targets, add +1d10 per target after the first then divide&lt;br /&gt;
damage equally among all targets.&lt;br /&gt;
&lt;br /&gt;
What really makes this weapon a marvel of weapon&lt;br /&gt;
engineering isn’t the heavier sized ammunition or&lt;br /&gt;
increased range/damage, it’s the fact that the weapon&lt;br /&gt;
can also fire ammunition designed for other auto&lt;br /&gt;
weapons. It can use pistol and rifle bulletclips, but&lt;br /&gt;
when doing so it is treated like a normal auto pistol or&lt;br /&gt;
rifle.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Star Frontiersman Articles]]&lt;br /&gt;
[[Category: Goblinardo]]&lt;br /&gt;
[[Category: Character Races]]&lt;br /&gt;
[[Category: SFMan: Character Races]]&lt;/div&gt;</description>
			<pubDate>Sun, 05 Dec 2010 05:20:26 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Boon%E2%80%99sheh</comments>		</item>
		<item>
			<title>TSR Star Frontiers Published Material</title>
			<link>http://starfrontiers.info/wiki/index.php/TSR_Star_Frontiers_Published_Material</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Rules'''&lt;br /&gt;
* Star Frontiers TSR (1982 Box)&lt;br /&gt;
* Star Frontiers: Alpha Dawn TSR (1983 Box)&lt;br /&gt;
* Star Frontiers Referee's Screen and Mini-Module TSR (1983)&lt;br /&gt;
* Star Frontiers: Knight Hawks TSR (1983 Box)&lt;br /&gt;
* SFAC1: Character Record Sheets TSR (1984)&lt;br /&gt;
* SFAC3: Zebulon's Guide to Frontier Space Volume 1 TSR (1985)&lt;br /&gt;
&lt;br /&gt;
'''Modules'''&lt;br /&gt;
&lt;br /&gt;
* SF0: Crash on Volturnus TSR (1982)&lt;br /&gt;
* SF1: Volturnus, Planet of Mystery TSR (1982)&lt;br /&gt;
* SF2: Starspawn of Volturnus TSR (1982)&lt;br /&gt;
* SF3: Sundown on Starmist TSR (1983)&lt;br /&gt;
* SF4: Mission to Alcazzar TSR (1984)&lt;br /&gt;
* SFAD5: Bugs in the System TSR (1985)&lt;br /&gt;
* SFAD6: Dark Side of the Moon TSR (1985)&lt;br /&gt;
&lt;br /&gt;
* SFKH1: Dramune Run TSR (1984)&lt;br /&gt;
* SFKH2: Mutiny on the Eleanor Moraes TSR (1984)&lt;br /&gt;
* SFKH3: Face of the Enemy TSR (1985)&lt;br /&gt;
* SFKH4: The War Machine TSR (1985)&lt;br /&gt;
&lt;br /&gt;
* 2010: Odyssey Two Adventure TSR (1984)&lt;br /&gt;
* 2001: A Space Odyssey TSR (1985)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Published Works'''&lt;br /&gt;
* Gamma Dawn (Re-mastered)&lt;br /&gt;
* Knight Hawks Quick-Reference Booklet (Re-mastered)&lt;br /&gt;
* Zebulon's Quick-Reference Booklet (Re-mastered)&lt;br /&gt;
* Iridia #13 Self-published (2006)&lt;br /&gt;
* Referee's Screen and Mini-Module Assault on Starship Omicron&lt;br /&gt;
&lt;br /&gt;
'''Miniatures'''&lt;br /&gt;
* Player Characters (Metal Miniatures)&lt;br /&gt;
* Spacefarers (Metal Miniatures)&lt;br /&gt;
&lt;br /&gt;
'''Re-Mastered List'''&lt;br /&gt;
[http://starfrontiersman.com/]&lt;br /&gt;
* Alpha Dawn&lt;br /&gt;
* Alpha Dawn Quick-Reference Booklet&lt;br /&gt;
* Knight Hawks&lt;br /&gt;
* Knight Hawks Quick-Reference Booklet&lt;br /&gt;
* SFAC3: Zebulon's Guide to Frontier Space&lt;br /&gt;
* Zebulon's Quick-Reference Booklet&lt;br /&gt;
* Gamma Dawn&lt;br /&gt;
* SF0: Crash on Volturnus (part of the Alpha Dawn book)&lt;br /&gt;
* SF1: Volturnus, Planet of Mystery&lt;br /&gt;
* SF2: Starspawn of Voltrunus&lt;br /&gt;
* SF3: Sundown on Starmist&lt;br /&gt;
* SF4: Mission to Alcazzar&lt;br /&gt;
* SFAD5: Bugs in the System&lt;/div&gt;</description>
			<pubDate>Fri, 03 Dec 2010 05:19:43 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:TSR_Star_Frontiers_Published_Material</comments>		</item>
		<item>
			<title>Triad Low Starport</title>
			<link>http://starfrontiers.info/wiki/index.php/Triad_Low_Starport</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with 'Source: Aramax One adventure'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Source: Aramax One adventure&lt;/div&gt;</description>
			<pubDate>Fri, 26 Nov 2010 22:49:25 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Triad_Low_Starport</comments>		</item>
		<item>
			<title>Frontier Travel Guide</title>
			<link>http://starfrontiers.info/wiki/index.php/Frontier_Travel_Guide</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;/* Locales */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you headed somewhere, on-planet or off?  The Frontier Travel Guide contains up to date and historical information on the various star systems, planets, cities and other locales all around the Frontier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Systems ==&lt;br /&gt;
[[Cassidine]]&lt;br /&gt;
*[[Rupert's Hole]]&lt;br /&gt;
*[[Triad]]&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
== Locales ==&lt;br /&gt;
&lt;br /&gt;
[[Triad Low Starport]] - Cassidine, Triad&lt;br /&gt;
&lt;br /&gt;
== Corporations ==&lt;br /&gt;
&lt;br /&gt;
== Organizations ==&lt;/div&gt;</description>
			<pubDate>Fri, 26 Nov 2010 22:47:36 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Frontier_Travel_Guide</comments>		</item>
		<item>
			<title>Frontier Travel Guide</title>
			<link>http://starfrontiers.info/wiki/index.php/Frontier_Travel_Guide</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you headed somewhere, on-planet or off?  The Frontier Travel Guide contains up to date and historical information on the various star systems, planets, cities and other locales all around the Frontier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Systems ==&lt;br /&gt;
[[Cassidine]]&lt;br /&gt;
*[[Rupert's Hole]]&lt;br /&gt;
*[[Triad]]&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
== Locales ==&lt;br /&gt;
&lt;br /&gt;
== Corporations ==&lt;br /&gt;
&lt;br /&gt;
== Organizations ==&lt;/div&gt;</description>
			<pubDate>Fri, 26 Nov 2010 22:25:58 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Frontier_Travel_Guide</comments>		</item>
		<item>
			<title>Hub Worlds</title>
			<link>http://starfrontiers.info/wiki/index.php/Hub_Worlds</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with ' The following systems are consider the hub of the frontier sector. * Triad'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The following systems are consider the hub of the frontier sector.&lt;br /&gt;
* [[Triad]]&lt;/div&gt;</description>
			<pubDate>Fri, 26 Nov 2010 22:24:38 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Hub_Worlds</comments>		</item>
		<item>
			<title>Triad</title>
			<link>http://starfrontiers.info/wiki/index.php/Triad</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with '  Triad in Cassidine is one of the trade and industrial centers of the Frontier, generally referred to as one of the Hub Worlds. Nearly all the large corporations have office…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Triad in Cassidine is one of the trade and industrial centers of the Frontier, generally referred to as one of the [[Hub Worlds]]. Nearly all the large corporations have offices and production facilities on planet or in close orbit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several smaller corporations with facilities on Triad and in orbit. All of these companies are limited to the Cassidine system at present, but are attempting to expand their activities outsystem.&lt;br /&gt;
&lt;br /&gt;
[[Aramax Power Factors]] (APF) is one of these smaller corporations, with interest in a number of fields including mining, shipping and, of course, power generation and distribution. At present the company supply over half of Triad's power requirement, but its main competitor, [[Sunpower Inc]], is attempting to expand its market share.&lt;br /&gt;
&lt;br /&gt;
APF Ground Site One ([[ARAMAX ONE]]) is the collection array for a system of solar power satellites which supply the indust¬rial belt round Triad Low Starport.&lt;br /&gt;
&lt;br /&gt;
Aramax One is also the site of APF's central computer. It organises the power distribution network, the maintenance of the collection arrays and satellites, and handles the company record keeping. Although the company has other computers at its other offices and facilities, the Aramax One machine is vital to the running of the company.&lt;/div&gt;</description>
			<pubDate>Fri, 26 Nov 2010 22:23:53 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Triad</comments>		</item>
		<item>
			<title>Frontier Travel Guide</title>
			<link>http://starfrontiers.info/wiki/index.php/Frontier_Travel_Guide</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;/* Star Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you headed somewhere, on-planet or off?  The Frontier Travel Guide contains up to date and historical information on the various star systems, planets, cities and other locales all around the Frontier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Systems ==&lt;br /&gt;
[[Cassidine]]&lt;br /&gt;
*[[Rupert's Hole]]&lt;br /&gt;
*[[Triad]]&lt;br /&gt;
&lt;br /&gt;
== Planets ==&lt;br /&gt;
&lt;br /&gt;
== Cities ==&lt;br /&gt;
&lt;br /&gt;
== Locales ==&lt;/div&gt;</description>
			<pubDate>Fri, 26 Nov 2010 22:21:33 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Frontier_Travel_Guide</comments>		</item>
		<item>
			<title>Laser Sniper Rifle</title>
			<link>http://starfrontiers.info/wiki/index.php/Laser_Sniper_Rifle</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Sniper Rifle===&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are specialized rifles that allow characters&lt;br /&gt;
to take out enemies from a distance with deadly&lt;br /&gt;
accuracy. Based on the characters skill level and SEU&lt;br /&gt;
setting, it's entirely possible to one-shot-kill an&lt;br /&gt;
opponent that is unprotected by an albedo suit or&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lasersniperrifle.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
Like the Semi-Automatic Sniper Rifle in [[Star Frontiersman Issue 4]] of this&lt;br /&gt;
webzine, the laser sniper is equipped with electronic&lt;br /&gt;
range determination and targeting guidance, which&lt;br /&gt;
halves the penalties associated with range. (AD pg.13 Telescopic Sites, &amp;quot;use the range modifier for the next closer range&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Laser sniper rifles have an extremely long range. They&lt;br /&gt;
typically have a non-reflective finish – often coated in a&lt;br /&gt;
flat black paint or camouflage. They have folding bipod&lt;br /&gt;
struts that can be extended in order to steady the aim&lt;br /&gt;
of the shooter and can be broken down to fit inside a&lt;br /&gt;
gun case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''To-Hit Example''' Harry has a DEX of 50, PSA Military with Beam Lvl 3. He fires at a target who has soft cover at 800m. 25 [1/2 DEX] + 30 [Lvl 3] -20 [Long range w/ Scope] +15 [Aiming] -10 [Soft] = 40%&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Damage Example''' Harry set his rifle to 10 SEU so that damage would be 10d10 * 3 [Lvl]. Harry rolls a 51. 51 x 3 = 153 points of damage. I hope the target NPC had an albedo suit or screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 352px; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Laser Sniper Rifle'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Cost:|| 1,500 CR&lt;br /&gt;
|-&lt;br /&gt;
|Weight:|| 5kg&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Damage|| 1d10 per SEU *&lt;br /&gt;
|-&lt;br /&gt;
|Ammo:|| 20 SEU PowerClip or power belt/back pack&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Rate:|| 1&lt;br /&gt;
|-&lt;br /&gt;
|Defense:|| Albedo&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Range:|| 20/100/500/1km/2km&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Cost:|| Standard SEU PowerClip (100Cr)&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Skill:|| Beam Weapons&lt;br /&gt;
|}&lt;br /&gt;
* Characters of Military PSA may multiply their Beam Weapons skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. (Skill Level x Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 22:19:09 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Laser_Sniper_Rifle</comments>		</item>
		<item>
			<title>Laser Sniper Rifle</title>
			<link>http://starfrontiers.info/wiki/index.php/Laser_Sniper_Rifle</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Sniper Rifle===&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are specialized rifles that allow characters&lt;br /&gt;
to take out enemies from a distance with deadly&lt;br /&gt;
accuracy. Based on the characters skill level and SEU&lt;br /&gt;
setting, it's entirely possible to one-shot-kill an&lt;br /&gt;
opponent that is unprotected by an albedo suit or&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lasersniperrifle.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
Like the Semi-Automatic Sniper Rifle in [[Star Frontiersman Issue 4]] of this&lt;br /&gt;
webzine, the laser sniper is equipped with electronic&lt;br /&gt;
range determination and targeting guidance, which&lt;br /&gt;
halves the penalties associated with range. (AD pg.13 Telescopic Sites, &amp;quot;use the range modifier for the next closer range&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Laser sniper rifles have an extremely long range. They&lt;br /&gt;
typically have a non-reflective finish – often coated in a&lt;br /&gt;
flat black paint or camouflage. They have folding bipod&lt;br /&gt;
struts that can be extended in order to steady the aim&lt;br /&gt;
of the shooter and can be broken down to fit inside a&lt;br /&gt;
gun case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''To-Hit Example''' Harry has a DEX of 50, PSA Military with Beam Lvl 3. He fires at a target who has soft cover at 800m. 25 [1/2 DEX] + 30 [Lvl 3] -20 [Long range w/ Scope] +15 [Aiming] -10 [Soft] = 40%&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Damage Example''' Harry set his rifle to 10 SEU so that damage would be 10d10 * 3 [Lvl]. Harry rolls a 51. 51 x 3 = 153 points of damage. I hope the target NPC had an albedo suit or screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 302px; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Laser Sniper Rifle'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Cost:|| 1,500 CR&lt;br /&gt;
|-&lt;br /&gt;
|Weight:|| 5kg&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Damage|| 1d10 per SEU *&lt;br /&gt;
|-&lt;br /&gt;
|Ammo:|| 20 SEU PowerClip or power belt/back pack&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Rate:|| 1&lt;br /&gt;
|-&lt;br /&gt;
|Defense:|| Albedo&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Range:|| 20/100/500/1km/2km&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Cost:|| Standard SEU PowerClip (100Cr)&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Skill:|| Beam Weapons&lt;br /&gt;
|}&lt;br /&gt;
* Characters of Military PSA may multiply their Beam Weapons skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. (Skill Level x Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 22:18:47 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Laser_Sniper_Rifle</comments>		</item>
		<item>
			<title>File:Lasersniperrifle.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Lasersniperrifle.png</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;uploaded a new version of &amp;quot;File:Lasersniperrifle.png&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 21:05:32 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Lasersniperrifle.png</comments>		</item>
		<item>
			<title>Laser Sniper Rifle</title>
			<link>http://starfrontiers.info/wiki/index.php/Laser_Sniper_Rifle</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Sniper Rifle===&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are specialized rifles that allow characters&lt;br /&gt;
to take out enemies from a distance with deadly&lt;br /&gt;
accuracy. Based on the characters skill level and SEU&lt;br /&gt;
setting, it's entirely possible to one-shot-kill an&lt;br /&gt;
opponent that is unprotected by an albedo suit or&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
[[File:Lasersniperrifle.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
Like the Semi-Automatic Sniper Rifle in [[Star Frontiersman Issue 4]] of this&lt;br /&gt;
webzine, the laser sniper is equipped with electronic&lt;br /&gt;
range determination and targeting guidance, which&lt;br /&gt;
halves the penalties associated with range. (AD pg.13 Telescopic Sites, &amp;quot;use the range modifier for the next closer range&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Laser sniper rifles have an extremely long range. They&lt;br /&gt;
typically have a non-reflective finish – often coated in a&lt;br /&gt;
flat black paint or camouflage. They have folding bipod&lt;br /&gt;
struts that can be extended in order to steady the aim&lt;br /&gt;
of the shooter and can be broken down to fit inside a&lt;br /&gt;
gun case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''To-Hit Example''' Harry has a DEX of 50, PSA Military with Beam Lvl 3. He fires at a target who has soft cover at 800m. 25 [1/2 DEX] + 30 [Lvl 3] -20 [Long range w/ Scope] +15 [Aiming] -10 [Soft] = 40%&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Damage Example''' Harry set his rifle to 10 SEU so that damage would be 10d10 * 3 [Lvl]. Harry rolls a 51. 51 x 3 = 153 points of damage. I hope the target NPC had an albedo suit or screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 302px; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Laser Sniper Rifle'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Cost:|| 1,500 CR&lt;br /&gt;
|-&lt;br /&gt;
|Weight:|| 5kg&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Damage|| 1d10 per SEU *&lt;br /&gt;
|-&lt;br /&gt;
|Ammo:|| 20 SEU PowerClip or power belt/back pack&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Rate:|| 1&lt;br /&gt;
|-&lt;br /&gt;
|Defense:|| Albedo&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Range:|| 20/100/500/1km/2km&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Cost:|| Standard SEU PowerClip (100Cr)&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Skill:|| Beam Weapons&lt;br /&gt;
|}&lt;br /&gt;
* Characters of Military PSA may multiply their Beam Weapons skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. (Skill Level x Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 21:04:18 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Laser_Sniper_Rifle</comments>		</item>
		<item>
			<title>File:Lasersniperrifle.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Lasersniperrifle.png</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 21:03:36 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Lasersniperrifle.png</comments>		</item>
		<item>
			<title>Laser Sniper Rifle</title>
			<link>http://starfrontiers.info/wiki/index.php/Laser_Sniper_Rifle</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Sniper Rifle===&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are specialized rifles that allow characters&lt;br /&gt;
to take out enemies from a distance with deadly&lt;br /&gt;
accuracy. Based on the characters skill level and SEU&lt;br /&gt;
setting, it's entirely possible to one-shot-kill an&lt;br /&gt;
opponent that is unprotected by an albedo suit or&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
Like the Semi-Automatic Sniper Rifle in [[Star Frontiersman Issue 4]] of this&lt;br /&gt;
webzine, the laser sniper is equipped with electronic&lt;br /&gt;
range determination and targeting guidance, which&lt;br /&gt;
halves the penalties associated with range. (AD pg.13 Telescopic Sites, &amp;quot;use the range modifier for the next closer range&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Laser sniper rifles have an extremely long range. They&lt;br /&gt;
typically have a non-reflective finish – often coated in a&lt;br /&gt;
flat black paint or camouflage. They have folding bipod&lt;br /&gt;
struts that can be extended in order to steady the aim&lt;br /&gt;
of the shooter and can be broken down to fit inside a&lt;br /&gt;
gun case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''To-Hit Example''' Harry has a DEX of 50, PSA Military with Beam Lvl 3. He fires at a target who has soft cover at 800m. 25 [1/2 DEX] + 30 [Lvl 3] -20 [Long range w/ Scope] +15 [Aiming] -10 [Soft] = 40%&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Damage Example''' Harry set his rifle to 10 SEU so that damage would be 10d10 * 3 [Lvl]. Harry rolls a 51. 51 x 3 = 153 points of damage. I hope the target NPC had an albedo suit or screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 302px; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Laser Sniper Rifle'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Cost:|| 1,500 CR&lt;br /&gt;
|-&lt;br /&gt;
|Weight:|| 5kg&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Damage|| 1d10 per SEU *&lt;br /&gt;
|-&lt;br /&gt;
|Ammo:|| 20 SEU PowerClip or power belt/back pack&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Rate:|| 1&lt;br /&gt;
|-&lt;br /&gt;
|Defense:|| Albedo&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Range:|| 20/100/500/1km/2km&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Cost:|| Standard SEU PowerClip (100Cr)&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #bbb;&amp;quot;&lt;br /&gt;
|Skill:|| Beam Weapons&lt;br /&gt;
|}&lt;br /&gt;
* Characters of Military PSA may multiply their Beam Weapons skill level times the damage rolled, but only if he takes two turns doing nothing but aiming. (Skill Level x Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 21:00:15 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Laser_Sniper_Rifle</comments>		</item>
		<item>
			<title>Laser Sniper Rifle</title>
			<link>http://starfrontiers.info/wiki/index.php/Laser_Sniper_Rifle</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with '&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 8 main index | Up: [[Technical Jou…'&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Laser Sniper Rifle===&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Sniper rifles are specialized rifles that allow characters&lt;br /&gt;
to take out enemies from a distance with deadly&lt;br /&gt;
accuracy. Based on the characters skill level and SEU&lt;br /&gt;
setting, it's entirely possible to one-shot-kill an&lt;br /&gt;
opponent that is unprotected by an albedo suit or&lt;br /&gt;
screen.&lt;br /&gt;
&lt;br /&gt;
Like the Semi-Automatic Sniper Rifle in [[Star Frontiersman Issue 4]] of this&lt;br /&gt;
webzine, the laser sniper is equipped with electronic&lt;br /&gt;
range determination and targeting guidance, which&lt;br /&gt;
halves the penalties associated with range. (AD pg.13 Telescopic Sites, &amp;quot;use the range modifier for the next closer range&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Laser sniper rifles have an extremely long range. They&lt;br /&gt;
typically have a non-reflective finish – often coated in a&lt;br /&gt;
flat black paint or camouflage. They have folding bipod&lt;br /&gt;
struts that can be extended in order to steady the aim&lt;br /&gt;
of the shooter and can be broken down to fit inside a&lt;br /&gt;
gun case.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''To-Hit Example''' Harry has a DEX of 50, PSA Military with Beam Lvl 3. He fires at a target who has soft cover at 800m. 25 [1/2 DEX] + 30 [Lvl 3] -20 [Long range w/ Scope] +15 [Aiming] -10 [Soft] = 40%&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Damage Example''' Harry set his rifle to 10 SEU so that damage would be 10d10 * 3 [Lvl]. Harry rolls a 51. 51 x 3 = 153 points of damage. I hope the target NPC had an albedo suit or screen.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 302px; padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Laser Sniper Rifle'''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Cost:|| 1,500 CR&lt;br /&gt;
|-&lt;br /&gt;
|Weight:|| 5kg&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Damage|| 1d10 per SEU *&lt;br /&gt;
|-&lt;br /&gt;
|Ammo:|| 20 SEU PowerClip or power belt/back pack&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Rate:|| 1&lt;br /&gt;
|-&lt;br /&gt;
|Defense:|| Albedo&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Range:|| 20/100/500/1km/2km&lt;br /&gt;
|-&lt;br /&gt;
|Ammo Cost:|| Standard SEU PowerClip (100Cr)&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Skill:|| Beam Weapons&lt;br /&gt;
|}&lt;br /&gt;
* Characters of Military PSA may multiply their Beam Weapons skill level times the damage rolled, but only if he&lt;br /&gt;
takes two turns doing nothing but aiming. (Skill Level x Damage)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 20:57:53 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Laser_Sniper_Rifle</comments>		</item>
		<item>
			<title>Star Frontiersman</title>
