Background

Wars Since 2000

The Central Asian War (2282 to 2287)

Character Generation

Careers

Conversions

Attributes

The average attribute for 2300AD characters is 10; the average attribute for characters under the House Rules System is six.  Multiply the appropriate 2300AD characteristic by 0.6 and round to the nearest whole number.

2300AD Attribute House Rules Attribute
Size
Strength Strength (STR)
Dexterity Agility (AGI)
Endurance Constitution (CON)
Determination
Intelligence Intelligence (INT)
Eloquence Charisma (CHR)
Education Education (EDU)

Divide the character's Coolness Under Fire by two to get the character's Initiative (INI).

Skills

Determine the appropriate conversion for each 2300AD skill by consulting the table below.  If more than one skill is indicated, the player may elect to break up his skill points among the listed skills, or put them all into a single skill.  To determine the skill level in the House Rules System, subtract one from the 2300AD skill level.

2300AD Skill House Rules Skill
Aircraft Pilot Pilot (Rotary Wing, Fixed Wing, Glider, Interface/Grav)
Anthropology History, Psychology, Research
Appraisal Admin/Legal, Marketing, Streetwise
Astronomy Astrogation, Physics
Bargain Bargain
Biology Biology, Xeno-Biology
Bureaucracy Admin/Legal
Chemistry Chemistry
Combat Rifleman Slug Weapon (cascade), Grenade Launcher, Autogun
Combat Walker Environment Suit
Communications Communications
Computer Computer
Demolitions Combat Engineer
Disguise Disguise
Electronic Electronics
Engineering Construction, Combat Engineer, Excavation
First Aid Medical
Forgery Forgery
Forward Observer Forward Observer
Geology Geology
Ground Vehicle Ground Vehicle (cascade)
Gunner Gunnery
Heavy Weapons Heavy Guns, Energy Artillery, Tac Missile
History History
Hover Vehicle Hovercraft
Hunting Observation, Tracking, Stealth
Imaging Observation
Information Gathering Research, Investigation
Interviewing Interrogation
Leader Leadership
Linguistics Language
LTA Vehicle Pilot (Airship)
Mechanical Mechanic
Medical Medical
Melee Unarmed Martial Arts
P-Suit Environment Suit
Physics Physics
Pilot Astrogation
Prospecting Geology
Psychology Psychology
Reconnaissance Navigation, Ground Tactics, Stealth
Remote Pilot RCV Operations
Riding Riding
Sea Vehicle Large Watercraft, Small Watercraft
Security Systems Intrusion
Sensors Sensors
Ship Drive Engineering Ship's Engineering
Sidearm Slug Pistol
Stealth Stealth
Streetwise Streetwise
Survival Survival
Swim Swimming
Tactics Ground Tactics, Fleet Tactics, Ship Tactics
Theoretical Sciences Any of the Physical Sciences
Thrown Weapon Thrown Weapon
Tracking Tracking
Trader Bargain
Writing Instruction

Stutterwarp

Change references in FF&S stutterwarp design sequence from parsecs/day to light years/day. To determine parsecs/day, divide light years/day by 3.26.

Tasks

Converting tasks is fairly straightforward:

2300AD House Rules
Simple Easy
Routine Average
Difficult Difficult
Formidable Formidable
Impossible Impossible

Tech Levels

In the Star Cruiser Technical Manual, the formula for stutterwarp speed is:

S = Variable × (MW ÷ M)0.33

Where Variable is 14.5 for Old Commercial, 16.05 for Old Military or New Commercial, and 17.5 for New Military.

In FF&S, the formula for stutterwarp speed is:

S = Tlm × (MW ÷ 10D)0.33

Where the Tlm is equal to tech level + 4.

