NEW EQUIPMENT AND CREATURES

Breathing Mask 

Mass - mask negligible; tanks 1kg each 
Cost - mask 100Cr/tank 50Cr; 
   tank re-fill 10Cr 

A breathing mask protects characters 
from the effects of poisonous gases in the 
same way as a gas mask. It also has a 
small, pressurized oxygen tank (connec- 
ted to the mask by a tough, slender, 2- 
meter, flexible pipe) which enables char- 
acters to breathe even where the atmos- 
phere contains little or no oxygen. 

Each oxygen tank contains enough gas 
for 2 hours. After this time, the empty 
tank can be replaced in 1 turn if a full one 
is available. Unlike a spacesuit (see KH 
- p28) a breathing mask will not protect 
the wearer in any way from the effects of 
vacuum or extremes of temperature. 
 

Chillsuit 

Mass - 1kg (plus power source) 
Cost - 400Cr 

A chillsuit is designed to protect its 
wearer from conditions of extreme cold. It 
consists of a close-fitting suit of thin, 
insulating material which completely 
covers the wearer's body and head. 
Incorporated into the suit are a digital 
thermometer, clear plastic dome-like 
goggles and a special heat-retaining filter 
for breathing through. In addition, the 
material of the suit and the filter can be 
electrically heated to provide extra pro- 
tection. The energy is provided by a power 
beltpack or backpack. The rate at which 
 

the suit uses energy depends on the 
setting (0, 1, 2 or 4 SEU per hour) which 
also determines the level of protection. 

The INJURY FROM COLD TABLE gives 
the rates at which characters wearing nor- 
mal clothing or a chillsuit (at various 
settings) will loose stamina points when 
exposed to different levels of cold. Unless 
otherwise stated, rates of loss are per 
hour. The table assumes dry conditions 
with fairly still air; rain, wind, etc., will 
lower the effective temperature dramatic- 
ally. For the purpose of curing, this injury 
counts as a wound. 

A chillsuit offers no protection other than 
from cold, but it can be worn under a 
skeinsuit or albedo suit and will not 
interfere with defensive screens. A gas 
mask or breathing mask may be worn 
with a chillsuit, as may infra-red goggles 
or sun goggles. 
 

 

Inssuit 

Inssuits are insulated suits which protect 
the wearer from the effects of radiation. 
They are commonly worn by engineers 
working on atomic engines. They are fully 
described in the STAR FRONTIERS® 
Knight Hawks rules (page 30).


INJURY FROM COLD TABLE

 Temperature 
    (Centigrade) 
     Normal 
    Clothing
                                        Chillsuit Setting (SEU use/hour) 
              0                          1                          2                          4 


 Above 0 
0 to -20 
-21 to -50 
-51 to -100 
-101 to -150 -151 to -200
0 
1 
6 
20 
  2/min.
2/turn
0 
0 
1 
6 
20
2/min.
0
0
0
2
12
30
0
0
0
0
4
20
0
0
0
0
2
6

 


CREATURES

Sape

TYPE: medium omnivore
NUMBER: varies (see below)
MOVE: medium; walk 20 meters/turn;
   run 40 meters/turn
IM/RS: 6/60
STAMINA: 120
ATTACK: 40, (60 with rage)
WEAPONS: bare hands and feet (2
   attacks per turn or 1 wrestle)
DAMAGE: base hand attack, DM - 2d10
   each; wrestle, DM - 3d10 per turn.
SPECIAL ATTACK: rage, wrestle (see
   below)

Sapes (or "super apes") are a specially-
bred strain of 2-meter-tall, muscular,
ape-like creatures originating on the
Yazirian's home planet. They have been
bred by Renouf Associates of Kakosoar
(Scree Fron) as an alternative to robots in
certain applications. Sapes are currently
being tested in a wide variety of settings
(hidden from the prying eyes of the larger
corporations), hence their presence on
Jetsom. Renouf Associates hope to be
able to sell sapes on the basis of their
cheapness (about 2500 credits each), low
running costs (about 10Cr/day), versa-
 

tility, strength and agility. The corporation
also maintains that members of the major
races (especially Humans and Yazirians)
will prefer sapes to robots, especially
when working in isolated situations.

At present, however, sapes are generally
mistrusted by people and governments.
Ownership of a sape is illegal without a
license, and such licenses are only
granted to large corporations.

Sapes are about as intelligent as a four-
year-old Human and learn quickly,
especially by mimicry. They speak their
own language which consists entirely of
simple, one- or two-word phrases, and
normally wear poly-voxes programmed to
translate Sape into Pan-Galactic and vice
versa. They are bred to be docile and
obedient and will normally obey any one-
or two-word command given by a member
of one of the major races unless this will
expose the sape to obvious danger. Thus
es will not normally obey orders to
attack, and they will never attack other
sapes. Sapes will ignore commands given
via intercoms etc., or from robots.

Despite their breeding, sapes retain ves-
tiges of their primitive origins and will
resort to violence under extreme con-
 

ditions. A sape can attack with bare
hands and feet - either to kick/punch or
wrestle. Kicking/punching allows a sape
two attacks per turn each inflicting 2d10
points of damage. When wrestling, sapes
have a +5% chance of gaining a hold.
Wrestled victims have a -5% penalty on
attempts to escape and suffer 3d10
points of damage per turn. At the start of
any combat, sapes have a 50% chance of
going into battle rage which gives them a
+20% bonus to hit in melee.

PULL-OUT SHEET VI                                                                                              © 1985 TSR Inc, All Rights Reserved