			<link>http://starfrontiers.info/wiki/index.php/Star_Frontiersman</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;'''''Note:''' This is currently a work in progress.  It takes a fair bit of work to get all the articles on line.  Expect to see more and more articles on-line over the coming weeks.  If you want to help out, grab an issue, click through to it's table of contents and start editing articles.  You can refer to the already entered articles for style tips and many of the format templates can be found on the [[Star Frontiersman Page Templates]] page.  As more material comes on-line, the 'coming soon' flags will go away.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Star Frontiersman is a fan magazine for Star Frontiers.  The home page for the magazine can be found at http://www.starfrontiersman.com.  Jump over there to subscribe to the site's RSS feed and/or e-mail list to keep up on current events.  Here on the Star Frontiers Network wiki we provide an electronic on-line edition of all the articles.&lt;br /&gt;
&lt;br /&gt;
* [[Full Star Frontiersman Article List]] - ''updated as articles are added.  Contains articles for Issues 1-6, 14''&lt;br /&gt;
* [[Star Frontiersman Issue 1]]&lt;br /&gt;
* [[Star Frontiersman Issue 2]]&lt;br /&gt;
* [[Star Frontiersman Issue 3]]&lt;br /&gt;
* [[Star Frontiersman Issue 4]]&lt;br /&gt;
* [[Star Frontiersman Issue 5]] &lt;br /&gt;
* [[Star Frontiersman Issue 6]] - '''''&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;All Articles Now On-Line&amp;lt;/span&amp;gt;'''''&lt;br /&gt;
* [[Star Frontiersman Issue 7]] - '''In progress (0/45 complete)'''&lt;br /&gt;
* [[Star Frontiersman Issue 8]] - ''In progress (1/22 complete)''&lt;br /&gt;
* [[Star Frontiersman Issue 9]] - ''articles coming soon''&lt;br /&gt;
* [[Star Frontiersman Issue 10]] - ''articles coming soon''&lt;br /&gt;
* [[Star Frontiersman Issue 11]] - ''articles coming soon''&lt;br /&gt;
* [[Star Frontiersman Issue 12]] - ''articles coming soon''&lt;br /&gt;
* [[Star Frontiersman Issue 13]] - ''articles coming soon''&lt;br /&gt;
* [[Star Frontiersman Issue 14]]&lt;br /&gt;
* [[Star Frontiersman Issue 15]] - Coming Soon!&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman]]&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 20:21:44 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Star_Frontiersman</comments>		</item>
		<item>
			<title>Communications Pill</title>
			<link>http://starfrontiers.info/wiki/index.php/Communications_Pill</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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:[[The Whole Frontier Catalog]] main page &lt;br /&gt;
| Up: [[Communication Gear]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
'''Communication Pill'''&lt;br /&gt;
&lt;br /&gt;
Often called a &amp;quot;commpill&amp;quot; this is a biochemical communication device. A commpill recorder captures either audio or video and encodes it biochemically on a small pill. Soon after the pill is ingested the specially encoded message travels to the brain for delivery&lt;br /&gt;
&lt;br /&gt;
Once ingested the coating of the pill interacts with saliva breaking the outer shell and releasing the chemicals. They travel into the blood and work their way to the visual and audio centers of the brain. Once there the message begins to play inside the hosts head. Message length is roughly 1 minute per pill. Multiple pills can be ingested although the messages may play back out of sequence. &lt;br /&gt;
&lt;br /&gt;
The pill will last for 10 hours after the recording process before the message decomposes and becomes corrupted. Refrigerating pills will add another 60 hours and freezing them will last 1 year.&lt;br /&gt;
&lt;br /&gt;
'''CommPill Recorder'''&lt;br /&gt;
Mass: 2kg, Cost: 8,500 CR&lt;br /&gt;
&lt;br /&gt;
'''CommPill''' (pack of 10)&lt;br /&gt;
Mass: 0kg, Cost: 100 CR&lt;br /&gt;
&lt;br /&gt;
[[Category:The Whole Frontier Catalog]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment|Communication Gear]]&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 19:09:39 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Communications_Pill</comments>		</item>
		<item>
			<title>Communications Pill</title>
			<link>http://starfrontiers.info/wiki/index.php/Communications_Pill</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with '&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:The Whole Frontier Catalog main page  | Up: Communication Gear main index ---- &amp;lt;/div&amp;gt;  by [[L…'&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:[[The Whole Frontier Catalog]] main page &lt;br /&gt;
| Up: [[Communication Gear]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
'''Communication Pill'''&lt;br /&gt;
&lt;br /&gt;
Often called a &amp;quot;commpill&amp;quot; this is a biochemical communication device. A commpill recorder captures either audio or video and encodes it biochemically on a small pill. Soon after the pill is ingested the specially encoded message travels to the brain for delivery&lt;br /&gt;
&lt;br /&gt;
Once ingested the coating of the pill interacts with saliva breaking the outer shell and releasing the chemicals. They travel into the blood and work their way to the visual and audio centers of the brain. Once there the message begins to play inside the hosts head. Message length is roughly 1 minute per pill. Multiple pills can be ingested although the messages may play back out of sequence. &lt;br /&gt;
&lt;br /&gt;
The pill will last for 10 hours after the recording process before the message decomposes and becomes corrupted. Refrigerating pills will add another 60 hours and freezing them will last 1 year.&lt;br /&gt;
&lt;br /&gt;
'''CommPill Recorder'''&lt;br /&gt;
   Mass: 2kg, Cost: 8,500 CR&lt;br /&gt;
&lt;br /&gt;
'''CommPill''' (pack of 10)&lt;br /&gt;
   Mass: 0kg, Cost: 100 CR&lt;br /&gt;
&lt;br /&gt;
[[Category:The Whole Frontier Catalog]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment|Communication Gear]]&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 19:09:08 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Communications_Pill</comments>		</item>
		<item>
			<title>Communication Gear</title>
			<link>http://starfrontiers.info/wiki/index.php/Communication_Gear</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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:[[The Whole Frontier Catalog]] main page &lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table of Contents ===&lt;br /&gt;
*[[Communications Pill]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Whole Frontier Catalog]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment|Communication Gear]]&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 19:08:09 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Communication_Gear</comments>		</item>
		<item>
			<title>Communication Gear</title>
			<link>http://starfrontiers.info/wiki/index.php/Communication_Gear</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with '&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:The Whole Frontier Catalog main page  | Up: Communications Gear main index ---- &amp;lt;/div&amp;gt;  === T…'&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:[[The Whole Frontier Catalog]] main page &lt;br /&gt;
| Up: [[Communications Gear]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Table of Contents ===&lt;br /&gt;
*[[Communications Pill]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Whole Frontier Catalog]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment|Communication Gear]]&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 19:07:33 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Communication_Gear</comments>		</item>
		<item>
			<title>The Whole Frontier Catalog</title>
			<link>http://starfrontiers.info/wiki/index.php/The_Whole_Frontier_Catalog</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If it's a gadget or gizmo, everyday or exotic item, you'll probably find it here in the Whole Frontier Catalog.&lt;br /&gt;
&lt;br /&gt;
==The Pan Galactic Direct Order Catalog ==&lt;br /&gt;
&lt;br /&gt;
The original direct order catalog (Alpha Dawn through Knight Hawks editions) form the founding of Pan Galactic as the first mega corp .&lt;br /&gt;
&lt;br /&gt;
[[Computers]]&lt;br /&gt;
&lt;br /&gt;
[[Communication Gear]]&lt;br /&gt;
&lt;br /&gt;
[[Defenses]]&lt;br /&gt;
&lt;br /&gt;
[[General Equipment]]&lt;br /&gt;
&lt;br /&gt;
[[Parabatteries and Generators]]&lt;br /&gt;
&lt;br /&gt;
[[Personal Vacuum Gear]]&lt;br /&gt;
&lt;br /&gt;
[[Space Travel]]&lt;br /&gt;
&lt;br /&gt;
[[Robots]]&lt;br /&gt;
&lt;br /&gt;
[[Tool Kits or Refill]]&lt;br /&gt;
&lt;br /&gt;
[[Vehicles]]&lt;br /&gt;
&lt;br /&gt;
[[Weapons &amp;amp; Ammo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Ammo ==&lt;br /&gt;
&lt;br /&gt;
== Computers ==&lt;br /&gt;
&lt;br /&gt;
== Robots ==&lt;br /&gt;
&lt;br /&gt;
== Vehicles ==&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;/div&gt;</description>
			<pubDate>Thu, 25 Nov 2010 18:57:42 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:The_Whole_Frontier_Catalog</comments>		</item>
		<item>
			<title>Technical Journal: Don’t Tango with the Tangler</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Don%E2%80%99t_Tango_with_the_Tangler</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Grenades.png|right]]&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Tangler grenades are a staple for any would be traveler.&lt;br /&gt;
Not only are they harmless, but in the right hands can be&lt;br /&gt;
effective in capturing NPC's you wish to interrogate.&lt;br /&gt;
Depending on the situation, they are simply a way to&lt;br /&gt;
subdue a misguided enemy from harming you or your&lt;br /&gt;
party... or even himself.&lt;br /&gt;
&lt;br /&gt;
==Delivery Systems==&lt;br /&gt;
Like other grenades, tanglers are normally thrown after&lt;br /&gt;
pulling a pin. However, there are other types of delivery&lt;br /&gt;
options, as discussed below. Note that these options&lt;br /&gt;
don’t change the cost of the grenade; they are just types&lt;br /&gt;
of grenade delivery systems that may be selected on&lt;br /&gt;
purchase. Referees may wish to require specification of&lt;br /&gt;
grenade type, or may assume any modern grenade in the&lt;br /&gt;
Frontier can do any of these as desired. These delivery&lt;br /&gt;
systems can be used with any grenade but this article is&lt;br /&gt;
mostly focused on the Tangler grenade.&lt;br /&gt;
&lt;br /&gt;
*'''Pin-Pulling''' – A removable pin is pulled from the top of the grenade while a handle lever is held in place, but nothing happens. The pin can even be reinserted without anything bad happening. When the operator releases the handle, however, the grenade is set and the charge will fire in 3-4 seconds (just enough time to hurl it away). This is the standard, classic form of grenade delivery.&lt;br /&gt;
*'''Variable Timer''' – These types of grenades lack either a pin or a handle lever. Instead they have a small dial (with a setting between 1 and 10) and a pushbutton. When the dial is set and the button is double-pushed, the variable timer begins its countdown. A setting of “1” results in a countdown of 1 turn (six seconds) while a setting of “10” results in a countdown of 10 turns (1 minute). Once the button is pushed, the timer is committed and cannot be modified. If a character has a demolitions skill and spends a turn doing it, he may disassemble the variable timer from the grenade before the time expires with a successful Defuse Charge roll. When the timer expires, the grenade explodes. Adventurers often use variable timer grenades to set impromptu charges to damage doors and such. For a Tangler grenade, this makes an excellent booby trap for when you’re being followed!&lt;br /&gt;
*'''Detonation Button''' – This simple type of grenade delivery system has two buttons, one for the thumb and one for the forefinger. It’s not possible for the forefinger button to be accidentally pressed while in a pocket. When both buttons are pressed at the same time and then released simultaneously (as in a throwing motion presumably), the charge is set and will explode within 3-4 seconds – just enough time to hurl it at an enemy. This detonation method is very popular and found readily throughout the Frontier because it’s mechanically simple and quite compact.&lt;br /&gt;
*'''Voice Command''' – This higher-tech delivery system has a button on it’s top, and a highly amplified microphone receiver. It has a small amount of electronic memory. The character presses the button and speaks a command word into it, then release the button. From that point on, if the microphone senses the voice pattern speaking the command word, it will detonate. The voice command detonation option isn’t all that popular because it has a limited range (the microphone won’t detect the character’s voice past 15 meters). Additionally, there have been some isolated cases of accidental detonation when improperly stowed. Voice recognition technology is more popular in the Voice Command Mine kit (see below).&lt;br /&gt;
*'''Impact Detonation''' – This type of grenade delivery system has no identifiable button, handle, pin, or technology. It has tail fins to force proper orientation in flight. Inside the body of the grenade, it detects sudden impact when the grenade hits its target at a significant velocity, as if it had been thrown. This type of grenade is dangerous to drop accidentally!&lt;br /&gt;
&lt;br /&gt;
==Entanglement==&lt;br /&gt;
A small charge in the center of the grenade is surrounded&lt;br /&gt;
by hundreds of polymer threads made of an adhesive&lt;br /&gt;
elastomeric material. Upon contact with oxygen, the&lt;br /&gt;
hardening process begins. It typically takes mere seconds&lt;br /&gt;
for the liquid threads to harden. The charge inside is&lt;br /&gt;
harmless even when discharging next to a character.&lt;br /&gt;
&lt;br /&gt;
As hundreds of sticky polymers shoot out in all directions,&lt;br /&gt;
they entangle anything in they touch. The solidifying of&lt;br /&gt;
the polymers is a sticky affair and adheres to characters,&lt;br /&gt;
creatures, wood, metal, stone, and even glass. Its effects&lt;br /&gt;
are messy, and can cause destructive effects to moving&lt;br /&gt;
mechanical parts when their servos become overworked.&lt;br /&gt;
The strands are strong enough to stop a fan blade from&lt;br /&gt;
spinning... and can stick a character or NPC to a wall and&lt;br /&gt;
keep them there.&lt;br /&gt;
&lt;br /&gt;
The typical blast radius for a tangler grenade is 3 meters.&lt;br /&gt;
Tangler mines (see below) can be much larger depending&lt;br /&gt;
on the manufacture but typically its 5 meters.&lt;br /&gt;
&lt;br /&gt;
==Avoiding Entanglement==&lt;br /&gt;
The only real way to avoid being entangled by these&lt;br /&gt;
nonlethal grenades is to avoid being struck by the&lt;br /&gt;
solidifying sticky strands. This is accomplished by making&lt;br /&gt;
a Reaction Speed avoidance roll and either diving out of&lt;br /&gt;
the blast radius (must start the next turn prone) or&lt;br /&gt;
interposing something between the blast and yourself (like&lt;br /&gt;
ducking behind a wall or a crate).&lt;br /&gt;
&lt;br /&gt;
==Partial Entanglement==&lt;br /&gt;
This is an optional rule and may be ignored by Referees&lt;br /&gt;
who want to keep entanglement simple. Using this rule, a&lt;br /&gt;
player’s character isn’t necessarily doomed to become a&lt;br /&gt;
slave on a pirate ship (or whatever) just because he failed&lt;br /&gt;
his Reaction Speed avoidance roll and became entangled.&lt;br /&gt;
It’s possible he’s not fully tangled. It can add a dramatic&lt;br /&gt;
element to the story when the opponent thinks you’re&lt;br /&gt;
bound and gets a nice surprise when he learns (the hard&lt;br /&gt;
way) that your gun hand wasn’t bound at all... Whenever&lt;br /&gt;
your character becomes tangled, roll 1d10:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:500px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;&lt;br /&gt;
|d10|| Entanglement Effect&lt;br /&gt;
|-&lt;br /&gt;
|1|| One leg partially entangled. Character cannot walk, but can still have use of his other limbs. His inability to maneuver gives opponents a +5 to hit him and gives him a -5 to hit others.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|2|| Both legs entangled. The Character is unable to walk or dodge, though he still has use of his arms. Reduced mobility gives opponents a +10 to hit him and his lack of coordination causes the trapped character to have a -10 to hit others.&lt;br /&gt;
|-&lt;br /&gt;
|3|| One of the character’s hands (determine randomly) has become stuck to his weapon (or other item) and is stuck to a wall, post, door, floor, etc. Of course, he is unable to use that limb to do anything, but the rest of his body is still free to act. Reduced mobility gives opponents a +10 to hit him and his lack of coordination causes the trapped character to have a -10 to hit others.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|4|| The character’s arms are stuck to his own torso. He can still walk or run, but his entire upper body (except head) is stuck solid. Reduced mobility gives opponents a +20 to hit him and his lack of coordination causes the trapped character to have a -20 to hit others.&lt;br /&gt;
|-&lt;br /&gt;
|5|| The character’s head has been covered by tangler threads and he is having trouble seeing or breathing. Because he can’t see, his ability to fight is extremely restricted (-20 to hit, +20 to be hit). Because he can’t breathe but never got a proper breath to hold before the tangler hit, he’ll have to make a Stamina check every turn or else take 1d10 points of damage due to suffocation. Of course, since Dralasites breathe through their skin, they are immune to this suffocating effect.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|6|| Attempt to dodge failed – character is prone and stuck to the floor quite thoroughly. He can’t move or attack, but can look around and talk and breathe normally.&lt;br /&gt;
|-&lt;br /&gt;
|7-9|| The character is stuck fully to a nearby table, chair, crate, wall, creature, etc. He is quite vertical but held fast. He can look around, talk, listen, and breathe quite well.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|10|| The character is stuck fully in an awkward position (perhaps he was trying to succeed in his avoidance roll and got tangled in mid-leap). His awkward position will cause him great discomfort during his captivity. His breathing is labored and his blood is rushing to his head. He can talk but finds it difficult. He may even lapse into and out of unconsciousness due to his blood pressure and breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unentanglement==&lt;br /&gt;
Characters or creatures with a maximum STA score of 100&lt;br /&gt;
or more can break out of entanglement in a single turn.&lt;br /&gt;
Those with a lower stamina must wait for a friend to&lt;br /&gt;
administer solvaway (a small vial with enough dissolving&lt;br /&gt;
agent to free one character from captivity) or for the&lt;br /&gt;
strands to begin breaking down.&lt;br /&gt;
&lt;br /&gt;
After 30 minutes, the material strength of the hardened&lt;br /&gt;
strands begins to break down. The decay is quite rapid,&lt;br /&gt;
and stuck creatures or characters will be able to break it&lt;br /&gt;
apart and let the pieces crumble around him.&lt;br /&gt;
&lt;br /&gt;
Some scientists claim that large amounts of exposure to&lt;br /&gt;
tangler threads and/or solvaway can have negative effects&lt;br /&gt;
on health, though the amount of exposure would have to&lt;br /&gt;
be extreme for even a minor health-related malady. For&lt;br /&gt;
game purposes, assume the threads and solvaway are&lt;br /&gt;
both perfectly safe.&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Wed, 24 Nov 2010 02:53:47 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Don%E2%80%99t_Tango_with_the_Tangler</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the megacorporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
[[file:sattower.png|left]]&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
= Adventure Idea =&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
== Crystal Catastrophe ==&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
=== Exploring the Mine === &lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What Really Happened ===  &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Stressful Exit === &lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
=== Aftermath === &lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''''50 Sonic-Raged Yazirian Miners:'''''&lt;br /&gt;
* STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
* Equipment: Simple melee weapon 1d10 damage (often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''''Sonic-Raged Yazirian Cyborg:'''''&lt;br /&gt;
* STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
* Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 23 Nov 2010 20:14:42 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;/* Exploring the Mine */&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
[[file:sattower.png|left]]&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
= Adventure Idea =&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
== Crystal Catastrophe ==&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
=== Exploring the Mine === &lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== What Really Happened ===  &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
=== Stressful Exit === &lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
=== Aftermath === &lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''''50 Sonic-Raged Yazirian Miners:'''''&lt;br /&gt;
* STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
* Equipment: Simple melee weapon 1d10 damage (often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''''Sonic-Raged Yazirian Cyborg:'''''&lt;br /&gt;
* STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
* Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:51:40 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;/* Adventure Idea */&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
[[file:sattower.png|left]]&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
= Adventure Idea =&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
== Crystal Catastrophe ==&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
=== Exploring the Mine === &lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 === What Really Happened ===  &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
 === Stressful Exit === &lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
 === Aftermath === &lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''''50 Sonic-Raged Yazirian Miners:'''''&lt;br /&gt;
* STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
* Equipment: Simple melee weapon 1d10 damage (often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''''Sonic-Raged Yazirian Cyborg:'''''&lt;br /&gt;
* STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
* Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:50:51 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;/* Crystal Catastrophe */&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
[[file:sattower.png|left]]&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
== Adventure Idea ==&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
=== Crystal Catastrophe ===&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
'''Exploring the Mine'''&lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''What Really Happened''' &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
'''Stressful Exit'''&lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
'''Aftermath'''&lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''''50 Sonic-Raged Yazirian Miners:'''''&lt;br /&gt;
* STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
* Equipment: Simple melee weapon 1d10 damage (often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''''Sonic-Raged Yazirian Cyborg:'''''&lt;br /&gt;
* STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
* DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
* INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
* PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
* IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
* Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
* Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:48:52 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
[[file:sattower.png|left]]&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
== Adventure Idea ==&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
=== Crystal Catastrophe ===&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
'''Exploring the Mine'''&lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''What Really Happened''' &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
'''Stressful Exit'''&lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
'''Aftermath'''&lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''''50 Sonic-Raged Yazirian Miners:'''''&lt;br /&gt;
STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
Equipment: Simple melee weapon 1d10 damage&lt;br /&gt;
(often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''''Sonic-Raged Yazirian Cyborg:'''''&lt;br /&gt;
STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:46:50 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
[[file:sattower.png|left]]&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