As can be seen, both formulas are identical, and the Variable in Star Cruiser is equal to the Tlm in FF&S. Because of this, we can determine the range of tech levels covered by 2300AD:

2300AD

FF&S

Notes

Old Commercial

Tech Levels 10 and 11

TL 10.5

Old Military/New Commercial

Tech Level 12

TL 12.05

New Military

Tech Levels 13 and 14

TL 13.5

However, 2320AD lists tech levels as follows:

2300AD

FF&S

Old Commercial

Tech Level 10

Old Military/New Commercial

Tech Level 11

New Military

Tech Level 12

Equipment


Wherever adventurers go, whatever their mission is, and whatever their occupation happens to be, they will certainly find that some type of equipment is necessary to enable them to complete their objectives.  The following is a list of equipment that is generally available on human worlds.

Armor

In some occupations, body armor may be useful at times.  The following examples of body armor are available for characters who expect to need it in their line of work.  Several different items may be worn at one time (for instance, a helmet and a vest), to give protection to different areas of the body.

Armor Materials

There are three different types of body armor:  non-rigid armor is made of flexible material which is tough and resists puncture by a bullet.  It doesn't inhibit the wearer's movements as much as rigid armor does.  Rigid armor is made of solid pieces.  Inertial armor is flexible like non-rigid armor but becomes rigid when struck by a projectile (such as a bullet or piece of shrapnel).  The differences among non-rigid, rigid and inertial armor are only important when resolving blunt trauma injuries.

Computers

Computers make up a part of daily life for citizens of the Core worlds in the 24th century, and they are an essential part of nearly any mission group as well.  The two most commonly encountered configurations are detailed here.

Explosives

The most prevalent non-combat explosives in the 24th century are industrially-produced blocks of plastic explosive.  These plastic explosive blocks are all of a uniform weight (one kilogram) but their explosive power depends upon the rating they hold.  The most commonly used rating for plastic explosive blocks is Plastique-9.  Multiple blocks of this explosive can be used together to create larger explosions, or a single block can be broken down to a fragment of its size for smaller blasts.

Medical Equipment

When a job is being performed, it is not at all uncommon for people to receive injuries, either minor or serious.  In the 24th century, high-quality medical aid is generally very close at hand.

Miscellaneous

Other common equipment in the 24th century includes the following.

Pentapod Products

Pentapod analogs exist for much of the equipment listed here but aren't widespread.  If an analog is available (up to the referee), it costs at least twice as much as normal equipment but will last nearly forever — as a living creature, it self-repairs.  Rough treatment will kill a Pentapod analog but would as easily break human equipment.

Personal Power

The most common portable power generator is described here.

Satellites

Satellites are generally placed in orbit by ships already in orbit around a world.  Survey and exploratory ships routinely use satellites to augment information gained by ground parties.

Scientific Equipment

A variety of equipment is generally available to aid scientific teams in their work.  The most common pieces are listed here.

Sensors

Sensors run the gamut from simple sense enhancers to computer watchdogs.  All have a basic purpose of either actively or passively making environmental information more easily gained.  Several examples are listed below.

Special Equipment

Major expeditions and military teams are often able to acquire equipment that is state-of-the-art — equipment unavailable to the general populace of most worlds.  Often, however, this special equipment can be found for sale at the Core worlds — available to those who are able to pay the price.

Tools

The listing which follows includes the tools which are commonly available for use in the 24th century.

Vehicles

Wilderness Survival Gear

Wilderness survival gear includes equipment which is usually used by exploratory teams, but this equipment might be stored in a starship's escape pod or used by a military mission team as well.

Weapons: Autoguns

Autoguns are a category of crew-served light automatic weapons fed from large-capacity drums or flexible cassettes, and fired from mounts.  They are similar to rifles, but heavier construction enables them to sustain a higher rate of fire over time.

Autoguns provide a fireteam with more range and power than rifles provide, yet the rifles remain more portable than the autoguns.  The following listing includes a few examples of these autoguns.

Weapons: Civilian Hunting Weapons

Of the numerous civilian rifles available in the 24th century, some of the most common are listed here.

Weapons: Current Service Rifles

Weapons: Grenade Launchers

A variety of 30mm grenade launchers are currently found mounted integral to combat rifles.  All of these grenade launchers have roughly similar performance.  In addition, a few older magazine-loading grenade launchers are also available, although they are seldom used now by first-line troops.  Below are listed grenade launchers and propelled grenades which are currently in use.