== Adventure Idea ==&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
=== Crystal Catastrophe ===&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
==== Exploring the Mine ====&lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== What Really Happened  ==== &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
 ==== Stressful Exit ==== &lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
 ==== Aftermath ==== &lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''50 Sonic-Raged Yazirian Miners:'''&lt;br /&gt;
STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
Equipment: Simple melee weapon 1d10 damage&lt;br /&gt;
(often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''Sonic-Raged Yazirian Cyborg:'''&lt;br /&gt;
STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:44:42 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
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			<title>File:Sattower.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Sattower.png</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:43:40 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Sattower.png</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
== Adventure Idea ==&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
=== Crystal Catastrophe ===&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
==== Exploring the Mine ====&lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== What Really Happened  ==== &lt;br /&gt;
The miners uncovered a huge crystal, the surface of&lt;br /&gt;
which began picking up vibrations from the mining&lt;br /&gt;
equipment and reverberating within the natural chasm&lt;br /&gt;
in which it was found. The sonic effect causes an&lt;br /&gt;
unexpected effect on the central nervous system of&lt;br /&gt;
living beings… making them more and more aggressive&lt;br /&gt;
over time. The miners have been warring with one&lt;br /&gt;
another in a chaotic battle ever since they were&lt;br /&gt;
consumed by the sonic sensations.&lt;br /&gt;
&lt;br /&gt;
The robotic explorer craft was destroyed by several of&lt;br /&gt;
these miners as it searched the opening of the shafts.&lt;br /&gt;
The explosion caused yet more reverberations that&lt;br /&gt;
have amplified the problem, and also caused the&lt;br /&gt;
implosion of two of the three openings.&lt;br /&gt;
If the players find a way to shield the miners from the&lt;br /&gt;
sonic sensations (a sonic screen would do the trick…&lt;br /&gt;
but allow clever technical-based characters a chance to&lt;br /&gt;
solve the problem with materials that may be found in&lt;br /&gt;
the mine). Of course, many players will want to solve&lt;br /&gt;
the problem with a lot of bullets.&lt;br /&gt;
&lt;br /&gt;
 ==== Stressful Exit ==== &lt;br /&gt;
When the players are finally leaving the moon, they’ll&lt;br /&gt;
find that they have a stow-away on their shuttle: a&lt;br /&gt;
ravenous miner who was once a veteran cyborg&lt;br /&gt;
warrior, retired to a less violent life of mining… and in&lt;br /&gt;
the close confines of the shuttle, they’ll quickly learn&lt;br /&gt;
that violence is what this crazed yazirian is best at!&lt;br /&gt;
&lt;br /&gt;
 ==== Aftermath ==== &lt;br /&gt;
Assuming they all survive the catastrophe of the crystal&lt;br /&gt;
mine, what will the players do with the information&lt;br /&gt;
they've learned? Certainly certain militant groups and&lt;br /&gt;
megacorporations would love to get their hands on the&lt;br /&gt;
knowledge of the frequency and resonant effect caused&lt;br /&gt;
by the natural phenomena. Will the players sell this to&lt;br /&gt;
the highest bidder? Will they find it too lethal and&lt;br /&gt;
dangerous, and destroy it? If so, what will their&lt;br /&gt;
employer think?&lt;br /&gt;
&lt;br /&gt;
'''50 Sonic-Raged Yazirian Miners:'''&lt;br /&gt;
STR/STA: 50/50 (temporarily boosted +25)&lt;br /&gt;
DEX/RS: 50/50 (unaffected by sonic-rage)&lt;br /&gt;
INT/LOG: 25/25 (temporarily penalized -25)&lt;br /&gt;
PER/LDR: 20/20 (temporarily penalized -25)&lt;br /&gt;
IM/PS: +5/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
Relevant Skills: Melee Weapons 1, Unarmed 1&lt;br /&gt;
Equipment: Simple melee weapon 1d10 damage&lt;br /&gt;
(often a tool or broken piece of machinery).&lt;br /&gt;
&lt;br /&gt;
'''Sonic-Raged Yazirian Cyborg:'''&lt;br /&gt;
STR/STA: 90/100 (temporarily boosted +25)&lt;br /&gt;
DEX/RS: 50/62 (unaffected by sonic-rage)&lt;br /&gt;
INT/LOG: 15/25 (temporarily penalized -25)&lt;br /&gt;
PER/LDR: 20/30 (temporarily penalized -25)&lt;br /&gt;
IM/PS: +7/+3 (temporarily boosted +0/+1)&lt;br /&gt;
&lt;br /&gt;
Relevant Skills: Melee Weapons 5, Unarmed 5&lt;br /&gt;
Equipment: monofilament sword: 4d10, +10 to hit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:40:00 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
== Adventure Idea ==&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
=== Crystal Catastrophe ===&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
==== Exploring the Mine ====&lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:600px;&amp;quot;&lt;br /&gt;
|+ '''Exposure 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;
|Exposure         || Check|| Effect&lt;br /&gt;
|- &lt;br /&gt;
| A few minutes&lt;br /&gt;
| INT&lt;br /&gt;
| Easily angered, spiteful, jealous, not really violent&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few hours&lt;br /&gt;
| INT &lt;br /&gt;
| -10 Bullies others, acts hateful, actively seeks confrontation&lt;br /&gt;
|-&lt;br /&gt;
| A few days&lt;br /&gt;
| INT &lt;br /&gt;
| -25 Attacks without cause,wants to hurt enemies&lt;br /&gt;
|-  style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
| A few weeks&lt;br /&gt;
| INT &lt;br /&gt;
| -50 Ravenous with bloodlust, everyone is an enemy!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:27:04 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom2.png‎|left]]&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to dralasite physiology.&lt;br /&gt;
&lt;br /&gt;
=== Signal Amplification Tower (SAT) ===&lt;br /&gt;
Explorers, frustrated by the limited range of the&lt;br /&gt;
standard Chronocom, have been using Signal&lt;br /&gt;
Amplification Towers for years to explore new worlds.&lt;br /&gt;
Since basic Chronocoms can only be counted on for&lt;br /&gt;
5km, the site of an exploration team’s landing is often&lt;br /&gt;
the center of a 5km diameter exploration area,&lt;br /&gt;
meaning if exploration teams want to speak to one&lt;br /&gt;
another they better not go past 2.5km distance from&lt;br /&gt;
their landing ship. To improve this exploration range,&lt;br /&gt;
explorers erect a simple aluminum-girded tower with a&lt;br /&gt;
Chronocom relay device at its top.&lt;br /&gt;
&lt;br /&gt;
The tower itself is erected by three people in about&lt;br /&gt;
three hours. If fewer people are erecting it, adjust&lt;br /&gt;
time accordingly. One person can do it in about nine&lt;br /&gt;
hours. It’s height is about 10 meters and its base is&lt;br /&gt;
about three meters into the ground. Not counting&lt;br /&gt;
extreme weather conditions, the tower will remain&lt;br /&gt;
standing until it’s disassembled when the exploration&lt;br /&gt;
team disembarks (or later by a salvage and recovery&lt;br /&gt;
team sent to clean up).&lt;br /&gt;
&lt;br /&gt;
A SAT simply receives basic Chronocom signals at a&lt;br /&gt;
range of 10 kilometers, and sends them just as far.&lt;br /&gt;
This turns a multiple-team exploration radius from&lt;br /&gt;
2.5km to 10km, an extreme improvement to be sure.&lt;br /&gt;
Making a network of these towers at 10km intervals&lt;br /&gt;
will create a large area able to send an receive analog&lt;br /&gt;
signals quite far!&lt;br /&gt;
&lt;br /&gt;
The Signal Amplification Tower costs 750 Credits and is&lt;br /&gt;
powered by a type 1 parabattery for up to 1 galactic&lt;br /&gt;
standard year. When packed and folded, it fits&lt;br /&gt;
securely (minus the parabattery) into a crate 1 meter&lt;br /&gt;
on each of its sides. Some new models of exploration&lt;br /&gt;
ship’s landers have built-in Signal Amplification Towers&lt;br /&gt;
connected to them, which is expanded telescopically to&lt;br /&gt;
the proper height after landing, and is powered off the&lt;br /&gt;
engines of the lander itself.&lt;br /&gt;
&lt;br /&gt;
== They’re Watching You! ==&lt;br /&gt;
One of the fears of people using Chronocoms on a&lt;br /&gt;
digital signal is that Nesmith Enterprises of Triad’s&lt;br /&gt;
communications satellites can triangulate the signal&lt;br /&gt;
source of the wearer. If someone wants to use a&lt;br /&gt;
digital signal, they really can’t avoid this.&lt;br /&gt;
&lt;br /&gt;
Star Law can pay a fee to NET to obtain triangulation&lt;br /&gt;
information. Licensed bounty hunters can do this too&lt;br /&gt;
(the fee is 100Cr per use – bounty hunting license&lt;br /&gt;
number and voiceprint identification required).&lt;br /&gt;
Criminals often use public chronocoms in order to keep&lt;br /&gt;
their positioning off the grid, so to speak.&lt;br /&gt;
&lt;br /&gt;
Analog signals can’t really be triangulated because they&lt;br /&gt;
broadcast in an omni-directional manner and the signal&lt;br /&gt;
bounces off canyon walls, buildings, and other&lt;br /&gt;
obstacles.&lt;br /&gt;
&lt;br /&gt;
== Adventure Idea ==&lt;br /&gt;
I like to fill any article I write with concepts for further&lt;br /&gt;
adventure. This article should be no exception.&lt;br /&gt;
&lt;br /&gt;
=== Crystal Catastrophe ===&lt;br /&gt;
The creation of Chronocoms requires very specialized&lt;br /&gt;
crystals. Although expensive to mine effectively,&lt;br /&gt;
they’re plentiful on asteroids in most systems. They’re&lt;br /&gt;
used in frequency control and modulation, and also as&lt;br /&gt;
microphones (vocal sounds cause vibration on the&lt;br /&gt;
crystal surfaces, inducing momentary current in the&lt;br /&gt;
connected circuitry, which can easily be frequencymodulated&lt;br /&gt;
for radio signals).&lt;br /&gt;
&lt;br /&gt;
A large-scale mining operation on one of the many&lt;br /&gt;
moons of Histran has recently gone dead-silent.&lt;br /&gt;
Several attempts at communication have gone&lt;br /&gt;
unanswered. Robotic exploration craft have returned&lt;br /&gt;
images of a dark facility, with two of the three&lt;br /&gt;
recently-mined crevices closed by what looks like&lt;br /&gt;
explosions. The most recent of the robotic craft never&lt;br /&gt;
returned.&lt;br /&gt;
&lt;br /&gt;
The players are hired to investigate the mysterious&lt;br /&gt;
event. Their employer is a government-owned mining&lt;br /&gt;
company called the People’s Invasive Crystal Mining&lt;br /&gt;
Operation (PICMO). It doesn’t matter how the players&lt;br /&gt;
come across the job: they may be freelance troubleshooters,&lt;br /&gt;
technicians on loan from a friendly megacorp,&lt;br /&gt;
or even agents who work for the Yazirian government.&lt;br /&gt;
They are offered money for the recovery or information&lt;br /&gt;
leading to the recovery of the miners, and a bonus if&lt;br /&gt;
they also salvage the missing robotic exploration craft.&lt;br /&gt;
&lt;br /&gt;
==== Exploring the Mine ====&lt;br /&gt;
When they reach the mine by pre-programmed shuttle,&lt;br /&gt;
they find that the crevices were destroyed but not by&lt;br /&gt;
an explosion… it was an implosion which claimed the&lt;br /&gt;
external structure of the facility. Something from&lt;br /&gt;
within the depths of the moon has caused it!&lt;br /&gt;
On the surface of the moon and within its depths, no&lt;br /&gt;
chronocom will function. Instead, all devices powered&lt;br /&gt;
by chronocoms will hum with a distinct noise at all&lt;br /&gt;
times.&lt;br /&gt;
&lt;br /&gt;
While exploring the mine, the PCs will face zombified&lt;br /&gt;
yazirian miners, most of which are crazed and&lt;br /&gt;
aggressive. The longer they remain, they too will begin&lt;br /&gt;
to feel the effects of undesired feelings of anger and&lt;br /&gt;
hate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:14:02 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
There exists an entire host of&lt;br /&gt;
various pieces of equipment&lt;br /&gt;
that can be purchased or&lt;br /&gt;
used that uses the&lt;br /&gt;
Chronocom technology,&lt;br /&gt;
frequencies, and networks.&lt;br /&gt;
Communication via this&lt;br /&gt;
technology is thoroughly&lt;br /&gt;
wide-spread throughout the&lt;br /&gt;
settled worlds of the&lt;br /&gt;
Frontier.&lt;br /&gt;
&lt;br /&gt;
The Visocom was discussed in&lt;br /&gt;
issue 1 of the Star Frontiersman&lt;br /&gt;
and represents but one of several&lt;br /&gt;
other forms of personal gear&lt;br /&gt;
available in the Frontier which uses&lt;br /&gt;
Chronocom networks. Well-designed personal&lt;br /&gt;
transportation devices (such as luxury skimmers and&lt;br /&gt;
ground cars, most air cars) include hands-free&lt;br /&gt;
Chronocom devices for use on civilized worlds (and&lt;br /&gt;
most of them even have the analog communication&lt;br /&gt;
feature for 5km ranged communication on worlds not&lt;br /&gt;
covered by S-CoNs). Such pieces of technology usually&lt;br /&gt;
cost less than a standard Chronocom because they lack&lt;br /&gt;
certain features and because miniaturization isn’t&lt;br /&gt;
always necessary. On a heavily populated civilized&lt;br /&gt;
world, it should not be a problem to find a way to call&lt;br /&gt;
someone: public Chronocom stations exist in parks and&lt;br /&gt;
on the corners of busy streets where for a single Credit&lt;br /&gt;
you can make a short Chronocom call to anyone&lt;br /&gt;
covered by the S-CoN, or for 10 Credits even send a&lt;br /&gt;
message via the subspace relay features of those&lt;br /&gt;
satellites.&lt;br /&gt;
&lt;br /&gt;
Some militaries mount chronocom technology on the&lt;br /&gt;
sleeves of uniforms, or the collars. Some other&lt;br /&gt;
uniforms sport chronocoms over the heart/breast and&lt;br /&gt;
shape the device specifically to designate rank or social&lt;br /&gt;
position. Chronocoms are so wide-spread in the&lt;br /&gt;
Frontier that they make their way even into religious&lt;br /&gt;
institutions: it’s not considered sacrilige for revered&lt;br /&gt;
holy symbols to double as communication devices.&lt;br /&gt;
&lt;br /&gt;
Some additional forms of Chronocom technology are&lt;br /&gt;
also worthy of mentioning:&lt;br /&gt;
&lt;br /&gt;
=== Advanced Chronocom ===&lt;br /&gt;
The advanced Chronocom is a sleek if larger version of&lt;br /&gt;
the basic one. It costs 250 Credits – two and a half&lt;br /&gt;
times what a standard one costs. It’s available in most&lt;br /&gt;
commercialized markets in the free Frontier. It has all&lt;br /&gt;
of the features of a standard version, with the following&lt;br /&gt;
differences:&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The advanced version has 2.5 the memory&lt;br /&gt;
capacity of its inferior brother. Address Book memory&lt;br /&gt;
can hold 500 contacts, Voice Message memory 500&lt;br /&gt;
minutes, and Text Message memory 500 short text&lt;br /&gt;
messages. It can also hold 50 video messages (see&lt;br /&gt;
Messenger, below). The removable&lt;br /&gt;
memory card can only be inserted into&lt;br /&gt;
another advanced Chronocom.&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. The&lt;br /&gt;
typical maximum range of radio&lt;br /&gt;
broadcast communication is&lt;br /&gt;
10km instead of 5km.&lt;br /&gt;
Depending on weather&lt;br /&gt;
conditions, that might allow a&lt;br /&gt;
lucky signal to extend to&lt;br /&gt;
nearly 12.5km.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The advanced&lt;br /&gt;
Chronocom can send video&lt;br /&gt;
messages in addition to the&lt;br /&gt;
normal types. Only an advanced&lt;br /&gt;
Chronocom can receive a video&lt;br /&gt;
message. Video messaging received&lt;br /&gt;
by a standard Chronocom will be&lt;br /&gt;
stripped of its video component.&lt;br /&gt;
&lt;br /&gt;
'''Keypad'''. There is no keypad on the advanced version.&lt;br /&gt;
There is instead a holographic projector and positioning&lt;br /&gt;
detection array. It causes a holographic keypad to&lt;br /&gt;
float in the air next to the user’s wrist, which can be&lt;br /&gt;
typed on as if it were real. It’s translucent and&lt;br /&gt;
obviously not a real keyboard – but it functions as one.&lt;br /&gt;
&lt;br /&gt;
'''Screen &amp;amp; camera'''. The advanced version doesn’t&lt;br /&gt;
have a standard small crystal screen. Instead, it&lt;br /&gt;
supports a miniature hologram projector array capable&lt;br /&gt;
of making the head of the person you’re&lt;br /&gt;
communicating with (digitally) float above the wrist,&lt;br /&gt;
large and personal. If communicating with someone&lt;br /&gt;
also using an advanced Chronocom, the hologram will&lt;br /&gt;
be three dimensional.&lt;br /&gt;
&lt;br /&gt;
=== Biocom ===&lt;br /&gt;
Recent advances in bio-electronics has produced this&lt;br /&gt;
interesting options for those not wanting to ever have&lt;br /&gt;
their Chronocom taken away from them. It’s a&lt;br /&gt;
subdermal implant that gets inserted between layers of&lt;br /&gt;
flesh on the back of the hand. It’s expensive, but&lt;br /&gt;
shares all the properties of a Basic Chronocom. It can&lt;br /&gt;
even tell the time by pushing a button – the time&lt;br /&gt;
becomes visible through the skin of the implant’s&lt;br /&gt;
recipient. All features are available through upraised&lt;br /&gt;
sections on the back of the hand.&lt;br /&gt;
&lt;br /&gt;
Biocoms can be installed only at a handful of medical&lt;br /&gt;
facilities. Prenglar has a research and development&lt;br /&gt;
team that works independently for several mega-corps&lt;br /&gt;
that will implant one for just under 2,000 Credits. The&lt;br /&gt;
implant attaches itself to the central nervous system of&lt;br /&gt;
the wearer, drawing bioelectric power from its host.&lt;br /&gt;
Implanting one will permanently lower the maximum&lt;br /&gt;
STA of the wearer by 2 points, though it doesn’t affect&lt;br /&gt;
his current STA score unless his current score is&lt;br /&gt;
greater than this new maxim.&lt;br /&gt;
&lt;br /&gt;
Note that Biocoms cannot, at current, attach to&lt;br /&gt;
dralasite physiology.&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:09:11 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>File:Advchronocom2.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Advchronocom2.png</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Issue 8, Chronocom article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Issue 8, Chronocom article&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 06:07:08 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Advchronocom2.png</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;/* Standard Functions */&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example, if your character is on Minotaur (Thesus) his Chronocom can show either Galactic Standard Time or (if he’s calibrated it) local time. Since on Minotaur a day is only 15 galactic standard hours, Galactic Standard Time and local Minotaur time will not be the same.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The timepiece feature of the Chronocom includes up to&lt;br /&gt;
20 pre-settable alarms with various tones, and a&lt;br /&gt;
calendar with reminder notes.&lt;br /&gt;
&lt;br /&gt;
'''Messenger'''. The device is also capable of sending and&lt;br /&gt;
receiving messages of either voice or text. Although&lt;br /&gt;
it’s less than convenient to use, the Chronocom&lt;br /&gt;
actually has a miniature keypad capable of entering full&lt;br /&gt;
sentences and paragraphs. It’s possible to craft vocal&lt;br /&gt;
or text messages and send them to one or more&lt;br /&gt;
recipients. If the recipient’s Chronocom lacks space for&lt;br /&gt;
the message or is not on (or is out of range), the&lt;br /&gt;
message gets queued for later delivery and will&lt;br /&gt;
automatically retry until it makes connection. The&lt;br /&gt;
recipient is made aware of receiving a message by&lt;br /&gt;
annunciation on the display.&lt;br /&gt;
&lt;br /&gt;
'''Subspace Relayed Messages'''. An SCoN&lt;br /&gt;
can relay messages of text or&lt;br /&gt;
voice to other S-CoNs in orbit&lt;br /&gt;
around other distant worlds.&lt;br /&gt;
This takes a great deal of time,&lt;br /&gt;
however, as subspace&lt;br /&gt;
communication packets race&lt;br /&gt;
across the Frontier at a rate&lt;br /&gt;
of 1 light year per hour.&lt;br /&gt;
Also, the satellite network&lt;br /&gt;
doesn’t know where the&lt;br /&gt;
recipient is – the sender of&lt;br /&gt;
the message must specify the&lt;br /&gt;
destination world. If the&lt;br /&gt;
recipient is not present at the&lt;br /&gt;
destination the satellite will hold&lt;br /&gt;
the message for 20 hours, trying&lt;br /&gt;
once each hour until the recipient is&lt;br /&gt;
found. If it never finds the recipient, it&lt;br /&gt;
returns the message back to the place of&lt;br /&gt;
origin as a “failed” message. Messaging cannot be&lt;br /&gt;
used on a world without coverage by a Satellite&lt;br /&gt;
Communication Network.&lt;br /&gt;
&lt;br /&gt;
[[File:Advchronocom.png‎|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For Example: your character is on Hentz, in the Araks system and wants to send a message to his employer on Gran Quivera (Prenglar system). The message would first be relayed to Yast’s satellite in the Athor system, which would take 8 hours. The signal would be verified and repackaged and then passed on to the Prenglar system to the satellite in orbit around Gran Quivera, which would take 11 hours. Assuming the recipient is present on Gran&lt;br /&gt;
Quivera, he’d receive the message in 19 hours. You’d not get your response for another 19 hours (assuming he responded immediately).''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Digital Communication'''. If a Satellite Communication&lt;br /&gt;
Network (S-CoN) is present in orbit around the world&lt;br /&gt;
the character is on, the Chronocom’s signal can reach&lt;br /&gt;
anyone on that same planet as long as the recipient’s&lt;br /&gt;
personal number is known. This is referred to as&lt;br /&gt;
having a digital signal.&lt;br /&gt;
&lt;br /&gt;
The recipient is made aware of the incoming call by a&lt;br /&gt;
small vibration on the wrist or an audible beep&lt;br /&gt;
(depending on personal settings). Text on the display&lt;br /&gt;
of the device will show the number of who’s calling (or&lt;br /&gt;
his/her name if that person is noted in the recipient’s&lt;br /&gt;
address memory area). The recipient can tap an&lt;br /&gt;
acknowledgement to answer the call.&lt;br /&gt;
&lt;br /&gt;
Once communication is accepted, the short range lowresolution&lt;br /&gt;
camera built into the Chronocom activates&lt;br /&gt;
and both beings enjoy a conversation with audio and&lt;br /&gt;
video components.&lt;br /&gt;
&lt;br /&gt;
If the recipient doesn’t answer, the caller can choose to&lt;br /&gt;
leave a text or voice message (no video message).&lt;br /&gt;
&lt;br /&gt;
'''Analog Communication'''. If no S-CoN is present, the&lt;br /&gt;
Chronocom switches to radio broadcast mode (referred&lt;br /&gt;
to as analog signal mode, but don’t confuse that with&lt;br /&gt;
analog communication of 20th century cellular phones;&lt;br /&gt;
it’s more like radio communication).&lt;br /&gt;
In this mode, the device will function&lt;br /&gt;
similarly, but only within a very&lt;br /&gt;
short range (5 kilometers is&lt;br /&gt;
typical, though with favorable&lt;br /&gt;
local weather conditions it&lt;br /&gt;
may be as much as 7.5km or&lt;br /&gt;
as low as 2.5km).&lt;br /&gt;
&lt;br /&gt;
There are 20 channels for&lt;br /&gt;
analog radio communication,&lt;br /&gt;
each a different radio&lt;br /&gt;
frequency. When in radio&lt;br /&gt;
broadcast mode, you don’t&lt;br /&gt;
specify a recipient; individual&lt;br /&gt;
Chronocom numbers are not&lt;br /&gt;
relevant since no satellite is&lt;br /&gt;
present to multiplex and coordinate&lt;br /&gt;
bandwidth usage. You simply specify a&lt;br /&gt;
channel. Anyone using that channel can hear&lt;br /&gt;
anyone using that channel – it’s not secure.&lt;br /&gt;
On the display of the chronocom will be the numbers of&lt;br /&gt;
the channels you’re currently set to listen to. For&lt;br /&gt;
example, you might set your chronocom to&lt;br /&gt;
communicate on all frequencies. Or you might just&lt;br /&gt;
choose channels 1 and 2, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''For example: two teams of explorers disembark from their lander, one to explore north of the ridge and one to explore south. The team members heading north all agree to use channel 10 for communications, and the southern team selects to use channel 11. Channel 1 will be for team-to-team communication. Therefore, the North team sets their chronocoms to channels 1 and 10, and the south team channels 1 and 11.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If security is needed, any channel can be made&lt;br /&gt;
monitored. When it’s monitored – it shows on the&lt;br /&gt;
display the quantity of all those within range connected&lt;br /&gt;
to that channel. When you’re communicating on a&lt;br /&gt;
secure/monitored channel, that is the only channel&lt;br /&gt;
you’re able to communicate on at that moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 75%;&lt;br /&gt;
 padding: 0 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
''Torash (second in command of the north team) needs to inform the leader of the south team of her leader’s treachery. She calls him on channel 1 and everyone sees on their display a call request on channel 1. He answers the call. She doesn’t know if anyone else also answered it, so she says “Hi, Jon. We need to talk in private about something... switch to channel 2 and make it secure.” Both switch to channel 2 and hit the “secure channel” button on their Chronocoms. They wait a few moments and finally see “2 com devices secure on Channel 2” on the display and can now speak freely. If someone else pops on to channel&lt;br /&gt;
2, they’ll be added to the conversation and all three will see “3 com devices secure on Channel 3” after an audible tone, alerting them of someone coming into the secure channel.''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Com Technology ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 05:59:22 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>File:Advchronocom.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Advchronocom.png</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Issue 8, Chronocom article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Issue 8, Chronocom article&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 05:47:05 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Advchronocom.png</comments>		</item>
		<item>
			<title>Chronocoms</title>
			<link>http://starfrontiers.info/wiki/index.php/Chronocoms</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with '&amp;lt;div style=&amp;quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&amp;quot;&amp;gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 8 main index | Up: [[Technical Jou…'&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 8]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chronocoms ==&lt;br /&gt;
This article takes an up-close look at Chronocoms and&lt;br /&gt;
their functionality in the Frontier. Ideas presented in&lt;br /&gt;
this article are in use in my personal campaigns, in an&lt;br /&gt;
attempt to correct a small portion of the naivety of the&lt;br /&gt;
1980’s view of the future presented by the original&lt;br /&gt;
editions of this game. At the same time, I try to keep&lt;br /&gt;
the feel of this naivety by not going overboard with&lt;br /&gt;
where personal communications might actually be in a&lt;br /&gt;
society that spans the stars, as that might ruin the&lt;br /&gt;
“frontier” feel to the game system.&lt;br /&gt;
&lt;br /&gt;
=== History of the Chronocom ===&lt;br /&gt;
The first appearance of a wrist-worn communications&lt;br /&gt;
device came from the expedition to explore the Timeon&lt;br /&gt;
system, by environmental scientists getting samples&lt;br /&gt;
and performing atmospheric tests of Lossend in 148PF.&lt;br /&gt;
They commissioned the communication devices in&lt;br /&gt;
order to keep their hands free to use their envirokits&lt;br /&gt;
while still keeping in verbal touch with one another. At&lt;br /&gt;
that time in history, humans, Vrusk, and Dralasites had&lt;br /&gt;
already coordinated their frequencies and standardized&lt;br /&gt;
on a communications methodology that was in line with&lt;br /&gt;
Yazirian technology – but until this voyage, all&lt;br /&gt;
communication was via hand-held devices. This early&lt;br /&gt;
“handycom” could tell the time and could communicate&lt;br /&gt;
on a single open frequency for 2.5km, resulting in&lt;br /&gt;
small expeditionary trips from the mission’s landers.&lt;br /&gt;
&lt;br /&gt;
As the need for more portable communications gear&lt;br /&gt;
rose, and people began settling the systems of the&lt;br /&gt;
Frontier, the handycom evolved. Slowly taking more of&lt;br /&gt;
the functionality of other hand-held devices, by 50PF it&lt;br /&gt;
already had most of the functions of the Chronocoms&lt;br /&gt;
sold in the modern Frontier. But the military still&lt;br /&gt;
hadn’t gotten a hold of it.&lt;br /&gt;
&lt;br /&gt;
In 12PF, as PanGalactic Corporation was fighting for&lt;br /&gt;
supremacy over the stars on a corporate front, agents&lt;br /&gt;
of this and other corporate upstarts began clashing&lt;br /&gt;
over unexplored and unclaimed prizes throughout the&lt;br /&gt;
Frontier. These clashes seldom took the form of&lt;br /&gt;
corporate mergers and negotiated financial&lt;br /&gt;
arrangements: the Frontier was heating up, and it&lt;br /&gt;
wouldn’t throw these differences aside for another 15&lt;br /&gt;
years when the Sathar would arrive.&lt;br /&gt;
&lt;br /&gt;
During these 15 years, the more militant elements of&lt;br /&gt;
the maga-corporations began adding their needs to the&lt;br /&gt;
otherwise domestic application of handycom&lt;br /&gt;
technology. Multiple channels of communication&lt;br /&gt;
became necessary to coordinate larger scale efforts,&lt;br /&gt;
and longer range became vital. The military required&lt;br /&gt;
occasional subspace relay of communication, and&lt;br /&gt;
demanded the development of secure encryption. Each&lt;br /&gt;
corporation worked independently to create functions&lt;br /&gt;
for the com gear of their special teams (of course,&lt;br /&gt;
nobody called them armies – this was a corporate cold&lt;br /&gt;
war). Many of the advanced features of the modern&lt;br /&gt;
Frontier Chronocom are credited to the bright corporate&lt;br /&gt;
minds of this era.&lt;br /&gt;
&lt;br /&gt;
When the Sathar arrived in 3PF, corporations&lt;br /&gt;
temporarily set aside their differences to fight this&lt;br /&gt;
common enemy – and were forced to share trade&lt;br /&gt;
secrets about their technologies. Before the fated&lt;br /&gt;
meeting on Morgaine’s World that would lead to the&lt;br /&gt;
formation of the United Planetary Federation, the&lt;br /&gt;
technical department figureheads of each of the megacorporations&lt;br /&gt;
met at the first Corporate Technical&lt;br /&gt;
Conference on Lossend (Timeon system – in the same&lt;br /&gt;
building in which the handycom was engineered nearly&lt;br /&gt;
fifteen decades ago) to discuss formulating a better&lt;br /&gt;
way for the Frontier to pass information, media, and&lt;br /&gt;
communicate. The schematics of the subspace&lt;br /&gt;
communications network (later to be known as S-CoN)&lt;br /&gt;
was born from this meeting, and a new standard was&lt;br /&gt;
born in portable communications: the Chronocom.&lt;br /&gt;
&lt;br /&gt;
=== Satellite Communication Network ===&lt;br /&gt;
All worlds with Heavy or Medium population are&lt;br /&gt;
covered by S-CoNs in the modern Frontier. Planets&lt;br /&gt;
with Light populations lack satellites but have relay&lt;br /&gt;
towers located at strategic locations to allow major&lt;br /&gt;
population centers that exceed 5km in size to have the&lt;br /&gt;
exact same coverage as a world monitored by a&lt;br /&gt;
satellite – but as soon as you leave the major&lt;br /&gt;
population centers the digital signal fails and you’re&lt;br /&gt;
back to using radio broadcast channels. Outpost&lt;br /&gt;
worlds typically have no such towers, but entire&lt;br /&gt;
population centers are usually within 5 kilometers in&lt;br /&gt;
diameter.&lt;br /&gt;
&lt;br /&gt;
The satellites themselves are made by Nesmith&lt;br /&gt;
Enterprises of Triad – NET. They were built during&lt;br /&gt;
Sathar War I to keep the forces of the corporate armies&lt;br /&gt;
in touch while building the fleets that would later help&lt;br /&gt;
form the fleets of the United Planetary Federation. The&lt;br /&gt;
satellites are self-sustaining and are monitored by&lt;br /&gt;
engineers around the clock, typically from remote&lt;br /&gt;
locations. When a satellite goes down, Nesmith&lt;br /&gt;
Enterprises of Triad can dispatch technicians to work on&lt;br /&gt;
it within a day. All mega-corporations pay a small fee&lt;br /&gt;
to NET for use of their services, which keeps the&lt;br /&gt;
services free for the rest of the Frontier’s population.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:satellitecommnetwork.png|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The satellites are able to pinpoint someone’s location&lt;br /&gt;
but will only do so for licensed Star Law detectives with&lt;br /&gt;
proper clearance, and only under certain&lt;br /&gt;
circumstances. For a huge fee, bounty hunters can&lt;br /&gt;
obtain a license to give them similar rights for a single&lt;br /&gt;
use of the triangulation process. Of course,&lt;br /&gt;
triangulation is only possible if you know what world is&lt;br /&gt;
under the boots of the person you’re seeking.&lt;br /&gt;
&lt;br /&gt;
== The Basic Chronocom ==&lt;br /&gt;
The modern Chronocom is a small, thin, watch sized&lt;br /&gt;
device worn on the wrist. It has an adjustable band to&lt;br /&gt;
fit all races. It has a very small but quite vibrant&lt;br /&gt;
screen and a micro-camera capable of only a very short&lt;br /&gt;
range. It is a combination wristwatch, calculator, and&lt;br /&gt;
communicator. This is all well known, but there are&lt;br /&gt;
many other functions and uses of this clever device&lt;br /&gt;
that are examined below.&lt;br /&gt;
&lt;br /&gt;
=== Standard Functions ===&lt;br /&gt;
It’s reasonable to assume that a Chronocom used in&lt;br /&gt;
the modern Frontier has all of the functionality of a&lt;br /&gt;
base-model cell phone from our own earth of today...&lt;br /&gt;
but the special needs of the Frontier forces the&lt;br /&gt;
inclusion of a few more abilities. Below is a list of basic&lt;br /&gt;
standard functions found on all Chronocoms.&lt;br /&gt;
&lt;br /&gt;
'''Power Supply'''. The power source is able to last nearly&lt;br /&gt;
5 years of regular use. It consists of a rechargable&lt;br /&gt;
chem-cell microbattery. It is recharged by vibration&lt;br /&gt;
and motion; as a being walks about and performs&lt;br /&gt;
normal everyday activities, he keeps the charge on his&lt;br /&gt;
Chronocom full. If it sits idle for a year or so, it tends&lt;br /&gt;
to lose its charge.&lt;br /&gt;
&lt;br /&gt;
'''Memory'''. The specialized memory is divided into three&lt;br /&gt;
main storage areas, each reserved for specific use.&lt;br /&gt;
When one of these three memory areas is full, the&lt;br /&gt;
wearer must delete some to allow more. Address Book&lt;br /&gt;
memory (enough to store address, Chronocom&lt;br /&gt;
number, and minor personal comments for up to 200&lt;br /&gt;
names), Voice Message memory (enough to store 200&lt;br /&gt;
minutes of voice messages), and Text Message&lt;br /&gt;
memory (enough to store 200 short text messages).&lt;br /&gt;
The memory can be removed from a small panel on the&lt;br /&gt;
back of the Chronocom and switched to another device&lt;br /&gt;
where the archives of messages and contacts can be&lt;br /&gt;
viewed or modified.&lt;br /&gt;
&lt;br /&gt;
'''Calculator'''. The device is a full-functioning calculator&lt;br /&gt;
capable of doing math with different bases and floating&lt;br /&gt;
points with a mantissa of 32.&lt;br /&gt;
&lt;br /&gt;
'''Timepiece'''. The Chronocom has a free-running time&lt;br /&gt;
which can be set by wearer/owner. If a Satellite&lt;br /&gt;
Communications Network relay is present, it will&lt;br /&gt;
synchronize with Galactic Standard Time. It is also&lt;br /&gt;
possible to set the watch to self-adjust to local time.&lt;br /&gt;
When this feature is activated, the timepiece evaluates&lt;br /&gt;
solar and lunar activities through several sensors and&lt;br /&gt;
estimates a local time.&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 05:32:08 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Chronocoms</comments>		</item>
		<item>
			<title>File:Satellitecommnetwork.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Satellitecommnetwork.png</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Issue 8 Chronocom article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Issue 8 Chronocom article&lt;/div&gt;</description>
			<pubDate>Sun, 21 Nov 2010 05:29:37 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Satellitecommnetwork.png</comments>		</item>
		<item>
			<title>Full Star Frontiersman Article List</title>
			<link>http://starfrontiers.info/wiki/index.php/Full_Star_Frontiersman_Article_List</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page lists all the articles that have been published to date across all issue of the Star Frontiersman magazine.  They are listed in alphabetical order and the issue they were published in is also listed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''A'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[A Heroic Start]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[A New Map for a New Age]] - by [[Darrell C. L. Donald]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[A Price On Your Head]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Ability Score Limits]] - by [[R. Kevin Smoot]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[The Arborean Race]] - by [[R. Kevin Smoot]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Adventure Bots! Part 2]]: What You Really Need to Know About Role-playing Robots - by [[C. J. Williams]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Adventure Layouts]] - Standard module layouts - by [[Larry Moore]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Standard Security Robots#Alpha_Class_Security_Robot|Alpha Class Security Robot]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Ambrikahn]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Planet of Mystery: Annals of Xa Shrishen Traldor|Annals of Xa Shrishen Traldor]] - from [http://www.warrensburgweb.net www.warrensburgweb.net] -  [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Araks System]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Assassin Bot]] -  [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Athor System]] - by [[Goblinardo]] -  [[Star Frontiersman Issue 3]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''B'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Bastian Kane, Elite Hit Man]] -  [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Equipment: Issue 1 #Beam_Weapons|Beam Weapons]] -  [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Standard Security Robots#Beta_Class_Security_Robot|Beta Class Security Robot]] -  [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Blastaxe]] - by [[Bill Logan]] -  [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Boon’sheh]] - by [[Goblinardo]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Bora-Kai]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Buying and Selling in the Frontier]] - by [[C. J. Williams]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''C'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Character Generation Tables]] - by [[Larry Moore]]  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Technical Journal: Chemical Drives|Chemical Drives]] - by [[Richard “Shadow Shack” Rose]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Cinematic Martial Arts]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[City Encounters]] - by [[Daron &amp;quot;Dan&amp;quot; Patton]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[City Tiles]]  - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Circle of Fate]] - by [[Auden Reiter]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Combat Armor]] - by [[Madin Jackson]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Technical Journal: Computers| Computers]] - by [[Andrew Modro]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Crash Site]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Credit for a Flower, Mister?]] - by [[Daron “Dan” Patton]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Crom’s Return]] - by [[Ashley Raburn]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Cyberbionics]] - by [[Bill Logan ]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''D'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Death Implant]] - by [[C.J. Williams]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Equipment: Issue 1 #Defensive_Equipment|Defensive Equipment]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Defensive Equipment: Helmets]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Detangler Harness]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Displacement Screen]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[The Dominion]] - by [[Richard “Shadow Shack” Rose]]  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Technical Journal: Don’t Tango with the Tangler|Don’t Tango with the Tangler]] - by [[Larry Moore]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Double-Edged Sword Subplot]] - by [[Bill Logan]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Dralasite &amp;amp; Vrusk Ablative Sheets]] - by [[Chris Harper]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Dralasite Martial Artist]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Dralasite Spymaster]] - by [[Bill Logan]] and [[Andrew Modro]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''E'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[East Indianman Knight Hawks Scenario]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[East Indiaman|The East Indiaman Medium Freighter]] - by [[Stuart Shaw]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Encounter Tiles]] - Map tiles to get your Game On - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Encounter Writing Competition]] - Get your pencils ready for a contest!  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Equipment: Issue 1|Equipment]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Evergleem Detainment Camp]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Experience Points]]  - [[Star Frontiersman Issue 1]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''F'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[The Fall of Tomorrow]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Flamethrower Gauntlets]] - by [[Ryan Baker]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Fleshing Out Your Character]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Firearm Illustrations]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[First Sathar War]] - by [[Mark Singleton]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Fountain Bar]] - by [[Goblinardo]] and [[Scott Iles]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Frontier Classifieds]]&lt;br /&gt;
*[[Technical Journal: FTL Travel| FTL Travel]] - by [[Andrew Modro]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''G'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Standard Security Robots#Gamma_Class_Security_Robot|Gamma Class Security Robot]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[General Yan-Soon]] - by [[Richard Rose]] (Shadow Shack) - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[General Yan-Soon and the Sovereign Dominion Authority Time Line]] - by [[Richard “Shadow Shack” Rose]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Getting Drunk!]] - by [[Albin Johnson]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[The Great Hunt]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Ground Shank]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Gruna-Garu System]] - by [[Scott Nelson]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Technical Journal: Gyrojet Weaponry|Gyrojet Weaponry]] - by [[Andrew Modro]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Equipment: Issue 1 #Gyrojet_Weapons|Gyrojet Weapons]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''H'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Hit Location]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Holo-field Scrambler]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Human Systems Technician]] - by [[Bill Logan]] and [[Andrew Modro]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Human Xenomedical Specialist]] - by [[Bill Logan]] and [[Andrew Modro]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''I'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Inertia Wall]] - by [[Bill Logan]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Vehicles-Infiltrator|Infiltrator]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Interview With An Old Spacer]] - by pariah ([[Jess Carver]])  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''J'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''K'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Knight Hawks Expanded]] - by [[Larry Moore]] &amp;amp; [[Brian Conway]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''L'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[The Long Road to Rhald’ran]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''M'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Map Tiles]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Melee Weapon Illustrations]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Memory]] - by [[Tom Verreault]]/jedion357  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Technical Journal: Mine Kits|Mine Kits]] - by [[Larry Moore]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Equipment: Issue 1 #Miscellaneous_Equipment|Miscellaneous Equipment]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Miscellaneous Equipment]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Miscellany Equipment]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[More Guns]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Motion Tracker]] - by [[Madin Jackson]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Mystery of Starshine]] - by [[C.J. Williams]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''N'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Nagana]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[New Equipment Tables - Issue 5|New Equipment Tables]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''O'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Outpost Refinery]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''P'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[PDG Robotics]] - by [[Gary Cliff]] – Georgie/BD Cerridwen  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Pirate Trust]] - by [[Larry Moore]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Power Armor]] - by [[Brian Cliff]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Prenglar System]] - by [[Allen Trussel]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Projectiles]] - by [[Goblinardo]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Equipment: Issue 1 #Projectile_Weapons|Projectile Weapons]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Pulse Rifle]] - by [[Bill Logan]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Q'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Questions &amp;amp; Answers]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''R'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Raith Lair]]  - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Robot Programs]] - by [[Madin Jackson]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Rockroost Mining Colony]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Rogue Planet]] - by [[Andrew Modro]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''S'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Sakleetown]] - by [[Brian Conway]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Sanctuary City]] - by [[Bill Logan]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Saran Wolfe NPC character sheet]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Sathar Listening Post]] - by [[Scott Iles]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Scatterguns]] - by [[M. Jason Parent]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Scree Fron System]] - by [[Danger]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Sector 6]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Sector 6 SmallArm]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Sentient Robots]] - by [[Bill Logan]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Sentry Guns]] - by [[Madin Jackson]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Shades of Motion]] - by [[C.J.Williams]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Skills]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Species/Gender Ability Modifiers]] - by [[C. J. Williams]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Standard Robots]] - by [[Madin Jackson]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Standard Security Robots]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Star Rover artwork and NPC’s stats]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Starflight: Starfighters in Alpha Dawn]] - by [[C. J. Williams]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Starport Layovers]] - by [[Rum Rogue]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Starting Gear]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''T'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Technical Journal: Tangler Gun|Tangler Gun]] - by [[Larry Moore]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Temple Raiders]] - by [[C.J. Williams]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Thugs, Mooks, and Goons]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Tunneler Queen]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''U'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Planet of Mystery: The Ul-Mor|The Ul-Mor]] - by [[R. Kevin Smoot]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[The Usurper]] - by [[C.J. Williams]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''V'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Variable Sword]] - by [[Chris Harper]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Vimh]] - by [[R. Kevin Smoot]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Vrusk Pistolero]] - by Bill Logan and Andrew Modro - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Vrusk Smuggler]] - [[Star Frontiersman Issue 1]]&lt;br /&gt;