Weapons: Guided Ordnance

Two general types of guided ordnance are in use:  these are free-fall and powered.  An un-powered ordnance is referred to as a bomb, a powered ordnance as a missile.  Both types of ordnance obey the same rules except that bombs may only be launched from aircraft relatively close to the target and glide to it rather than fly to it under their own power.

Virtually every major power produces a variety of guided ordnance.  These weapons incorporate various means to make mid-course changes while on the way to their targets (for example: movable fins and vectored thrust).  A representative selection from the arsenals of France and Germany are presented in the list below.

Weapons: Hand Grenades

The following examples are representative of the common range of grenade types which are available.

Weapons: Handguns

As with civilian rifles, a plethora of handgun types can be found in the 24th century.  The weapons which are listed below represent some of the range of capabilities in 24th century handguns

The principle types of handguns are revolvers and automatics.  Revolvers are fed from a revolving cylinder, which automatics are clip-fed.  Automatics are more efficient, but revolvers are more safe (a revolver is carried with the firing pin resting on any empty chamber, which is not possible for automatics unless the pistol is carried without a round in the chamber, in which case, it must have the slide worked to chamber a round from the magazine before firing).

All handguns listed in this chapter fire conventional fixed-cartridge ammunition.  Although some experimental work has been done with binary propellant and Gauss pistols, the expense was not deemed worth the results, and no large-scale production has been undertaken.

Because of their short range and limited stopping power, pistols are not generally issued to combat troops.  Officers often carry a pistol as a badge of rank more than an actual weapon; a combat rifle is generally carried as well.  Some troops buy heavy pistols and value them for their handiness at close range, their low bulk often enabling the firer to get off the critical first round

Weapons: Lasers

Lasers emit a beam of coherent light which can cause damage to a target.  A kilogram of TNT produces five million joules of energy (five megajoules).  Since one watt for one second equals one joule, a one-second, five-megawatt beam produces the energy equivalent of one kilogram of TNT.

In combat it is very difficult to maintain a laser on a target for one second, and in any event, a five-megawatt beam lasting one second requires more power than a man can carry with him.  However, a short-duration, high-energy beam produces such a rapid temperature change in a target's surface that it explosively vaporizes, causing shock damage to a target.

Lasers are powered by high-efficiency liquid metallic suspension (LMS) battery packs.  Since a battery's discharge rate is insufficient to directly power a strong beam, the battery "pumps" a fast-discharge homopolar generator, which comprises most of the laser mechanism.  The generator stores energy in a rapidly spinning flywheel (about 50,000 rpm) until it has enough for a pulse.

Lasers are generally referred to by their output power (in megawatts) and their pulse duration (in hundredths of a second).  Thus a 40-01 laser would have an output of 40 megawatts for one one-hundredth of a second.  Actual beam energy is a function of the power output multiplied by the pulse duration.  Since one watt for one second produces on joule, a 40-megawatt pulse for one one-hundredth of a second would produce four-tenths of a megajoule.

A number of laser weapons are available in the 24th century.  Several are listed here.

Weapons: Melee

Melee weapons can come in handy in 2300AD combat.  The most common are listed below:

Plasma Guns

The plasma gun contains a laser ignition system in the weapon which super-heats a hydrogen fuel pellet to a plasma state.  The plasma is contained in the ignition chamber briefly and then allowed to escape through a magnetically-focused field along the weapon's barrel.  The high-velocity plasma bolt is initially about two millimeters in diameter but tends to begin to dissipate at once.  Dissipation is minimized by having the bolt ride a "tunnel" of heated air generated by a laser beam from the weapon.  Because the plasma bolt rides a laser beam to its target, plasma guns are also sometimes referred to as plasers.

The ammunition for the weapon consists of photonic core plaser cells, each containing a fast-discharge battery to pump the weapon's laser ignition and pathfinder beam, and the fuel pellet for the plasma bolt.  After firing, the spent cells are ejected and are not reusable.  Some care must be exercised in the selection of the location of the plasma gunner as the ejected cells are extremely hot, with semi-molten centers, and can cause minor burn injuries to other troops in the way.

Weapons: Plasma Guns, Heavy

Although less mobile, the following provide heavy firepower in more fixed locations.

Weapons: Plasma Guns, Man-Portable

Some of the most powerful man-portable weapons in the 24th century are plasma guns.

Weapons: Propelled Grenades

Weapons: Shotguns

Weapons: Sonic Stunners

Weapons: Surplus Service Rifles

 


Technical Architecture

 

 

 

 

 

 

 

Spacecraft and Accessories

Sensor Drones
Spacecraft
Spacecraft Lasers
Spacecraft Missiles
Spacecraft Particle Accelerators
Submunition Dispensers

HD-5 "Scout" (American)
Horloge (French)
JA-77 (Argentinian)
LH-22 (German)
Mainz-21 (German)
Voir (French)
Vue (French)

 

 

Aconit-class Frigate
Almirante Brown-class Destroyer
Almirante Brown-class Updated Destroyer
Alpha-class Battleship (Kafer)
Anjou-class Freighter
Aries-class Auxiliary Cruiser
BC-4-class Freighter (English)
BC-7-class Freighter (English)
Beta-class Battleship (Kafer)
Bismark-class Battlecruiser (German)
Bonapart Fighter
Bufer Fighter (French)
Cambaceres-class Survey Ship (French)
Cargo Devil Freight Handler (American)
Cargomax-class Freighter
Chien-Lung-class Destroyer
Commercant-Class Freighter
Dalton-class Mining Vessel (English)
Delta-class Battleship (Kafer)
Donovan Fighter (English)
Electra 917-class Civilian Liner
Emilon Gheni-class Seeker (Azanian)
Epsilon-class Cruiser (Kafer)
Espirito Santo-class Destroyer
Exeter-class System Defense Boat (English)
Faidi-class Courier (Azanian)
Foxtrot Fighter (Kafer)
FS-17A Fighter
Goethe-class Liner
Golf Fighter (Kafer)
Guiana-class Freighter (French)
Gustav Fighter
Hamburg-class Missile Cruiser
Hamid-class Survey Ship (German)
Hayabusa-class Courier (Japanese)
Helmut Korell-class Auxiliary Cruiser
Hotel Fighter (Kafer)
Hudson-class Freighter (Canadian)
Improved Alpha-class Battleship (Kafer)
Ipiranga-class Frigate
Kennedy-class Cruiser (American)
Kiev-class Destroyer
Konstantine-class Cruiser
Krupp-821-class Cargo Carrier
Lavoisier-class Survey Ship (French)
Lideau-class Courier (French)
Lima Lander (Kafer)
L'Orient-class Survey Ship
Maiduguri-class Freighter (Nigerian)
Mammoth-class Freighter (American)
Marseilles-class Liner (French)
Martel Fighter (French)
Merkur-class Courier (German)
Metal-class Modular Freighter (French)
Mistral-IIIbis Fighter (French)
Nafasi-class Survey Ship
Necessite-class Auxiliary Cruiser
New Orleans-class Liner (American)
Orage-class Frigate (French)
Oscar-class Transport (Kafer)
Piedrabuena-class Frigate
Riche Fighter
Richelieu-class Battleship (French)
Sachsen-class Frigate
Santisma Trinidad-class Armored Cruiser
Shenyang-class Freighter (Manchurian)
Suffren-class Cruiser
Tallyrand-class Battleship
Thorez-class Courier
Tunghu-class Frigate
Udet Fighter (German)
Vaca-class Animal Transport (Brazilian)
Vogelperspektive-class Survey Ship (German)
Wellington Fighter (English)
Wespe Fighter (German)
Wombat-class Auxiliary Cruiser
Yinma Lander (Manchurian)
Ypres-12-class Frigate (French)