*[[Vrusk Visionary Ecologist]] - by [[Bill Logan]] and [[Andrew Modro]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''W'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[WarTech LWS]] - by [[S.E. Roberts]]  - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Waylaid]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[World Works Mars station Review]] - Table top terrain review - by [[Tom Verreault/jedion357]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''X'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Xenomorphs]] (from the “Alien” movie saga) - by [[Madin Jackson]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Y'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Yachts and Privateers Return]] - Remastered Dragon #88 - by [[Douglas Niles]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Yaka Bears]] - by [[Bill Logan]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Yazirian Cyber Cop]] - by [[Bill Logan]] and [[Andrew Modro]] - [[Star Frontiersman Issue 2]]&lt;br /&gt;
*[[Yazirian Disc-Grenades]] - by [[Bill Logan]] - [[Star Frontiersman Issue 5]]&lt;br /&gt;
*[[Yazirian Priest]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
*[[Yinni]] - by [[Bill Logan]] - [[Star Frontiersman Issue 4]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Z'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Zamira]] - original by [[William Tracy]], edited by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;/div&gt;</description>
			<pubDate>Mon, 11 Oct 2010 03:55:54 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Full_Star_Frontiersman_Article_List</comments>		</item>
		<item>
			<title>Larry Moore</title>
			<link>http://starfrontiers.info/wiki/index.php/Larry_Moore</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://dwdstudios.com/contact Larry Moore] a.k.a [http://starfrontiers.us/user/22/ w00t] on the [http://StarFrontiers.us StarFrontiers] site has been working with Bill Logan for the past three years on the Star Fronteirsman magazine. He is the current Editor and works with a small staff that include [[Tom Stephens]], Thomas Verreault and others.&lt;br /&gt;
&lt;br /&gt;
[[:Category:Larry Moore|All articles with Larry Moore as the author]]&lt;/div&gt;</description>
			<pubDate>Mon, 11 Oct 2010 03:48:09 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Larry_Moore</comments>		</item>
		<item>
			<title>Full Star Frontiersman Article List</title>
			<link>http://starfrontiers.info/wiki/index.php/Full_Star_Frontiersman_Article_List</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This page lists all the articles that have been published to date across all issue of the Star Frontiersman magazine.  They are listed in alphabetical order and the issue they were published in is also listed&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''A'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[A Heroic Start]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[A New Map for a New Age]] - by [[Darrell C. L. Donald]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[A Price On Your Head]] - by [[Bill Logan]] - [[Star Frontiersman Issue 3]]&lt;br /&gt;
*[[Ability Score Limits]] - by [[R. Kevin Smoot]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[The Arborean Race]] - by [[R. Kevin Smoot]] - [[Star Frontiersman Issue 6]]&lt;br /&gt;
*[[Adventure Bots! Part 2]]: What You Really Need to Know About Role-playing Robots - by [[C. J. Williams]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Adventure Layouts]] - Standard module layouts - by [[Larry Moore]] - [[Star Frontiersman Issue 14]]&lt;br /&gt;
*[[Standard Security Robots#Alpha_Class_Security_Robot|Alpha Class Security Robot]] - issue 1&lt;br /&gt;
*[[Ambrikahn]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Planet of Mystery: Annals of Xa Shrishen Traldor|Annals of Xa Shrishen Traldor]] - from [http://www.warrensburgweb.net www.warrensburgweb.net] - issue 5&lt;br /&gt;
*[[Araks System]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Assassin Bot]] - issue 3&lt;br /&gt;
*[[Athor System]] - by [[Goblinardo]] - issue 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''B'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Bastian Kane, Elite Hit Man]] - issue 3&lt;br /&gt;
*[[Equipment: Issue 1 #Beam_Weapons|Beam Weapons]] - issue 1&lt;br /&gt;
*[[Standard Security Robots#Beta_Class_Security_Robot|Beta Class Security Robot]] - issue 1&lt;br /&gt;
*[[Blastaxe]] - by [[Bill Logan]] - issue 5&lt;br /&gt;
*[[Boon’sheh]] - by [[Goblinardo]] - issue 3&lt;br /&gt;
*[[Bora-Kai]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Buying and Selling in the Frontier]] - by [[C. J. Williams]] - issue 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''C'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Character Generation Tables]] - by [[Larry Moore]]  - issue 14&lt;br /&gt;
*[[Technical Journal: Chemical Drives|Chemical Drives]] - by [[Richard “Shadow Shack” Rose]] - issue 14&lt;br /&gt;
*[[Cinematic Martial Arts]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
*[[City Encounters]] - by [[Daron &amp;quot;Dan&amp;quot; Patton]] - issue 3&lt;br /&gt;
*[[City Tiles]]  - issue 5&lt;br /&gt;
*[[Circle of Fate]] - by [[Auden Reiter]] - issue 6&lt;br /&gt;
*[[Combat Armor]] - by [[Madin Jackson]] - issue 5&lt;br /&gt;
*[[Technical Journal: Computers| Computers]] - by [[Andrew Modro]] - issue 2&lt;br /&gt;
*[[Crash Site]] - issue 3&lt;br /&gt;
*[[Credit for a Flower, Mister?]] - by [[Daron “Dan” Patton]] - issue 3&lt;br /&gt;
*[[Crom’s Return]] - by [[Ashley Raburn]] - issue 2&lt;br /&gt;
*[[Cyberbionics]] - by [[Bill Logan ]] - issue 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''D'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Death Implant]] - by [[C.J. Williams]] - issue 4&lt;br /&gt;
*[[Equipment: Issue 1 #Defensive_Equipment|Defensive Equipment]] - issue 1&lt;br /&gt;
*[[Defensive Equipment: Helmets]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
*[[Detangler Harness]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Displacement Screen]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[The Dominion]] - by [[Richard “Shadow Shack” Rose]]  - issue 14&lt;br /&gt;
*[[Technical Journal: Don’t Tango with the Tangler|Don’t Tango with the Tangler]] - by [[Larry Moore]] - issue 5&lt;br /&gt;
*[[Double-Edged Sword Subplot]] - by [[Bill Logan]] - issue 5&lt;br /&gt;
*[[Dralasite &amp;amp; Vrusk Ablative Sheets]] - by [[Chris Harper]] - issue 14&lt;br /&gt;
*[[Dralasite Martial Artist]] - issue 1&lt;br /&gt;
*[[Dralasite Spymaster]] - by [[Bill Logan]] and [[Andrew Modro]] - issue 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''E'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[East Indianman Knight Hawks Scenario]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[East Indiaman|The East Indiaman Medium Freighter]] - by [[Stuart Shaw]] - issue 6&lt;br /&gt;
*[[Encounter Tiles]] - Map tiles to get your Game On - issue 14&lt;br /&gt;
*[[Encounter Writing Competition]] - Get your pencils ready for a contest!  - issue 14&lt;br /&gt;
*[[Equipment: Issue 1|Equipment]] - issue 1&lt;br /&gt;
*[[Evergleem Detainment Camp]] - issue 1&lt;br /&gt;
*[[Experience Points]]  - issue 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''F'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[The Fall of Tomorrow]] - issue 1&lt;br /&gt;
*[[Flamethrower Gauntlets]] - by [[Ryan Baker]] - issue 14&lt;br /&gt;
*[[Fleshing Out Your Character]] - by [[Bill Logan]] - issue 3&lt;br /&gt;
*[[Firearm Illustrations]] - by [[Bill Logan]] - issue 3&lt;br /&gt;
*[[First Sathar War]] - by [[Mark Singleton]] - issue 6&lt;br /&gt;
*[[Fountain Bar]] - by [[Goblinardo]] and [[Scott Iles]] - issue 4&lt;br /&gt;
*[[Frontier Classifieds]]&lt;br /&gt;
*[[Technical Journal: FTL Travel| FTL Travel]] - by [[Andrew Modro]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''G'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Standard Security Robots#Gamma_Class_Security_Robot|Gamma Class Security Robot]] - issue 1&lt;br /&gt;
*[[General Yan-Soon]] - by [[Richard Rose]] (Shadow Shack) - issue 5&lt;br /&gt;
*[[General Yan-Soon and the Sovereign Dominion Authority Time Line]] - by [[Richard “Shadow Shack” Rose]] - issue 14&lt;br /&gt;
*[[Getting Drunk!]] - by [[Albin Johnson]] - issue 2&lt;br /&gt;
*[[The Great Hunt]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
*[[Ground Shank]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Gruna-Garu System]] - by [[Scott Nelson]] - issue 6&lt;br /&gt;
*[[Technical Journal: Gyrojet Weaponry|Gyrojet Weaponry]] - by [[Andrew Modro]] - issue 3&lt;br /&gt;
*[[Equipment: Issue 1 #Gyrojet_Weapons|Gyrojet Weapons]] - issue 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''H'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Hit Location]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Holo-field Scrambler]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Human Systems Technician]] - by [[Bill Logan]] and [[Andrew Modro]] - issue 2&lt;br /&gt;
*[[Human Xenomedical Specialist]] - by [[Bill Logan]] and [[Andrew Modro]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''I'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Inertia Wall]] - by [[Bill Logan]] - issue 5&lt;br /&gt;
*[[Vehicles-Infiltrator|Infiltrator]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Interview With An Old Spacer]] - by pariah ([[Jess Carver]])  - issue 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''J'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''K'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Knight Hawks Expanded]] - by [[Larry Moore]] &amp;amp; [[Brian Conway]] - issue 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''L'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[The Long Road to Rhald’ran]] - issue 1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''M'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Map Tiles]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Melee Weapon Illustrations]] - issue 4&lt;br /&gt;
*[[Memory]] - by [[Tom Verreault]]/jedion357  - issue 14&lt;br /&gt;
*[[Technical Journal: Mine Kits|Mine Kits]] - by [[Larry Moore]] - issue 5&lt;br /&gt;
*[[Equipment: Issue 1 #Miscellaneous_Equipment|Miscellaneous Equipment]] - issue 1&lt;br /&gt;
*[[Miscellaneous Equipment]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
*[[Miscellany Equipment]] - by [[Bill Logan]] - issue 3&lt;br /&gt;
*[[More Guns]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
*[[Motion Tracker]] - by [[Madin Jackson]] - issue 5&lt;br /&gt;
*[[Mystery of Starshine]] - by [[C.J. Williams]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''N'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Nagana]] - issue 1&lt;br /&gt;
*[[New Equipment Tables - Issue 5|New Equipment Tables]] - issue 5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''O'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Outpost Refinery]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''P'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[PDG Robotics]] - by [[Gary Cliff]] – Georgie/BD Cerridwen  - issue 14&lt;br /&gt;
*[[Pirate Trust]] - by [[Larry Moore]] - issue 5&lt;br /&gt;
*[[Power Armor]] - by [[Brian Cliff]] - issue 14&lt;br /&gt;
*[[Prenglar System]] - by [[Allen Trussel]] - issue 6&lt;br /&gt;
*[[Projectiles]] - by [[Goblinardo]] - issue 2&lt;br /&gt;
*[[Equipment: Issue 1 #Projectile_Weapons|Projectile Weapons]] - issue 1&lt;br /&gt;
*[[Pulse Rifle]] - by [[Bill Logan]] - issue 5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Q'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Questions &amp;amp; Answers]] - issue 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''R'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Raith Lair]]  - issue 3&lt;br /&gt;
*[[Robot Programs]] - by [[Madin Jackson]] - issue 4&lt;br /&gt;
*[[Rockroost Mining Colony]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Rogue Planet]] - by [[Andrew Modro]] - issue 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''S'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Sakleetown]] - by [[Brian Conway]] - issue 3&lt;br /&gt;
*[[Sanctuary City]] - by [[Bill Logan]] - issue 5&lt;br /&gt;
*[[Saran Wolfe NPC character sheet]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Sathar Listening Post]] - by [[Scott Iles]] - issue 5&lt;br /&gt;
*[[Scatterguns]] - by [[M. Jason Parent]] - issue 4&lt;br /&gt;
*[[Scree Fron System]] - by [[Danger]] - issue 4&lt;br /&gt;
*[[Sector 6]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Sector 6 SmallArm]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Sentient Robots]] - by [[Bill Logan]] - issue 6&lt;br /&gt;
*[[Sentry Guns]] - by [[Madin Jackson]] - issue 5&lt;br /&gt;
*[[Shades of Motion]] - by [[C.J.Williams]] - issue 6&lt;br /&gt;
*[[Skills]] - issue 1&lt;br /&gt;
*[[Species/Gender Ability Modifiers]] - by [[C. J. Williams]] - issue 4&lt;br /&gt;
*[[Standard Robots]] - by [[Madin Jackson]] - issue 4&lt;br /&gt;
*[[Standard Security Robots]] - issue 1&lt;br /&gt;
*[[Star Rover artwork and NPC’s stats]] - issue 14&lt;br /&gt;
*[[Starflight: Starfighters in Alpha Dawn]] - by [[C. J. Williams]] - issue 5&lt;br /&gt;
*[[Starport Layovers]] - by [[Rum Rogue]] - issue 5&lt;br /&gt;
*[[Starting Gear]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''T'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Technical Journal: Tangler Gun|Tangler Gun]] - by [[Larry Moore]] - issue 5&lt;br /&gt;
*[[Temple Raiders]] - by [[C.J. Williams]] - issue 4&lt;br /&gt;
*[[Thugs, Mooks, and Goons]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
*[[Tunneler Queen]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''U'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Planet of Mystery: The Ul-Mor|The Ul-Mor]] - by [[R. Kevin Smoot]] - issue 5&lt;br /&gt;
*[[The Usurper]] - by [[C.J. Williams]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''V'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Variable Sword]] - by [[Chris Harper]] - issue 14&lt;br /&gt;
*[[Vimh]] - by [[R. Kevin Smoot]] - issue 5&lt;br /&gt;
*[[Vrusk Pistolero]] - by Bill Logan and Andrew Modro - issue 5&lt;br /&gt;
*[[Vrusk Smuggler]] - issue 1&lt;br /&gt;
*[[Vrusk Visionary Ecologist]] - by [[Bill Logan]] and [[Andrew Modro]] - issue 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''W'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[WarTech LWS]] - by [[S.E. Roberts]]  - issue 14&lt;br /&gt;
*[[Waylaid]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[World Works Mars station Review]] - Table top terrain review - by [[Tom Verreault/jedion357]] - issue 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''X'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Xenomorphs]] (from the “Alien” movie saga) - by [[Madin Jackson]] - issue 5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Y'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Yachts and Privateers Return]] - Remastered Dragon #88 - by [[Douglas Niles]] - issue 14&lt;br /&gt;
*[[Yaka Bears]] - by [[Bill Logan]] - issue 2&lt;br /&gt;
*[[Yazirian Cyber Cop]] - by [[Bill Logan]] and [[Andrew Modro]] - issue 2&lt;br /&gt;
*[[Yazirian Disc-Grenades]] - by [[Bill Logan]] - issue 5&lt;br /&gt;
*[[Yazirian Priest]] - issue 4&lt;br /&gt;
*[[Yinni]] - by [[Bill Logan]] - issue 4&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''Z'''&amp;lt;/big&amp;gt;&lt;br /&gt;
*[[Zamira]] - original by [[William Tracy]], edited by [[Bill Logan]] - issue 3&lt;/div&gt;</description>
			<pubDate>Sat, 25 Sep 2010 02:02:53 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Full_Star_Frontiersman_Article_List</comments>		</item>
		<item>
			<title>Technical Journal: Computers</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Computers</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 2]] main index&lt;br /&gt;
| Up: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''By [[Andrew Modro]]'''&lt;br /&gt;
&lt;br /&gt;
Computers: one of the most standard elements of&lt;br /&gt;
modern science fiction. It's hard to envision sci-fi&lt;br /&gt;
without them. Computers, from the elegantly simple&lt;br /&gt;
abacus to the mighty machines of today, have aided us&lt;br /&gt;
for centuries, and with new breakthroughs, their&lt;br /&gt;
development extends far into any future we can&lt;br /&gt;
foresee.&lt;br /&gt;
&lt;br /&gt;
Computers in STAR FRONTIERS are pretty much&lt;br /&gt;
ubiquitous. They appear everywhere, running almost&lt;br /&gt;
everything. Even on the Frontier, life in the STAR&lt;br /&gt;
FRONTIERS universe is high-tech. Computers are&lt;br /&gt;
essential parts of vehicles, spacecraft, and even the&lt;br /&gt;
gear utilized by sentient beings on every world. From&lt;br /&gt;
the office towers in the cities to the camps of&lt;br /&gt;
wanderers in the wilderness, computers are an intrinsic&lt;br /&gt;
factor of just about every aspect of life.&lt;br /&gt;
While technically any device that &amp;quot;computes&amp;quot; can be&lt;br /&gt;
considered a computer in one form or another, for the&lt;br /&gt;
purposes of this article, we use the common definition&lt;br /&gt;
of the word &amp;quot;computer&amp;quot;, meaning an electronic&lt;br /&gt;
machine that can gather, store, manipulate and output&lt;br /&gt;
data in any form, in real-time or on-demand.&lt;br /&gt;
&lt;br /&gt;
===Differences with Modern Technology===&lt;br /&gt;
The similarities between modern computers and those&lt;br /&gt;
in the universe of STAR FRONTIERS are obvious. Both&lt;br /&gt;
are electronic devices that manipulate data, utilizing&lt;br /&gt;
programs written for them to give them instructions.&lt;br /&gt;
Both accept input and generate output in various&lt;br /&gt;
forms.&lt;br /&gt;
&lt;br /&gt;
The differences between STAR FRONTIERS computers&lt;br /&gt;
and those with which players and GMs will be familiar&lt;br /&gt;
arise from the fact that STAR FRONTIERS computers&lt;br /&gt;
are far-future outgrowths of modern technology.&lt;br /&gt;
These differences include not just the physical and&lt;br /&gt;
systemic, but also terminology.&lt;br /&gt;
&lt;br /&gt;
[[File:ComputersIssue2.png|right]]&lt;br /&gt;
For example, when a Yazirian computer programmer&lt;br /&gt;
speaks of a &amp;quot;program&amp;quot;, he does not mean a discrete,&lt;br /&gt;
individual software application in the modern sense.&lt;br /&gt;
When he says &amp;quot;program&amp;quot;, he means a suite of&lt;br /&gt;
individual applications unified into a functional whole&lt;br /&gt;
for a specific purpose -- much the same way his own&lt;br /&gt;
Computers skill is made up of multiple subskills. He&lt;br /&gt;
may use his voice to generate input, speaking his&lt;br /&gt;
commands to the computer, or make gestures which&lt;br /&gt;
the computer can &amp;quot;see&amp;quot; with an electronic eye. The&lt;br /&gt;
information he gets from the computer can be visual,&lt;br /&gt;
in the form of text or images on screens or in&lt;br /&gt;
holograms, or perhaps auditory, with the computer&lt;br /&gt;
speaking back to him.&lt;br /&gt;
&lt;br /&gt;
STAR FRONTIERS computers tend to hold in their&lt;br /&gt;
memories only a few of these complex, broad-ranging&lt;br /&gt;
program-suites, instead of the typical modern hard&lt;br /&gt;
drive, which can be cluttered with scores of unrelated&lt;br /&gt;
applications.&lt;br /&gt;
&lt;br /&gt;
Storage and memory of STAR FRONTIERS computers is&lt;br /&gt;
light-years beyond our current capacities. A single&lt;br /&gt;
&amp;quot;function point&amp;quot; is the equivalent of many gigabytes or&lt;br /&gt;
even terabytes of modern information technology.&lt;br /&gt;
Many of the applications within a program are larger&lt;br /&gt;
than the more involved program suites of today,&lt;br /&gt;
necessitating a far greater ability to store and access&lt;br /&gt;
information.&lt;br /&gt;
&lt;br /&gt;
We are beginning to explore some of these&lt;br /&gt;
technological avenues today. STAR FRONTIERS&lt;br /&gt;
computers use fully-realized and long-developed&lt;br /&gt;
extensions of these ideas.&lt;br /&gt;
&lt;br /&gt;
===Programs===&lt;br /&gt;
Programs are the &amp;quot;skills&amp;quot; of any computer. A program&lt;br /&gt;
not only gives the computer instructions, but allows&lt;br /&gt;
the computer to utilize its resources. In modern times&lt;br /&gt;
the word &amp;quot;program&amp;quot; often means a specific software&lt;br /&gt;
application, an individual piece. In STAR FRONTIERS,&lt;br /&gt;
a program is a collection of linked applications, a&lt;br /&gt;
package of software that enables a computer to&lt;br /&gt;
perform all aspects of a task.&lt;br /&gt;
&lt;br /&gt;
Many different programs exist, and there are many&lt;br /&gt;
different versions of each program. Lightweight, small&lt;br /&gt;
programs (with low function point ratings) take little&lt;br /&gt;
power or space, but may not include all the software&lt;br /&gt;
applications necessary to handle more complex aspects&lt;br /&gt;
of a particular task. Heavier, larger programs (with&lt;br /&gt;
higher function point ratings) ensure the computer has&lt;br /&gt;
the ability to handle the task and any variables or&lt;br /&gt;
unexpected developments, but also require more space&lt;br /&gt;
and power. Those with limited access to computer&lt;br /&gt;
memory and computational power will use the lowestcomplexity&lt;br /&gt;
version of a program that they can get&lt;br /&gt;
away with.&lt;br /&gt;
&lt;br /&gt;
A program is designed to be a self-sufficient whole.&lt;br /&gt;
Altering a program involves a laborious search through&lt;br /&gt;
the interconnected applications to see how they rely&lt;br /&gt;
upon each other, which can take time and effort.&lt;br /&gt;
Simply changing a few lines of code usually won't do;&lt;br /&gt;
the entire thing has to be rebalanced. This is where&lt;br /&gt;
the Manipulate Programs subskill comes into play.&lt;br /&gt;
Without the ability to see and interpret how a program&lt;br /&gt;
is woven together, a character will have a much harder&lt;br /&gt;
time changing that balance.&lt;br /&gt;
&lt;br /&gt;
The basic STAR FRONTIERS Alpha Dawn rules state&lt;br /&gt;
that when a character purchases a computer, she is&lt;br /&gt;
actually purchasing both the software and the&lt;br /&gt;
hardware, much the same as our modern business&lt;br /&gt;
model. However, those same rules also state that the&lt;br /&gt;
power to run each program is a &amp;quot;computer circuit&lt;br /&gt;
module&amp;quot;. Those either unfamiliar with or&lt;br /&gt;
uncomfortable with the early 1980s &amp;quot;hobby kit&amp;quot;&lt;br /&gt;
hardware model, wherein a computer is handassembled&lt;br /&gt;
out of circuit boards, can instead visualize it&lt;br /&gt;
as the character purchasing storage (hard drive),&lt;br /&gt;
memory and processor sufficient to run the purchased&lt;br /&gt;
programs.&lt;br /&gt;
&lt;br /&gt;
===Input Methods===&lt;br /&gt;
A computer can have powerful programs ready to run,&lt;br /&gt;
but without data, there is little it can do. A computer&lt;br /&gt;
receives information from the outside in various ways:&lt;br /&gt;
from its own program output, from connected devices,&lt;br /&gt;
from other computers, and from users.&lt;br /&gt;
&lt;br /&gt;
Programs often make use of the output from their&lt;br /&gt;
constituent applications as part of their normal&lt;br /&gt;
functioning. Data can also be acquired externally&lt;br /&gt;
through sensory devices or from media readers, which&lt;br /&gt;
extract content from portable storage media.&lt;br /&gt;
Computer networks exchange data at high speed and&lt;br /&gt;
can work on multiple aspects of a task at the same&lt;br /&gt;
time, greatly increasing efficiency and power. Finally,&lt;br /&gt;
computer users can enter data directly in multiple&lt;br /&gt;
forms, either providing information or making&lt;br /&gt;
requests.&lt;br /&gt;
&lt;br /&gt;
User input is traditionally performed through a&lt;br /&gt;
keyboard. However, there are other methods, each&lt;br /&gt;
with their own advantages and drawbacks.&lt;br /&gt;
One of the most popular &amp;quot;alternative&amp;quot; user input&lt;br /&gt;
methods is voice command. A computer can easily&lt;br /&gt;
interpret a multitude of languages (such technology is&lt;br /&gt;
the basis of the PolyVox device, for example) and obey&lt;br /&gt;
spoken commands. One drawback to this method is&lt;br /&gt;
that the computer could have difficulty differentiating&lt;br /&gt;
between an actual command and conversation spoken&lt;br /&gt;
in its &amp;quot;hearing&amp;quot; range.&lt;br /&gt;
&lt;br /&gt;
Another popular method is somatic command input, or&lt;br /&gt;
&amp;quot;gesture control&amp;quot;. The computer can observe a user&lt;br /&gt;
through an electronic eye and, based on posture and&lt;br /&gt;
movement, interpret silent commands. For example,&lt;br /&gt;
the system can mimic the movements of the user's&lt;br /&gt;
hands through a &amp;quot;virtual interface&amp;quot;, approximating&lt;br /&gt;
Virtual Reality. (This particular somatic method is&lt;br /&gt;
often used with a head-worn visor display, immersing&lt;br /&gt;
the user visually in the virtual interface.) A drawback&lt;br /&gt;
to this method is that the different species move in&lt;br /&gt;
different ways, and interpretations can become difficult&lt;br /&gt;
if the computer is programmed to react to the gestures&lt;br /&gt;
of a Human but is dealing with a Dralasite user.&lt;br /&gt;
&lt;br /&gt;
A common variant of keyboard input is the holographic&lt;br /&gt;
display. Rather than reacting to full gestures, the&lt;br /&gt;
computer's sensor only records when fingers,&lt;br /&gt;
pseudopods or other pointing devices &amp;quot;touch&amp;quot; a&lt;br /&gt;
particular location in space. allowing the user to &amp;quot;type&amp;quot;&lt;br /&gt;
on a keyboard image made of pure light. This kind of&lt;br /&gt;
keyboard can be projected and follow the user almost&lt;br /&gt;
anywhere, making it much more practical than a&lt;br /&gt;
physical keyboard, and can be modified almost&lt;br /&gt;
instantly to the user's preferences. The drawback is&lt;br /&gt;
that the projector costs much more than a simple&lt;br /&gt;
keyboard would.&lt;br /&gt;
&lt;br /&gt;
===Output Methods===&lt;br /&gt;
Once a computer has run its programs, it often has to&lt;br /&gt;
transmit the results to the user, as well as store the&lt;br /&gt;
information. The standard method of display is the old&lt;br /&gt;
standby of the screen unit, but other methods exist as&lt;br /&gt;
well.&lt;br /&gt;
&lt;br /&gt;
A popular method among those with visual difficulty is&lt;br /&gt;
audio output. In essence, the computer speaks to the&lt;br /&gt;
user, verbally telling the results or communicating with&lt;br /&gt;
the user. This method is much slower than visual&lt;br /&gt;
outputs, but can be fine-tuned to give the illusion of&lt;br /&gt;
sentient interaction.&lt;br /&gt;
&lt;br /&gt;
Holographic or &amp;quot;tri-D&amp;quot; displays separate output display&lt;br /&gt;
from the screen and allow the results to be projected in&lt;br /&gt;
midair. These are commonly paired with holographic&lt;br /&gt;
keyboard input, both of which are often used in small&lt;br /&gt;
mobile units.&lt;br /&gt;
&lt;br /&gt;
Hardcopy is still an option, even in STAR FRONTIERS.&lt;br /&gt;
Information can be printed on many different&lt;br /&gt;
materials, including standard paper and thin plastic&lt;br /&gt;
&amp;quot;flimsy&amp;quot; sheets which can have their contents altered&lt;br /&gt;
electronically.&lt;br /&gt;
&lt;br /&gt;
Storage can be achieved magnetically (as with modern&lt;br /&gt;
hard drives), optically (burned to laser-read disc, or&lt;br /&gt;
holographic recording within special crystals) or even in&lt;br /&gt;
quantum form. Each species has its own prefered&lt;br /&gt;
storage methods, outgrowths of their individual&lt;br /&gt;
technologies, but the Frontier is quickly mixing and&lt;br /&gt;
changing those methods.&lt;br /&gt;
&lt;br /&gt;
===The Future===&lt;br /&gt;
While these technologies are truly amazing, there is&lt;br /&gt;
still room for computers to grow and change even&lt;br /&gt;
further. With the mingling of Human, Yazirian,&lt;br /&gt;
Dralasite and Vrusk technologies (as well as those&lt;br /&gt;
being discovered and brought in by contact with still&lt;br /&gt;
more species), the capabilities of computers are&lt;br /&gt;
expanding at astonishing rates. The future is wide&lt;br /&gt;
open; such things as direct linkage between sentient&lt;br /&gt;
minds and their machines may become reality.&lt;br /&gt;
Anything is possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==New Items==&lt;br /&gt;
These devices can be added to a new or existing&lt;br /&gt;
computer system at any time. Installation of one of&lt;br /&gt;
these devices ordinarily requires no skill roll, though&lt;br /&gt;
tweaking them to link with nonstandard programming&lt;br /&gt;
or systems may require Manipulate Program checks at&lt;br /&gt;
the referee’s discretion.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Device !!Cost (Cr) !!Weight (kg)&lt;br /&gt;
|-&lt;br /&gt;
|Voice Control || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Speech Output || 100 || 1&lt;br /&gt;
|-&lt;br /&gt;
|Somatic Control || 300 || special&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Keyboard || 250 || special&lt;br /&gt;
|-&lt;br /&gt;
|Holographic Display || 200 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Voice Control:''' This package includes the module for&lt;br /&gt;
receiving voice commands and the necessary drivers to&lt;br /&gt;
interpret and implement them. A Voice Control module&lt;br /&gt;
does not require any of the computer's function points.&lt;br /&gt;
The &amp;quot;hearing&amp;quot; range of the module's pickup is&lt;br /&gt;
approximately 10 meters.&lt;br /&gt;
&lt;br /&gt;
Once connected, the module can be set to accept vocal&lt;br /&gt;
commands from up to five &amp;quot;trusted&amp;quot; voices. Once the&lt;br /&gt;
list of &amp;quot;trusted&amp;quot; voices is full, a voice must be removed&lt;br /&gt;
before another can be added. Voices must be ranked&lt;br /&gt;
from first to fifth, to avoid conflicting orders being&lt;br /&gt;
issued. The commands of a higher-ranked voice will&lt;br /&gt;
always override those of a lower-ranked one.&lt;br /&gt;
&lt;br /&gt;
Standard Voice Control modules utilize a pair of&lt;br /&gt;
codewords to begin and cease accepting vocal&lt;br /&gt;
commands. These codewords must be spoken at the&lt;br /&gt;
beginning and end of a command or set of commands,&lt;br /&gt;
to avoid having the computer pick up erroneous&lt;br /&gt;
commands from normal speech. Example codewords&lt;br /&gt;
include a name for the computer, to simulate&lt;br /&gt;
addressing it, and the word &amp;quot;engage&amp;quot; to signal the end&lt;br /&gt;
of a command set. An example would sound this way:&lt;br /&gt;
&amp;quot;Hal (the beginning codeword), give me a full system&lt;br /&gt;
diagnosis and shunt output to my personal display;&lt;br /&gt;
engage (the ending codeword).&amp;quot; This would tell Hal,&lt;br /&gt;
the computer, to begin checking all its systems and&lt;br /&gt;
report to the user's personal screen.&lt;br /&gt;
&lt;br /&gt;
Adding a Voice Control module to an existing computer&lt;br /&gt;
does not disable other input methods unless installed&lt;br /&gt;
specifically to do so.&lt;br /&gt;
&lt;br /&gt;
'''Speech Output:''' This package includes a small&lt;br /&gt;
module with programming that allows the computer to&lt;br /&gt;
direct output through speakers in the form of spoken&lt;br /&gt;
words. The standard output voice is a pleasant but&lt;br /&gt;
slightly monotone gender-neutral Human voice. This&lt;br /&gt;
can be changed to any desired voice with the&lt;br /&gt;
Manipulate Programs subskill as if the module were a&lt;br /&gt;
Level 1 program.&lt;br /&gt;
&lt;br /&gt;
Adding a Speech Output module does not disable other&lt;br /&gt;
outputs unless specifically installed to do that.&lt;br /&gt;
&lt;br /&gt;
'''Somatic Control:''' This package includes motion&lt;br /&gt;
sensors and a module containing interpretation&lt;br /&gt;
software. The interpretation module itself costs 100 Cr&lt;br /&gt;
and weighs 1 kg. Each sensor costs 50 Cr and also&lt;br /&gt;
weighs 1 kg. A standard package includes four sensors&lt;br /&gt;
and one module. The pickup range of a single motion&lt;br /&gt;
sensor is approximately three meters. Sensors are&lt;br /&gt;
often arrayed around a central location to ensure&lt;br /&gt;
maximized, overlapping coverage.&lt;br /&gt;
&lt;br /&gt;
'''Holographic Keyboard:''' This package includes a&lt;br /&gt;
small projector unit with a single attached somatic&lt;br /&gt;
sensor weighing 1 kg, and a receiver unit which&lt;br /&gt;
accepts input from the projector/sensor, also weighing&lt;br /&gt;
1 kg. The unit is worn either as a collar or a&lt;br /&gt;
headband, and projects a user-defined &amp;quot;keyboard&amp;quot;&lt;br /&gt;
image into the air at a set distance. When the user&lt;br /&gt;
&amp;quot;touches&amp;quot; the keyboard, the somatic sensor detects&lt;br /&gt;
this and accepts the input as if the user were touching&lt;br /&gt;
a physical input device. The input is then&lt;br /&gt;
communicated to the computer through wireless&lt;br /&gt;
broadcast. Holo keyboards can be greatly reconfigured&lt;br /&gt;
to almost anything the user can conceive, so long as&lt;br /&gt;
the input can be meaningful to the associated&lt;br /&gt;
computer system.&lt;br /&gt;
&lt;br /&gt;
'''Holographic Display:''' This device functions as a&lt;br /&gt;
three-dimensional monitor. It projects data in light&lt;br /&gt;
through three dimensions within a given field and in all&lt;br /&gt;
other ways functions the same as a normal display.&lt;br /&gt;
The device itself contains all the necessary software for&lt;br /&gt;
utilizing tri-D display.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman]]&lt;br /&gt;
[[Category:Andrew Modro]]&lt;br /&gt;
[[Category:SFMan: Equipment|Computers]]&lt;br /&gt;
[[Category:Equipment|Computers]]&lt;/div&gt;</description>
			<pubDate>Wed, 22 Sep 2010 00:49:48 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Computers</comments>		</item>
		<item>
			<title>Category:Madin Jackson</title>
			<link>http://starfrontiers.info/wiki/index.php/Category:Madin_Jackson</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;Created page with 'Category:Star Frontiersman'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Star Frontiersman]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 22:35:52 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Category_talk:Madin_Jackson</comments>		</item>
		<item>
			<title>Combat Armor</title>
			<link>http://starfrontiers.info/wiki/index.php/Combat_Armor</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Equipment]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:CombatArmor.png|right|300px]]&lt;br /&gt;
by [[Madin Jackson]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Editor’s Note:''' This armor is handled quite differently&lt;br /&gt;
than the Polyplate Armor found in the back of the&lt;br /&gt;
Alpha Dawn Digitally Remastered book, and generally&lt;br /&gt;
you should choose which of the two rules you’d like to&lt;br /&gt;
use in your game. On the other hand, since they are&lt;br /&gt;
quite different yet fairly equally balanced against one&lt;br /&gt;
another, it could simply be an additional technology&lt;br /&gt;
available to your characters in the Frontier. The&lt;br /&gt;
Polyplate armor is an extrapolation of skeinsuits and&lt;br /&gt;
albedo suits, while this armor is more an extrapolation&lt;br /&gt;
of Knight Hawks Space Suits. Both are equally suited&lt;br /&gt;
for Star Frontiers gaming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Combat Armor was designed as additional protection for&lt;br /&gt;
soldiers in wartime. It has since been adopted by&lt;br /&gt;
mercenaries and corporate security for its decrease in&lt;br /&gt;
potential casualties. Most Frontier worlds require special&lt;br /&gt;
permits for Combat Armor, for private use.&lt;br /&gt;
&lt;br /&gt;
The armor is created by using several strands of plasteel&lt;br /&gt;
mynomers, woven together which are then electromagnetically&lt;br /&gt;
charged to thicken the mynomers and&lt;br /&gt;
tighten the woven material. The mesh is then coated with&lt;br /&gt;
a plastic polymer, giving it a hard, plastic shell. The&lt;br /&gt;
interior is lined with padded material, allowing the armor&lt;br /&gt;
to be worn for extended periods of time in the field, while&lt;br /&gt;
still making the wearer comfortable. Combat Armor comes&lt;br /&gt;
in three types: Light, Medium and Heavy.&lt;br /&gt;
* Light Combat Armor covers the shoulders, torso, abdomen and shins, providing maximum protection to vital areas. Light Combat Armor weighs 7kg and costs 650Cr.&lt;br /&gt;
* Medium Combat Armor covers the same areas as Light Combat Armor, but increases the density of the armor, to provide a greater defense. This means, however, that the armor is bulkier. Any character wearing Medium Combat Armor, must subtract 5 from his Dexterity and Reaction Speed tests. Medium Combat Armor weighs 15kg and costs 1,200Cr.&lt;br /&gt;
* Heavy Combat Armor covers the shoulders, forearms, torso, abdomen, shins and thighs, providing the greatest defense, short of only Powered Armor and Space Suit Armor. Reinforced Boots and Gauntlets cover the feet and hands. The armor is fairly bulky and any character wearing it must subtract 10 from his Dexterity and Reaction Speed tests. Heavy Combat Armor weighs 25kg and costs 2,000Cr.&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
Combat Armor will protect a character to some degree&lt;br /&gt;
from most weapons. The Weapon vs. Armor charts display&lt;br /&gt;
the effect of armor on various weapons. While Combat&lt;br /&gt;
armor is effective, it is nowhere near that of space suit&lt;br /&gt;
armor and cannot be used in hazardous environments,&lt;br /&gt;
where harmful gasses are present.&lt;br /&gt;
&lt;br /&gt;
When Combat Armor has a percentage chance to protect&lt;br /&gt;
the wearer, the Character being hit must roll a d100. If&lt;br /&gt;
the number rolled is less than or equal to the suit’s&lt;br /&gt;
protection percentage, the weapon does not penetrate the&lt;br /&gt;
armor (nothing gets hurt, the wearer or the armor). If the&lt;br /&gt;
roll is unsuccessful, the weapon has punctured the armor,&lt;br /&gt;
but only causes half of its normal damage to the wearer.&lt;br /&gt;
&lt;br /&gt;
==Maintenance==&lt;br /&gt;
Combat Armor must be continually repaired, or it will lose&lt;br /&gt;
its protection, due to combat wear and tear. After any&lt;br /&gt;
combat where the armor was worn, all effective protection&lt;br /&gt;
values derived from the tables below will be reduced 5%&lt;br /&gt;
unless a Technician character successfully makes a Repair&lt;br /&gt;
Machinery roll (only one attempt is possible).&lt;br /&gt;
&lt;br /&gt;
At the end of a mission/adventure, if situations allow, a&lt;br /&gt;
weapon shop can repair all damage remaining on the suit&lt;br /&gt;
at a cost of 25Cr and one hour per damage percent. Thus&lt;br /&gt;
if your suit is damaged to -20%, it will cost (25Cr x 20 =)&lt;br /&gt;
500Cr and take 20 hours. Obviously, there is a point at&lt;br /&gt;
which you should consider scrapping the armor and&lt;br /&gt;
purchasing a new set.&lt;br /&gt;
&lt;br /&gt;
''For example: a character has had five combats during his adventure. He successfully rolled his Repair Machinery skill directly after three of those combats, so he has -10% worth of damage. If he were to get into another combat, his armor would have all of its protection percentages reduced by 10. At the end of the mission, his -10% can be repaired for (25CRx10=) 250Cr, and it will be in their hands for 10 hours.''&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''WEAPONS VS. LIGHT ARMOR'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Weapon Type ||Effect of Armor&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons|| 30% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Piercing Weapons|| 30% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Needlers|| 60% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Sonic Weapons|| 10% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Bullets|| 30% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Beam Weapons|| 25% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenades|| 20% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Rockets|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electric Sword|| 15% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Vibroknife|| 10% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electrostunner|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Shock Gloves|| Full Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Stunstick|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Tangler Grenades|| Full Penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''WEAPONS VS. MEDIUM ARMOR'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Weapon Type ||Effect of Armor&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons|| 50% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Piercing Weapons|| 50% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Needlers|| No Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Sonic Weapons|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Bullets|| 40% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Beam Weapons|| 30% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenades|| 25% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Rockets|| 25% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electric Sword|| 20% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Vibroknife|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electrostunner|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Shock Gloves|| Full Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Stunstick|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Tangler Grenades|| Full Penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ '''WEAPONS VS. HEAVY ARMOR'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Weapon Type ||Effect of Armor&lt;br /&gt;
|-&lt;br /&gt;
|Blunt Weapons|| 60% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Piercing Weapons|| 60% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Needlers|| No Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Sonic Weapons|| 40% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Bullets|| 60% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Beam Weapons|| 40% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Fragmentation Grenades|| 30% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Gyrojet Rockets|| 35% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electric Sword|| 25% Protection&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Vibroknife|| 20% Protection&lt;br /&gt;
|-&lt;br /&gt;
|Electrostunner|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Shock Gloves|| Full Penetration&lt;br /&gt;
|-&lt;br /&gt;
|Stunstick|| Full Penetration&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|Tangler Grenades|| Full Penetration&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: thin solid black; background:#eeeeee; width: 50%;&lt;br /&gt;
 padding: 5px; margin:5px;&amp;quot;&amp;gt;&lt;br /&gt;
'''Editor’s note:''' If the above tables seem cumbersome&lt;br /&gt;
in actual play, you can use the following rules instead:&lt;br /&gt;
&lt;br /&gt;
Light Armor: 20% Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Combat Armor: 40% Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Combat Armor: 60% Protection.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Versus Needlers: x2 Protection rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Versus Sonic/Beam: x1/2 Protection rating.&amp;lt;br&amp;gt;&lt;br /&gt;
Versus shock, stun, or tangler effects: No protection.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Madin Jackson]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:54:34 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Combat_Armor</comments>		</item>
		<item>
			<title>Technical Journal: Tangler Gun</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Tangler_Gun</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:300px; border:thin black solid; margin:0 0 0 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TanglerGun.png|300px]]&lt;br /&gt;
|- style=&amp;quot;background:#eeeeee;&amp;quot;&lt;br /&gt;
|'''Tangler Gun'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Cost: 250Cr&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 2 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Damage: Entanglement&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo: 10 shot TanglerClip&amp;lt;br /&amp;gt;&lt;br /&gt;
Rate: 3 when powered, 1 when manually pumped&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense: RS Avoidance Roll&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5/10/20/40/80&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo Cost: 25Cr (10-shot TanglerClip)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Projectile Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Although not common in the Frontier, the tangler gun is an&lt;br /&gt;
extremely effective tool for law enforcement personnel and&lt;br /&gt;
bounty hunters who prefer to bring them in alive rather than&lt;br /&gt;
dead. It is a heavy pistol with a large fore-end, capable of&lt;br /&gt;
firing tangler gelpacks that explode on impact, releasing their&lt;br /&gt;
strands into the air, expanding and immediately beginning&lt;br /&gt;
their hardening process.&lt;br /&gt;
&lt;br /&gt;
The bullets fired by the gun are not hard, nor are they selfpropelled.&lt;br /&gt;
They are gelatinous and encased in a tough outer&lt;br /&gt;
plastic wrap designed to rupture on impact. The gun itself&lt;br /&gt;
doesn’t fire through explosive means. No gunpowder or&lt;br /&gt;
rocket fuel is used. Simple air compression is used, forcing&lt;br /&gt;
air into the TanglerClip, causing the gelpack to be launched&lt;br /&gt;
straight and true. The sound made by the tangler gun (as&lt;br /&gt;
well as the general pneumatic nature of the weapon’s delivery&lt;br /&gt;
of its payload) has earned the weapon the nickname&lt;br /&gt;
“spitball.”&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20-SEU PowerClip in the handle, but this is&lt;br /&gt;
simply to power the rapid air compressing pneumatic delivery&lt;br /&gt;
system. The ammunition for this unusual weapon is the&lt;br /&gt;
TanglerClip, which is a large cylinder with ten chambers, each&lt;br /&gt;
with a tangler gelpack loaded into it with a thin plastsheet&lt;br /&gt;
cover (to keep it from falling out when the gun is pointed&lt;br /&gt;
downward). When the trigger is pressed, the PowerClip&lt;br /&gt;
energizes the pneumatics and forces air into the chamber –&lt;br /&gt;
breaking the plastsheet cover and launching the gelpack. The&lt;br /&gt;
force of the air then rotates the cylinder clockwise to the next&lt;br /&gt;
available cylinder. The weapon can be fired up to three times&lt;br /&gt;
per turn in this manner. When the TanglerClip is depleted&lt;br /&gt;
(10 shots), 1 SEU is drained from the PowerClip (it was&lt;br /&gt;
drained gradually by firing those ten shots). When the&lt;br /&gt;
PowerClip is depleted, the weapon can still be fired but must&lt;br /&gt;
be pumped manually by pulling back on the top/back of the&lt;br /&gt;
pistol. Pumping it in this manner builds up pressure without&lt;br /&gt;
power, but reduces the rate of fire to one shot per turn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment|Tangler Gun]]&lt;br /&gt;
[[Category: SFMan: Equipment|Tangler Gun]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:51:37 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Tangler_Gun</comments>		</item>
		<item>
			<title>Technical Journal: Mine Kits</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Mine_Kits</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
These mine kits could be purchased for any type of&lt;br /&gt;
grenade. Tangler mines are set in place and activated,&lt;br /&gt;
then have special sensors (see below) to determine when&lt;br /&gt;
they should detonate. They make fantastic perimeter&lt;br /&gt;
defenses and non-lethal wards against intrusion.&lt;br /&gt;
&lt;br /&gt;
A mine kit has two parts. First is the grenade itself, which&lt;br /&gt;
mounts into the kit. Second is the sensory cluster, which&lt;br /&gt;
act as the method of detonation (replacing whatever&lt;br /&gt;
“delivery” type the grenade had previously). There are six&lt;br /&gt;
basic types of tangler mine sensor clusters, as shown&lt;br /&gt;
below:&lt;br /&gt;
&lt;br /&gt;