AAS-2 (Brazilian)
AAS-2B (Brazilian)
AAS-4 (Brazilian)
AAS-5 (Brazilian)
DA-2290 (French)
Donnerwetter (German)
EM-1 (Argentinian)
EM-5D (Argentinian)
Fantan (Manchurian)
Glowworm (Manchurian)
Merimee Courier Missile (French)
Ritage-1 (French)
Ritage-2 (French)
Silka (Russian)
SIM-14 (American)
SR-9 (German)
SR-10 (German)
"Whiskey" (Kafer)
"X-Ray" (Kafer)


"Big Clip" (American)
"Grape-Shot" (American)
LHH-637 (German)
LL-2 (French)

Propelled Grenades

30mm Concealment Propelled Grenade
30mm Flechette Propelled Grenade
30mm High Explosive Armor Piercing Propelled Grenade
30mm High Explosive Propelled Grenade

The following propelled grenades are suitable for use with the grenade launchers which are listed above.

 

 


Rifles

There are three general types of rifles in use in the 24th century:  conventional rifles, binary propellant rifles and Gauss rifles.

Conventional rifles [1] fire fixed cartridge rounds which consist of a bullet embedded in a solid rectangular block of propellant.  The bullet is generally constructed of a dense metallic core and a nonmetallic composite sheath.  The bullet itself is smaller than the caliber of the rifle and is encased in a low-friction ablative sabot.  The bore of the rifle constricts toward the muzzle and the sabot abrades away as the round approaches the muzzle.  The remains of the sabot fall away from the round as it emerges from the barrel.  Virtually all civilian rifles are conventional rifles, but they have mostly been replaced in military service by Gauss and binary propellant rifles.

Binary propellant rifles [2] fire a bullet identical in design to that fired from a conventional rifle, but there is no propellant directly associated with the round.  Much of the bulk of the propellant in a conventional round is a stabilizer which makes the ammunition safe to store and use in the field.  The binary propellant rifle eliminates this bulk and instead uses two gasses (a variety of types are used) which separately are stable, but when combined are volatile.  Stored apart they are safe and are not combined until injected into the ignition chamber.

Gauss rifles are linear magnetic accelerators which fire fin-stabilized flechettes.  Usually the magazine for the gauss rifle also contains a battery pack which powers the gun.

Virtually all rifles incorporate optic sights to assist in aimed fire.  Also, as muzzle velocities have increased, weapons have incorporated more elaborate recoil-absorbing features, such as telescoping stocks.  Most combat weapons capable of automatic fire have gyrostabilization to assist the soldier in keeping the weapon on target.  Most long-range rifles also have a gunner-activated laser range finder.

[1] For FF&S purposes, conventional bullets are considered caseless discarding sabot (DS) rounds.
[2] For FF&S purposes, binary propellant bullets are considered ETC discarding sabot (DS) rounds.

Rifles, Current Service

AS-89

FAM-90

FTE-10
Type-81 Storm Gun

The following rifles are currently being used by major military forces in the 24th century.

 

Rifles, Surplus Service

M-2 Assault Rifle

Ramirez-Abruggo BF-1

SG-77 (Sturmgewehr-2277)

Wu-Beijing Type-49 Assault Rifle

The surplus service rifles described below are no longer the primary small arms of their countries' military forces.  Nonetheless, the weapons are still in widespread use by a number of smaller forces.
 

 


Shotguns

DunArmCo Close Assault Gun

Traylor Model 10 Riot Gun

Two examples of shotguns, one pump and one automatic, are listed below.


Sonic Stunners

Brandt Audionique AS-3

Quinn Optronics Restraint Carbine

Sonic stunners project focused sound energy, usually in the ultrahigh frequency range, with sufficient energy to stun the target.  They are only effective in atmospheres and against targets not wearing heavy armor (particularly airtight armored helmets).  As a result of these limitations and the fact that sonic bursts merely stun an opponent, they are of limited combat value.  However, they are highly effective, non-lethal control weapons and are used extensively by police and security forces.