*'''Pressure Sensor''' – This is the standard, classic form of mine sensor cluster. It assumes the mine will be buried into the ground or under debris. It has a simple weight cell that relays analog weight levels back to a central processor, where it compares the detected weight against the sensitivity adjustment set during the setting of the charge. It takes 5 turns to dig, bury, cover, perform a weight tare, calibrate the setting, and conceal. Any creature equaling or exceeding the weight setting will detonate the grenade and be tangled. If desired, the mine’s detonation can be delayed 2 turns after the weight is released, in an attempt to entangle a larger group being followed by a party’s scout who set it off.&lt;br /&gt;
&lt;br /&gt;
*'''Proximity Sensor''' – This sensor can come in one of two forms: electromagnetic proximity sensor or laser-eye sensor. The electromagnetic sensor detects the presence of an electric field, either a bioelectric field generated by a living being or an activated defense screen (such as a sonic screen concealing the noises of an approaching intruder!). The laser-eye sensor is actually a beam and a receiver, which wirelessly reports data safely back to the mine central processor through a simple radio frequency transmitter/receiver pair. The mine will detonate if it detects the light beam is broken or the signal is somehow interrupted. It takes 2 turns to properly set and calibrate a mine equipped with a proximity-sensor cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Motion Sensor''' – Using technology similar to the Motion Tracker (see this issue’s Equipment article), this sensor cluster detects movement in the proximity of the mine. It can be calibrated to filter out repetitive motion (such as rotating satellite antennae) and can even have filters put in place to define minimum and maximum speeds and sizes of detected motion. When the proper sized object or creature moves at the proper speed, it will detonate the tangler. It takes 2 turns to set and calibrate a filter array for a mine equipped with a motion sensor cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Time Delay''' – Instead of a sensor, this cluster simply comes with a series of dials and buttons used to set a desired countdown. It can be set from 0 to 999 and can have hours, minutes, or seconds selected. Once selected and the “Initiate” button is pressed, the countdown begins. When it’s done, the grenade in the mine kit will be detonated. Although not commonly used with Tangler grenades, it certainly could be. It takes only a single turn to set a mine equipped with a time delay delivery cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Photon Sensor''' – This type of sensor is set to detect either light or lack thereof, depending on the presence or lack of light in the turn directly following the turn in which it is set. Thus, if it is dark when the mine is set, the mine will detonate as soon as light becomes present. If it is light when the mine is set, it will detonate when darkness is detected. This can be used as a booby trap: simply place in a dark room near the door, and when the door is opened and the light in the hallway pours in, the person opening the door will be surprised. It takes only one turn to set a mine equipped with a photon cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Voice Recognition Cluster''' – This very modern cluster has a programmable logic controller that is programmed by simple voice recognition pattern. Simple commands are used to set and define its operation. It is very expensive to purchase and is destroyed by the mine’s detonation (as are all sensor clusters). The character setting the mine simply speaks his command set to the mine “Mine. Activate. Motion Sense. One meter movement size. Ten meter minimum movement rate. One hundred meter maximum movement rate. Initiate.” Its operation can be set to do any of the above sensor cluster types. It’s also possible to set up exclusion rules (identification of friend or foe: IFF transponders) so allies never get affected. Voice Recognition Clusters are also quite difficult to defuse because they require programming knowledge to identify how they’ve been set. It takes only a single turn to set a mine equipped with a voice recognition cluster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&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;|Mine Kit Equipment||Cost (CR)||Weight||Turns to set&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|'''Mine Kit&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;'''|| 20|| 1kg|| --&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|'''Sensor Cluster'''&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;Motion|| 40|| 1kg|| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Pressure|| 35|| 1kg|| 5&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;Proximity|| 45|| 1kg|| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;TimeDelay|| 25|| 1kg|| 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;Voice|| 150|| 1kg|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Photon|| 20|| 1kg|| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; (doesn’t include grenade. Blast radius of 3 meters)&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment|Mine Kit]]&lt;br /&gt;
[[Category: SFMan: Equipment|Mine Kit]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:47:29 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Mine_Kits</comments>		</item>
		<item>
			<title>Pulse Rifle</title>
			<link>http://starfrontiers.info/wiki/index.php/Pulse_Rifle</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Equipment]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:PulseRifle.png|right|300px]]&lt;br /&gt;
by [[Bill Logan]]&lt;br /&gt;
&lt;br /&gt;
The Pulse Rifle is an air cooled, fully automatic, short to&lt;br /&gt;
mid range combat rifle. Made of light alloy plates, it fires&lt;br /&gt;
Armor Piercing slugs from a 99 round U-bend magazine in&lt;br /&gt;
either semi automatic, four round burst, or fully automatic&lt;br /&gt;
rates of fire.&lt;br /&gt;
&lt;br /&gt;
The armor piercing bullets cause +1 point of damage,&lt;br /&gt;
over and above what a normal bullet causes within the&lt;br /&gt;
Alpha Dawn rules. For example: a single bullet causes&lt;br /&gt;
1d10+1, while a fully automatic burst causes 5d10+5.&lt;br /&gt;
&lt;br /&gt;
The Pulse rifle has a small battery powered digital readout&lt;br /&gt;
screen that displays number of rounds left in the&lt;br /&gt;
magazine; the battery is located in the handgrip and often&lt;br /&gt;
lasts the service lifetime of the weapon. With a retractable&lt;br /&gt;
stock and an underslung grenade launcher, this weapon&lt;br /&gt;
can be used as a carbine and an assault rifle.&lt;br /&gt;
* In Semi Automatic mode, the gun fires one single bullet each time the trigger is pressed. Up to three bullets per turn may be fired in this manner. Each bullet does 1d10+1 damage and the player rolls to hit for each bullet fired.&lt;br /&gt;
* In Burst Fire mode, the gun fires four bullets each time the trigger is pressed. The firer receives a bonus of +10 to hit, and causes 3d10+3 damage. The bullets are too tightly packed to aim a small burst at a crowd. The weapon can fire up to 2 four-round bursts per turn, each targeted independently, at the same or different targets.&lt;br /&gt;
* In Full Automatic mode, the gun sprays bullets wildly. It’s not professional, as it wastes bullets. But this rifle has a lot of ammunition and when panicking, many soldiers are reduced to this option. Players mark off 10 bullets at a time and aim with a single attack roll that receives a bonus of +20. If struck, a target takes 5d10+5 damage. This mode of fire can spray crowds of people, as per standard automatic rifle.&lt;br /&gt;
* There is also a pump-action grenade rifle mounted under the barrel of the main weapon. It fires special cartridge fragmentation grenades that must be loaded individually (there is no quickload clip). Only four may be loaded at one time into the rifle. The grenades cause 8d10 damage in a 3 meter radius, as per a normal fragmentation grenade, half that with an RS roll.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Bill Logan]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:46:02 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Pulse_Rifle</comments>		</item>
		<item>
			<title>Technical Journal: Tangler Gun</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Tangler_Gun</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;right&amp;quot; style=&amp;quot;width:300px; border:thin black solid; margin:0 0 0 5px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:TanglerGun.png|300px]]&lt;br /&gt;
|- style=&amp;quot;background:#eeeeee;&amp;quot;&lt;br /&gt;
|'''Tangler Gun'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Cost: 250Cr&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 2 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Damage: Entanglement&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo: 10 shot TanglerClip&amp;lt;br /&amp;gt;&lt;br /&gt;
Rate: 3 when powered, 1 when manually pumped&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense: RS Avoidance Roll&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5/10/20/40/80&amp;lt;br /&amp;gt;&lt;br /&gt;
Ammo Cost: 25Cr (10-shot TanglerClip)&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Projectile Weapons&amp;lt;br /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Although not common in the Frontier, the tangler gun is an&lt;br /&gt;
extremely effective tool for law enforcement personnel and&lt;br /&gt;
bounty hunters who prefer to bring them in alive rather than&lt;br /&gt;
dead. It is a heavy pistol with a large fore-end, capable of&lt;br /&gt;
firing tangler gelpacks that explode on impact, releasing their&lt;br /&gt;
strands into the air, expanding and immediately beginning&lt;br /&gt;
their hardening process.&lt;br /&gt;
&lt;br /&gt;
The bullets fired by the gun are not hard, nor are they selfpropelled.&lt;br /&gt;
They are gelatinous and encased in a tough outer&lt;br /&gt;
plastic wrap designed to rupture on impact. The gun itself&lt;br /&gt;
doesn’t fire through explosive means. No gunpowder or&lt;br /&gt;
rocket fuel is used. Simple air compression is used, forcing&lt;br /&gt;
air into the TanglerClip, causing the gelpack to be launched&lt;br /&gt;
straight and true. The sound made by the tangler gun (as&lt;br /&gt;
well as the general pneumatic nature of the weapon’s delivery&lt;br /&gt;
of its payload) has earned the weapon the nickname&lt;br /&gt;
“spitball.”&lt;br /&gt;
&lt;br /&gt;
The weapon has a 20-SEU PowerClip in the handle, but this is&lt;br /&gt;
simply to power the rapid air compressing pneumatic delivery&lt;br /&gt;
system. The ammunition for this unusual weapon is the&lt;br /&gt;
TanglerClip, which is a large cylinder with ten chambers, each&lt;br /&gt;
with a tangler gelpack loaded into it with a thin plastsheet&lt;br /&gt;
cover (to keep it from falling out when the gun is pointed&lt;br /&gt;
downward). When the trigger is pressed, the PowerClip&lt;br /&gt;
energizes the pneumatics and forces air into the chamber –&lt;br /&gt;
breaking the plastsheet cover and launching the gelpack. The&lt;br /&gt;
force of the air then rotates the cylinder clockwise to the next&lt;br /&gt;
available cylinder. The weapon can be fired up to three times&lt;br /&gt;
per turn in this manner. When the TanglerClip is depleted&lt;br /&gt;
(10 shots), 1 SEU is drained from the PowerClip (it was&lt;br /&gt;
drained gradually by firing those ten shots). When the&lt;br /&gt;
PowerClip is depleted, the weapon can still be fired but must&lt;br /&gt;
be pumped manually by pulling back on the top/back of the&lt;br /&gt;
pistol. Pumping it in this manner builds up pressure without&lt;br /&gt;
power, but reduces the rate of fire to one shot per turn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:45:27 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Tangler_Gun</comments>		</item>
		<item>
			<title>Technical Journal: Mine Kits</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Mine_Kits</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
These mine kits could be purchased for any type of&lt;br /&gt;
grenade. Tangler mines are set in place and activated,&lt;br /&gt;
then have special sensors (see below) to determine when&lt;br /&gt;
they should detonate. They make fantastic perimeter&lt;br /&gt;
defenses and non-lethal wards against intrusion.&lt;br /&gt;
&lt;br /&gt;
A mine kit has two parts. First is the grenade itself, which&lt;br /&gt;
mounts into the kit. Second is the sensory cluster, which&lt;br /&gt;
act as the method of detonation (replacing whatever&lt;br /&gt;
“delivery” type the grenade had previously). There are six&lt;br /&gt;
basic types of tangler mine sensor clusters, as shown&lt;br /&gt;
below:&lt;br /&gt;
&lt;br /&gt;
*'''Pressure Sensor''' – This is the standard, classic form of mine sensor cluster. It assumes the mine will be buried into the ground or under debris. It has a simple weight cell that relays analog weight levels back to a central processor, where it compares the detected weight against the sensitivity adjustment set during the setting of the charge. It takes 5 turns to dig, bury, cover, perform a weight tare, calibrate the setting, and conceal. Any creature equaling or exceeding the weight setting will detonate the grenade and be tangled. If desired, the mine’s detonation can be delayed 2 turns after the weight is released, in an attempt to entangle a larger group being followed by a party’s scout who set it off.&lt;br /&gt;
&lt;br /&gt;
*'''Proximity Sensor''' – This sensor can come in one of two forms: electromagnetic proximity sensor or laser-eye sensor. The electromagnetic sensor detects the presence of an electric field, either a bioelectric field generated by a living being or an activated defense screen (such as a sonic screen concealing the noises of an approaching intruder!). The laser-eye sensor is actually a beam and a receiver, which wirelessly reports data safely back to the mine central processor through a simple radio frequency transmitter/receiver pair. The mine will detonate if it detects the light beam is broken or the signal is somehow interrupted. It takes 2 turns to properly set and calibrate a mine equipped with a proximity-sensor cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Motion Sensor''' – Using technology similar to the Motion Tracker (see this issue’s Equipment article), this sensor cluster detects movement in the proximity of the mine. It can be calibrated to filter out repetitive motion (such as rotating satellite antennae) and can even have filters put in place to define minimum and maximum speeds and sizes of detected motion. When the proper sized object or creature moves at the proper speed, it will detonate the tangler. It takes 2 turns to set and calibrate a filter array for a mine equipped with a motion sensor cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Time Delay''' – Instead of a sensor, this cluster simply comes with a series of dials and buttons used to set a desired countdown. It can be set from 0 to 999 and can have hours, minutes, or seconds selected. Once selected and the “Initiate” button is pressed, the countdown begins. When it’s done, the grenade in the mine kit will be detonated. Although not commonly used with Tangler grenades, it certainly could be. It takes only a single turn to set a mine equipped with a time delay delivery cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Photon Sensor''' – This type of sensor is set to detect either light or lack thereof, depending on the presence or lack of light in the turn directly following the turn in which it is set. Thus, if it is dark when the mine is set, the mine will detonate as soon as light becomes present. If it is light when the mine is set, it will detonate when darkness is detected. This can be used as a booby trap: simply place in a dark room near the door, and when the door is opened and the light in the hallway pours in, the person opening the door will be surprised. It takes only one turn to set a mine equipped with a photon cluster.&lt;br /&gt;
&lt;br /&gt;
*'''Voice Recognition Cluster''' – This very modern cluster has a programmable logic controller that is programmed by simple voice recognition pattern. Simple commands are used to set and define its operation. It is very expensive to purchase and is destroyed by the mine’s detonation (as are all sensor clusters). The character setting the mine simply speaks his command set to the mine “Mine. Activate. Motion Sense. One meter movement size. Ten meter minimum movement rate. One hundred meter maximum movement rate. Initiate.” Its operation can be set to do any of the above sensor cluster types. It’s also possible to set up exclusion rules (identification of friend or foe: IFF transponders) so allies never get affected. Voice Recognition Clusters are also quite difficult to defuse because they require programming knowledge to identify how they’ve been set. It takes only a single turn to set a mine equipped with a voice recognition cluster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:300px;&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;|Mine Kit Equipment||Cost (CR)||Weight||Turns to set&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|'''Mine Kit&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;'''|| 20|| 1kg|| --&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|'''Sensor Cluster'''&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;Motion|| 40|| 1kg|| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Pressure|| 35|| 1kg|| 5&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;Proximity|| 45|| 1kg|| 2&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;TimeDelay|| 25|| 1kg|| 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;Voice|| 150|| 1kg|| 1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|&amp;amp;nbsp;&amp;amp;nbsp;Photon|| 20|| 1kg|| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; (doesn’t include grenade. Blast radius of 3 meters)&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:43:36 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Mine_Kits</comments>		</item>
		<item>
			<title>Technical Journal: Don’t Tango with the Tangler</title>
			<link>http://starfrontiers.info/wiki/index.php/Technical_Journal:_Don%E2%80%99t_Tango_with_the_Tangler</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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: [[Technical Journal]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Grenades.png|right]]&lt;br /&gt;
&lt;br /&gt;
by [[Larry Moore]]&lt;br /&gt;
&lt;br /&gt;
Tangler grenades are a staple for any would be traveler.&lt;br /&gt;
Not only are they harmless, but in the right hands can be&lt;br /&gt;
effective in capturing NPC's you wish to interrogate.&lt;br /&gt;
Depending on the situation, they are simply a way to&lt;br /&gt;
subdue a misguided enemy from harming you or your&lt;br /&gt;
party... or even himself.&lt;br /&gt;
&lt;br /&gt;
==Delivery Systems==&lt;br /&gt;
Like other grenades, tanglers are normally thrown after&lt;br /&gt;
pulling a pin. However, there are other types of delivery&lt;br /&gt;
options, as discussed below. Note that these options&lt;br /&gt;
don’t change the cost of the grenade; they are just types&lt;br /&gt;
of grenade delivery systems that may be selected on&lt;br /&gt;
purchase. Referees may wish to require specification of&lt;br /&gt;
grenade type, or may assume any modern grenade in the&lt;br /&gt;
Frontier can do any of these as desired. These delivery&lt;br /&gt;
systems can be used with any grenade but this article is&lt;br /&gt;
mostly focused on the Tangler grenade.&lt;br /&gt;
&lt;br /&gt;
*'''Pin-Pulling''' – A removable pin is pulled from the top of the grenade while a handle lever is held in place, but nothing happens. The pin can even be reinserted without anything bad happening. When the operator releases the handle, however, the grenade is set and the charge will fire in 3-4 seconds (just enough time to hurl it away). This is the standard, classic form of grenade delivery.&lt;br /&gt;
*'''Variable Timer''' – These types of grenades lack either a pin or a handle lever. Instead they have a small dial (with a setting between 1 and 10) and a pushbutton. When the dial is set and the button is double-pushed, the variable timer begins its countdown. A setting of “1” results in a countdown of 1 turn (six seconds) while a setting of “10” results in a countdown of 10 turns (1 minute). Once the button is pushed, the timer is committed and cannot be modified. If a character has a demolitions skill and spends a turn doing it, he may disassemble the variable timer from the grenade before the time expires with a successful Defuse Charge roll. When the timer expires, the grenade explodes. Adventurers often use variable timer grenades to set impromptu charges to damage doors and such. For a Tangler grenade, this makes an excellent booby trap for when you’re being followed!&lt;br /&gt;
*'''Detonation Button''' – This simple type of grenade delivery system has two buttons, one for the thumb and one for the forefinger. It’s not possible for the forefinger button to be accidentally pressed while in a pocket. When both buttons are pressed at the same time and then released simultaneously (as in a throwing motion presumably), the charge is set and will explode within 3-4 seconds – just enough time to hurl it at an enemy. This detonation method is very popular and found readily throughout the Frontier because it’s mechanically simple and quite compact.&lt;br /&gt;
*'''Voice Command''' – This higher-tech delivery system has a button on it’s top, and a highly amplified microphone receiver. It has a small amount of electronic memory. The character presses the button and speaks a command word into it, then release the button. From that point on, if the microphone senses the voice pattern speaking the command word, it will detonate. The voice command detonation option isn’t all that popular because it has a limited range (the microphone won’t detect the character’s voice past 15 meters). Additionally, there have been some isolated cases of accidental detonation when improperly stowed. Voice recognition technology is more popular in the Voice Command Mine kit (see below).&lt;br /&gt;
*'''Impact Detonation''' – This type of grenade delivery system has no identifiable button, handle, pin, or technology. It has tail fins to force proper orientation in flight. Inside the body of the grenade, it detects sudden impact when the grenade hits its target at a significant velocity, as if it had been thrown. This type of grenade is dangerous to drop accidentally!&lt;br /&gt;
&lt;br /&gt;
==Entanglement==&lt;br /&gt;
A small charge in the center of the grenade is surrounded&lt;br /&gt;
by hundreds of polymer threads made of an adhesive&lt;br /&gt;
elastomeric material. Upon contact with oxygen, the&lt;br /&gt;
hardening process begins. It typically takes mere seconds&lt;br /&gt;
for the liquid threads to harden. The charge inside is&lt;br /&gt;
harmless even when discharging next to a character.&lt;br /&gt;
&lt;br /&gt;
As hundreds of sticky polymers shoot out in all directions,&lt;br /&gt;
they entangle anything in they touch. The solidifying of&lt;br /&gt;
the polymers is a sticky affair and adheres to characters,&lt;br /&gt;
creatures, wood, metal, stone, and even glass. Its effects&lt;br /&gt;
are messy, and can cause destructive effects to moving&lt;br /&gt;
mechanical parts when their servos become overworked.&lt;br /&gt;
The strands are strong enough to stop a fan blade from&lt;br /&gt;
spinning... and can stick a character or NPC to a wall and&lt;br /&gt;
keep them there.&lt;br /&gt;
&lt;br /&gt;
The typical blast radius for a tangler grenade is 3 meters.&lt;br /&gt;
Tangler mines (see below) can be much larger depending&lt;br /&gt;
on the manufacture but typically its 5 meters.&lt;br /&gt;
&lt;br /&gt;
==Avoiding Entanglement==&lt;br /&gt;
The only real way to avoid being entangled by these&lt;br /&gt;
nonlethal grenades is to avoid being struck by the&lt;br /&gt;
solidifying sticky strands. This is accomplished by making&lt;br /&gt;
a Reaction Speed avoidance roll and either diving out of&lt;br /&gt;
the blast radius (must start the next turn prone) or&lt;br /&gt;
interposing something between the blast and yourself (like&lt;br /&gt;
ducking behind a wall or a crate).&lt;br /&gt;
&lt;br /&gt;
==Partial Entanglement==&lt;br /&gt;
This is an optional rule and may be ignored by Referees&lt;br /&gt;
who want to keep entanglement simple. Using this rule, a&lt;br /&gt;
player’s character isn’t necessarily doomed to become a&lt;br /&gt;
slave on a pirate ship (or whatever) just because he failed&lt;br /&gt;
his Reaction Speed avoidance roll and became entangled.&lt;br /&gt;
It’s possible he’s not fully tangled. It can add a dramatic&lt;br /&gt;
element to the story when the opponent thinks you’re&lt;br /&gt;
bound and gets a nice surprise when he learns (the hard&lt;br /&gt;
way) that your gun hand wasn’t bound at all... Whenever&lt;br /&gt;
your character becomes tangled, roll 1d10:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot;&lt;br /&gt;
|d10|| Entanglement Effect&lt;br /&gt;
|-&lt;br /&gt;
|1|| One leg partially entangled. Character cannot walk, but can still have use of his other limbs. His inability to maneuver gives opponents a +5 to hit him and gives him a -5 to hit others.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|2|| Both legs entangled. The Character is unable to walk or dodge, though he still has use of his arms. Reduced mobility gives opponents a +10 to hit him and his lack of coordination causes the trapped character to have a -10 to hit others.&lt;br /&gt;
|-&lt;br /&gt;
|3|| One of the character’s hands (determine randomly) has become stuck to his weapon (or other item) and is stuck to a wall, post, door, floor, etc. Of course, he is unable to use that limb to do anything, but the rest of his body is still free to act. Reduced mobility gives opponents a +10 to hit him and his lack of coordination causes the trapped character to have a -10 to hit others.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|4|| The character’s arms are stuck to his own torso. He can still walk or run, but his entire upper body (except head) is stuck solid. Reduced mobility gives opponents a +20 to hit him and his lack of coordination causes the trapped character to have a -20 to hit others.&lt;br /&gt;
|-&lt;br /&gt;
|5|| The character’s head has been covered by tangler threads and he is having trouble seeing or breathing. Because he can’t see, his ability to fight is extremely restricted (-20 to hit, +20 to be hit). Because he can’t breathe but never got a proper breath to hold before the tangler hit, he’ll have to make a Stamina check every turn or else take 1d10 points of damage due to suffocation. Of course, since Dralasites breathe through their skin, they are immune to this suffocating effect.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|6|| Attempt to dodge failed – character is prone and stuck to the floor quite thoroughly. He can’t move or attack, but can look around and talk and breathe normally.&lt;br /&gt;
|-&lt;br /&gt;
|7-9|| The character is stuck fully to a nearby table, chair, crate, wall, creature, etc. He is quite vertical but held fast. He can look around, talk, listen, and breathe quite well.&lt;br /&gt;
|- style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|10|| The character is stuck fully in an awkward position (perhaps he was trying to succeed in his avoidance roll and got tangled in mid-leap). His awkward position will cause him great discomfort during his captivity. His breathing is labored and his blood is rushing to his head. He can talk but finds it difficult. He may even lapse into and out of unconsciousness due to his blood pressure and breathing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unentanglement==&lt;br /&gt;
Characters or creatures with a maximum STA score of 100&lt;br /&gt;
or more can break out of entanglement in a single turn.&lt;br /&gt;
Those with a lower stamina must wait for a friend to&lt;br /&gt;
administer solvaway (a small vial with enough dissolving&lt;br /&gt;
agent to free one character from captivity) or for the&lt;br /&gt;
strands to begin breaking down.&lt;br /&gt;
&lt;br /&gt;
After 30 minutes, the material strength of the hardened&lt;br /&gt;
strands begins to break down. The decay is quite rapid,&lt;br /&gt;
and stuck creatures or characters will be able to break it&lt;br /&gt;
apart and let the pieces crumble around him.&lt;br /&gt;
&lt;br /&gt;
Some scientists claim that large amounts of exposure to&lt;br /&gt;
tangler threads and/or solvaway can have negative effects&lt;br /&gt;
on health, though the amount of exposure would have to&lt;br /&gt;
be extreme for even a minor health-related malady. For&lt;br /&gt;
game purposes, assume the threads and solvaway are&lt;br /&gt;
both perfectly safe.&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category:Larry Moore]]&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:43:09 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Technical_Journal:_Don%E2%80%99t_Tango_with_the_Tangler</comments>		</item>
		<item>
			<title>Equipment: Issue 1</title>
			<link>http://starfrontiers.info/wiki/index.php/Equipment:_Issue_1</link>
			<description>&lt;p&gt;Simplymenotu:&amp;#32;&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 1]] main index&lt;br /&gt;
| Up: [[Equipment]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starting equipment list is short, and beginning&lt;br /&gt;
characters don’t really have many options. This&lt;br /&gt;
article concentrates on inexpensive gear for the&lt;br /&gt;
fiscally challenged.&lt;br /&gt;
&lt;br /&gt;
== Beam Weapons ==&lt;br /&gt;
The entry-level Beam Weapon is the Electrostunner,&lt;br /&gt;
and it’s not a bad weapon. Unfortunately, it costs&lt;br /&gt;
500 credits to buy. But there are alternatives for&lt;br /&gt;
the starting adventurer:&lt;br /&gt;
&lt;br /&gt;
=== Light Stunner Pistol=== &lt;br /&gt;
[[File:LightStunnerPistol.png|right]]&lt;br /&gt;
First developed during the first Sathar War, and still&lt;br /&gt;
in use by those agents of PanGal seeking&lt;br /&gt;
brainwashed double agents, the Light Stunner is a&lt;br /&gt;
great little weapon. Although it is less effective than&lt;br /&gt;
the Electrostunner, its small size and concealable&lt;br /&gt;
nature make it a great alternative.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is inefficient, and this is the reason&lt;br /&gt;
it is not in widespread use among espionage&lt;br /&gt;
agencies or megacorp security groups. Its&lt;br /&gt;
inexpensive construction still gives it a place among&lt;br /&gt;
the public.&lt;br /&gt;
&lt;br /&gt;
It fires a bluish arc of electrons similar to the&lt;br /&gt;
electrostunner, but smaller and even shorter range&lt;br /&gt;
than its big brother. Military specialists snicker&lt;br /&gt;
when they see the tiny gun, having nicknamed it the&lt;br /&gt;
“zappy,” a cute shortened version of “zapgun,”&lt;br /&gt;
which the electrostunner has come to be known as.&lt;br /&gt;
Unlike the electrostunner, the Light Stunner can&lt;br /&gt;
only fire in stun mode, it has no damage setting.&lt;br /&gt;
&lt;br /&gt;
Whenever it fires, it drains 4 SEU from its source.&lt;br /&gt;
Since it takes a 20 SEU clip, it can fire five shots&lt;br /&gt;
before needing to be reloaded. The Light Stunner&lt;br /&gt;
can be attached to a beltpack or powerpack with a&lt;br /&gt;
1.5 meter powercord. A gauss screen will block the&lt;br /&gt;
beam, and an anti-shock implant will nullify the stun&lt;br /&gt;
arc entirely.&lt;br /&gt;
&lt;br /&gt;
=== Blastpistol ===&lt;br /&gt;
Not every world is so well equipped as the core&lt;br /&gt;
worlds of the UPF. In fact, on the rim worlds, few&lt;br /&gt;
beam weapon specialists are sporting the latest&lt;br /&gt;
laser pistol. They carry a Blastpistol.&lt;br /&gt;
&lt;br /&gt;
[[File:Blastpistol.png|left]]&lt;br /&gt;
It’s a little bit bulky, doesn’t clear a holster quite&lt;br /&gt;
quick enough, but it does pack a wallop. When&lt;br /&gt;
fired, the energy from a standard SEU clip is focused&lt;br /&gt;
through inexpensive crystal membranes (where&lt;br /&gt;
some of the energy is wasted and dissipates in the&lt;br /&gt;
form of heat). The energy releases in a rather&lt;br /&gt;
large, nasty red blast that sounds thunderous rather&lt;br /&gt;
than elegant. After the shot, there is a few seconds&lt;br /&gt;
of high pitched whine while the crystal membranes&lt;br /&gt;
perform a regeneration (thus the slow rate of fire for&lt;br /&gt;
a beam weapon). It is not a stealthy pistol.&lt;br /&gt;
&lt;br /&gt;
The blastpistol drains 2 SEU per shot, and uses a&lt;br /&gt;
standard 20 SEU clip. It does not come equipped&lt;br /&gt;
with a power port for the connection of an external&lt;br /&gt;
beltpack or powerpack.&lt;br /&gt;
&lt;br /&gt;
When holstered, the bulky nature of the end of the&lt;br /&gt;
muzzle takes a little bit of effort to draw, causing an&lt;br /&gt;
Initiative Modifier of -1 (in addition to the -3 penalty&lt;br /&gt;
normally associated with holstered weapons).&lt;br /&gt;
&lt;br /&gt;
An albedo suit or screen defends against the&lt;br /&gt;
Blastpistol as effectively as it does against other&lt;br /&gt;
laser weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Projectile Weapons ==&lt;br /&gt;
The automatic pistol is already inexpensive... and&lt;br /&gt;
when firing bursts it can be quite deadly. But not&lt;br /&gt;
everyone in the Frontier has the latest technology.&lt;br /&gt;
Some people don’t have the fully-automatic modern&lt;br /&gt;
weapon.&lt;br /&gt;
[[File:SemiautomaticPistol.png|right]]&lt;br /&gt;
&lt;br /&gt;
=== Semiautomatic Pistol ===&lt;br /&gt;
These predecessors of the modern automatic pistols&lt;br /&gt;
are functionally nearly equivalent. They fire bullets&lt;br /&gt;
as quickly as the user can pull the trigger (up to&lt;br /&gt;
three bullets per turn). There is no burst fire mode.&lt;br /&gt;
The Semiautomatic Pistol uses the same&lt;br /&gt;
ammunition and magazine as the modern automatic&lt;br /&gt;
pistol. Skeinsuits and inertia screens reduce bullet&lt;br /&gt;
damage by half. If a skeinsuit and an inertia screen&lt;br /&gt;
are used together, damage is reduced to one-fourth&lt;br /&gt;
the amount rolled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gyrojet Weapons ==&lt;br /&gt;
Gyrojet weapons fire small, self-propelled exploding&lt;br /&gt;
mini-rockets. The technology is modern, but the&lt;br /&gt;
concept is old. That is why the gyrojet pistol is only&lt;br /&gt;
200 Cr, quite affordable for starting characters.&lt;br /&gt;
&lt;br /&gt;
=== Gyrojet Wrist Rockets ===&lt;br /&gt;
This durable pair of gloves each have a simple,&lt;br /&gt;
gyrojet rocket rack on their backs that holds three&lt;br /&gt;
gyrojet rockets. Characters wearing such weapons&lt;br /&gt;
simply point their wrist, bend their hand down, and&lt;br /&gt;
hit the dual trigger buttons to launch the rockets.&lt;br /&gt;
This means they have to use one hand to fire the&lt;br /&gt;
rockets on the other... it’s not possible with only two&lt;br /&gt;
hands to fire both wrist rockets at the same time.&lt;br /&gt;
&lt;br /&gt;
[[File:GyrojetWristRockets.png|left|250px]]&lt;br /&gt;
The rockets have slightly less range than a gyrojet&lt;br /&gt;
pistol, but are otherwise quite similar. The owner of&lt;br /&gt;
this weapon purchases pistol jetclips and&lt;br /&gt;
disassembles them to extract the loose shells, and&lt;br /&gt;
loads them into the chambers of the gloves.&lt;br /&gt;
Reloading takes place after combat, as it takes&lt;br /&gt;
several minutes to properly clean and replace the&lt;br /&gt;
shells.&lt;br /&gt;
&lt;br /&gt;
The wrist rocket is mounted on a polyplate gauntlet,&lt;br /&gt;
giving it a really cool look and acting as brass&lt;br /&gt;
knuckles in combat (causes 1d10 damage when&lt;br /&gt;
punching).&lt;br /&gt;
&lt;br /&gt;
Skeinsuits and inertia screens reduce gyrojet&lt;br /&gt;
damage by half. If a skeinsuit and an inertia screen&lt;br /&gt;
are used together, damage is reduced to one-fourth&lt;br /&gt;
the amount rolled.&lt;br /&gt;
&lt;br /&gt;
Some planets consider Gyrojet Wrist Rockets to be&lt;br /&gt;
concealed weapons and have laws prohibiting their&lt;br /&gt;
use. Most worlds consider it personal protection&lt;br /&gt;
equipment, like a knife.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Statistics for New Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
!Weapons !! Cost (Cr) !! Wgt (kg) !! Damage !! Ammo !! SEU !! Rate !! Defense !! Range (PB/S/M/L/E)&lt;br /&gt;
|-&lt;br /&gt;
|Light Stunner Pistol &lt;br /&gt;
|align=&amp;quot;center&amp;quot; | 150 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 0.5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| Stun || SEU &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1 || Gauss/A-S || 5/10/-/-/-&lt;br /&gt;
|-&lt;br /&gt;
|Blastpistol &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 200 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1.5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4d10 || SEU &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1 || Gauss/A-S || 5/15/-/-/-&lt;br /&gt;
|-&lt;br /&gt;
|Semiautomatic Pistol &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 150 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1.5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1d10 per bullet || 20 rounds &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -- &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3 || Inertia || 5/15/30/60/150&lt;br /&gt;
|-&lt;br /&gt;
|Gyrojet Wrist Rockets &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 125 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1.5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2d10 per bullet || 3 rounds each &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| -- &lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3 || Inertia || -/5/25/50/100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Defensive Equipment ==&lt;br /&gt;
Most starting characters can’t afford anything&lt;br /&gt;
defensive. Power screens are ungodly expensive.&lt;br /&gt;
But not all people in the frontier wear military&lt;br /&gt;
skeinsuits. In fact, smaller security agencies tend to&lt;br /&gt;
wear much less.&lt;br /&gt;
&lt;br /&gt;
=== Security Skeinsuit ===&lt;br /&gt;
[[File:SecuritySkeinsuit.png|right|150px]]&lt;br /&gt;
Whereas the military skeinsuit is camouflage and&lt;br /&gt;
appears very militant, and civilians who can afford it&lt;br /&gt;
wear normal-looking clothes inlaid with the same&lt;br /&gt;
protective layers, security personal tend to wear&lt;br /&gt;
something in between. Local police, star law&lt;br /&gt;
officers, and some espionage agents tend to&lt;br /&gt;
purchase a security skeinsuit.&lt;br /&gt;
&lt;br /&gt;
Security skeinsuits are function over form. They are&lt;br /&gt;
not designed to help hide the character like a&lt;br /&gt;
military suit, nor are they designed to conceal their&lt;br /&gt;
existence, such as a civilian suit. Instead, they&lt;br /&gt;
consist of overlapping layers of kevlar and other&lt;br /&gt;
ballistic cloth. It is generally gray, occasionally&lt;br /&gt;
black, and is light weight.&lt;br /&gt;
&lt;br /&gt;
Security Skeinsuits protect against ballistic and&lt;br /&gt;
melee attacks, just as a military or civilian skeinsuit&lt;br /&gt;
does. Half the damage affects the wearer, the other&lt;br /&gt;
half gets absorbed by the suit. The suit continues to&lt;br /&gt;
help the wearer until it has absorbed 25 points of&lt;br /&gt;
such inertial damage, then is too ripped&lt;br /&gt;
up/damaged to continue protecting its wearers.&lt;br /&gt;
This can happen pretty quickly, even in a small&lt;br /&gt;
fight, so Security Skeinsuits are generally designed&lt;br /&gt;
to require replacement after a good fight, thus their&lt;br /&gt;
inexpensive nature.&lt;br /&gt;
&lt;br /&gt;
=== Stealthskin ===&lt;br /&gt;
Sometimes direct protection against physical or&lt;br /&gt;
energy damage isn’t as important as just avoiding&lt;br /&gt;
detection. The best defense for an attack is simply&lt;br /&gt;
not to be attacked.&lt;br /&gt;
&lt;br /&gt;
[[File:Stealthskin.png|left|150px]]&lt;br /&gt;
Stealthskins are made of a special fiber that makes&lt;br /&gt;
no noise when it rubs together. It is silent, even to&lt;br /&gt;
the enhanced hearing of some races. Robotic&lt;br /&gt;
devices or technologies with advanced hearing&lt;br /&gt;
sensors will not even hear it rub together.&lt;br /&gt;
&lt;br /&gt;
The Stealthskin is only effective when worn alone –&lt;br /&gt;
no other clothes, no skeinsuit, no screen. When&lt;br /&gt;
wearing the Stealthskin, the character is fully&lt;br /&gt;
encased in a single piece of dark black fabric,&lt;br /&gt;
stretching from top of his head to his toes. Even his&lt;br /&gt;
face is covered. A single strip of specially-made&lt;br /&gt;
non-reflective synthetic transparency runs across&lt;br /&gt;
the eyes, allowing the wearer to see out quite&lt;br /&gt;
easily. Many tiny stretchpockets exist along the&lt;br /&gt;
thighs, waist, and arm, to give the wearer a place to&lt;br /&gt;
place gear where it won’t rub or bounce or touch&lt;br /&gt;
other equipment he carries.&lt;br /&gt;
&lt;br /&gt;
The Stealthskin fabric is quite stretchy. It allows for&lt;br /&gt;
the unusual shape-shifting abilities of a Dralasite to&lt;br /&gt;
function normally. Additionally, the suite can be&lt;br /&gt;
purchased to accommodate the wing membranes of&lt;br /&gt;
a Yazirian or the unusual shape of a Vrusk, but&lt;br /&gt;
when purchased for one of these other races it can&lt;br /&gt;
only be worn by members of that species.&lt;br /&gt;
&lt;br /&gt;
'''Benefits'''. When wearing a Stealthskin, the&lt;br /&gt;
character is permitted to use the Stealth and&lt;br /&gt;
Concealment subskills of the Environmentalist skill&lt;br /&gt;
as if he were a Level 1 Environmentalist. If the&lt;br /&gt;
character already has the Environmentalist skill, he&lt;br /&gt;
can make amazing use of this fabric and gets a&lt;br /&gt;
bonus of +10% to both of these skills.&lt;br /&gt;
&lt;br /&gt;
If a character sustains more than 25 points of&lt;br /&gt;
personal damage, or is encumbered with gear&lt;br /&gt;
(carrying more than half his STA score in kilograms)&lt;br /&gt;
the Stealthskin no longer provides these bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Statistics for New Defensive Equipment'''&lt;br /&gt;
|-&lt;br /&gt;
! Defense&lt;br /&gt;
!Cost (Cr)&lt;br /&gt;
!Wgt (kg)&lt;br /&gt;
!Energy&lt;br /&gt;
!Defense Against&lt;br /&gt;
|-&lt;br /&gt;
|Security Skeinsuit &lt;br /&gt;
| 150&lt;br /&gt;
| 1&lt;br /&gt;
| 25 points&lt;br /&gt;
| Ballistic/Melee&lt;br /&gt;
|-&lt;br /&gt;
|Stealthskin&lt;br /&gt;
| 80&lt;br /&gt;
| -&lt;br /&gt;
| special&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Equipment ==&lt;br /&gt;
There are already several pieces of gear one can&lt;br /&gt;
purchase from the standard equipment list. These&lt;br /&gt;
are commonplace throughout the Frontier. Here are&lt;br /&gt;
some other items, perhaps not as common on the&lt;br /&gt;
PGC core worlds, but often found throughout known&lt;br /&gt;
space.&lt;br /&gt;
&lt;br /&gt;
=== Duraraft ===&lt;br /&gt;
[[File:Duraraft.png|right|250px]]&lt;br /&gt;
This tiny 3kg pouch-sized kit can be inflated&lt;br /&gt;
(automatically when activated) into a fully-functional&lt;br /&gt;
four-man raft. It takes about five minutes to inflate,&lt;br /&gt;
and a similar amount of time to deflate.&lt;br /&gt;
&lt;br /&gt;
When deconstructed and properly stowed, it fits in a&lt;br /&gt;
small pack that straps to the thigh for easy&lt;br /&gt;
transport.&lt;br /&gt;
&lt;br /&gt;
=== Envirotent===&lt;br /&gt;
[[File:Envirotent.png|left|150px]]&lt;br /&gt;
This tiny 3kg pouch-sized kit can be erected into a&lt;br /&gt;
small 3-man habitat tent in about ten minutes. It&lt;br /&gt;
takes a similar amount of time to deconstruct. It&lt;br /&gt;
can come in a variety of colors.&lt;br /&gt;
&lt;br /&gt;
When deconstructed and properly stowed, it fits in a&lt;br /&gt;
small pack that straps to the thigh for easy&lt;br /&gt;
transport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jumpboots===&lt;br /&gt;
[[File:Jumpboots.png|right]]&lt;br /&gt;
These appear to be a normal mundane set of boots,&lt;br /&gt;
rugged-looking and easy on the foot. Concealed in&lt;br /&gt;
the heel, however, is a tiny explosive charge.&lt;br /&gt;
&lt;br /&gt;
When the wearer presses certain buttons on the&lt;br /&gt;
boots, the charge becomes active. When the&lt;br /&gt;
character jumps down hard on an active Jumpboot,&lt;br /&gt;
the charge fires, and a concussive blast is heard for&lt;br /&gt;
about a kilometer. The concussion launches the&lt;br /&gt;
character into the air and improves his leaping&lt;br /&gt;
distance by a multiple of 3. After the explosive&lt;br /&gt;
blast, the boot acts as a normal boot. The charge&lt;br /&gt;
cannot normally be re-set, it is part of the boots&lt;br /&gt;
manufacturing process.&lt;br /&gt;
&lt;br /&gt;
Using these boots in combat is not wise, both&lt;br /&gt;
participants will be knocked 1d10 meters in opposite&lt;br /&gt;
directions, and both will take 3d10 damage.&lt;br /&gt;
&lt;br /&gt;
===Survival Kit===&lt;br /&gt;
[[File:SurvivalKit.png|right|150px]]&lt;br /&gt;
This is an emergency survival kit. It is similar to the&lt;br /&gt;
Standard Equipment Pack from the main rules book,&lt;br /&gt;
but reformatted to make it useful for explorers and&lt;br /&gt;
wilderness scouts (and anyone finding themselves&lt;br /&gt;
stranded on a desert planet!). Many lifeboats and&lt;br /&gt;
escape pods have a number of these survival kits&lt;br /&gt;
stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
The Survival Kit consists of the following items:&lt;br /&gt;
* All-weather blanket&lt;br /&gt;
* Basic first-aid equipment (bandages, etc.)&lt;br /&gt;
* Compass&lt;br /&gt;
* Everflame&lt;br /&gt;
* Gas Mask&lt;br /&gt;
* Holoflare&lt;br /&gt;
* Life Jacket&lt;br /&gt;
* Pocket Flashlight&lt;br /&gt;
* Pocket Tool&lt;br /&gt;
* Rope&lt;br /&gt;
* Sungoggles&lt;br /&gt;
* Survival Rations (5 days)&lt;br /&gt;
* Toxy-rad guage&lt;br /&gt;
* Waterpack&lt;br /&gt;
&lt;br /&gt;
===Visocom===&lt;br /&gt;
This is a hands-free version of the communicator&lt;br /&gt;
built into a standard chronocom. It lacks any timekeeping&lt;br /&gt;
technology, and attaches to a standard pair&lt;br /&gt;
of sungoggles, magnigoggles, or Infra-red goggles.&lt;br /&gt;
It has the same range as the chronocom (5km).&lt;br /&gt;
Just like the chronocom, it has a standard&lt;br /&gt;
identification number that can be given to others to&lt;br /&gt;
enable them to “call” you.&lt;br /&gt;
[[File:Visocom.png|left|150px]]&lt;br /&gt;
&lt;br /&gt;
To call another visocom or chronocom, simply touch&lt;br /&gt;
a finger to the side of the boom mic/ear piece&lt;br /&gt;
combination device, and clearly speak the&lt;br /&gt;
identification number of the person you wish to call.&lt;br /&gt;
It can also be put in a conference mode, where any&lt;br /&gt;
number of visocoms and chronocoms can maintain&lt;br /&gt;
an open channel for free communication among one&lt;br /&gt;
another.&lt;br /&gt;
&lt;br /&gt;
Visocoms are less expensive than their chronocom&lt;br /&gt;
partners because they don’t keep track of time, are&lt;br /&gt;
more obvious, and lack the micronization required to&lt;br /&gt;
fit the technology into a wristwatch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wide-Field Recorder===&lt;br /&gt;
[[File:WidefieldRecorder.png|right|150px]]&lt;br /&gt;
This sphere can hover and record all visual and&lt;br /&gt;
audio activity in a 360 degree radius. It takes a&lt;br /&gt;
standard 20 SEU clip and drains 1 SEU per hour.&lt;br /&gt;
The recording is stored on a small micro-disc that&lt;br /&gt;
can be read on most computer systems. A disc&lt;br /&gt;
holds 20 hours of data, and extra discs can be&lt;br /&gt;
purchased for 20 Credits. It comes in a shoulderworn&lt;br /&gt;
carry bag complete with interface cables and a&lt;br /&gt;
place to store 2 extra micro-discs and 2 extra SEU&lt;br /&gt;
power clips. It cannot be connected to any other&lt;br /&gt;
power source.&lt;br /&gt;
&lt;br /&gt;
Later, when looking at the data recorded from the&lt;br /&gt;
Wide-Field Recorder, a computer specialist can pan&lt;br /&gt;
around, zoom in, filter out noise, and recreate the&lt;br /&gt;
entire three dimensional experience recorded on the&lt;br /&gt;
micro-disc. With proper holographic projection&lt;br /&gt;
equipment, a fairly realistic scene can be&lt;br /&gt;
reproduced.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is also possible for a skilled&lt;br /&gt;
computer specialist to tamper with the data&lt;br /&gt;
contained on the disc, making this device not&lt;br /&gt;
admissible in most courts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|+ '''Statistics for Miscellaneous Equipment'''&lt;br /&gt;
|-&lt;br /&gt;
! Miscellaneous Equipment&lt;br /&gt;
!Cost (Cr)&lt;br /&gt;
!Wgt (kg)&lt;br /&gt;
|-&lt;br /&gt;
|Duraraft&lt;br /&gt;
| 90&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|Envirokit&lt;br /&gt;
| 40&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|Jumpboots&lt;br /&gt;
| 70&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Survival Kit&lt;br /&gt;
| 150&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
|Visocom&lt;br /&gt;
| 50&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
|Wide-Field Recorder&lt;br /&gt;
| 100&lt;br /&gt;
| --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Frontiersman Articles]]&lt;br /&gt;
[[Category: SFMan: Equipment]]&lt;/div&gt;</description>
			<pubDate>Tue, 21 Sep 2010 21:36:15 GMT</pubDate>			<dc:creator>Simplymenotu</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Equipment:_Issue_1</comments>		</item>
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