Professional Documents
Culture Documents
Features
A Change in Orbit................................................14
Production Credits
http://frontierexplorer.org
@FrontierExpMag
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material it contains. And remember, always keep exploring!
- Tom Stephens
Senior Editor
Legal The Frontier Explorer is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the
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ii
Frontier Explorer
Random Thoughts
Honorable Mention
Eagle 5 from "Space Balls" gets an honorable mention.
The movie was a parody and not to be taken seriously. In
contrast to Jupiter 2 that we panned as a RV in space the
Eagle 5 is literally a Winnebago in space. It does not rate
well for realism, versatility, or coolness but it did rate
high
for
fun.
FE
2. The Klingon Bird of Prey from "Star Trek" has been
seen countless times in TV & movies. A scout and patrol
craft workhorse of the Klingon Empire, it sports
impressive fire power and a cloaking device. Its very
2
Frontier Explorer
Starships
Description
dorsal side of the hatch, has three command chairs but can
typically be operated alone via the center seat.
KH Stats
HS: 2 HP: 12 Powerplant: 2 Atomic A
ADF: 4 MR: 3 DCR: 30 Crew: up to 4
Armament: Pod Laser, Pod Laser Turret
Defenses: RH
Communication/Detection: SubSpace Radio, Radar,
Intercom
Misc. Equipment: streamlined, light hull armor
Cargo Capacity: Port & Starboard 0.5u holds (1u
total)
Crew Accomodations: 2 dbl bunks
Passenger Accomodations: n/a
Ship's Vehicles: 0
Computer: Alarm (2), Analysis (4), Astrogation (4),
Commerce (1), Communication (1), Damage Control
(2), Drive (4), Industry (1), Information Storage (1),
Laser Battery (1), Laser Cannon (1), Life Support,
cap:4 (1) x2, Maintenance (2)
Decks
The upper/fore deck is the Bridge Deck. The helm,
poised 90 above the astrogation/mainframe computer
center and accessible via a ladder extending above the
Frontier Explorer
Starships
Inhabitants
The two planetoids both have life. Two closely related
races of beings that appear to be Dralasite off-shoots
inhabit both Posita and Negato. Both races have a color
mutation that makes one half of their body white and the
other half a dark charcoal grey to black, their veins that
meet at the eyespots are bluish. Positans are dark on the
right side and Negatons are dark on the left side. However
this is not the only difference between both races, each
race possesses specialized organs that give them special
abilities. Positans can admit an electric-magnetic shock,
which can stun, be used to kill or save anothers life, and
erase memories while Negatons can create sound waves
that can disorient, stun, kill, hypnotize and some
individuals can melt metal when they scream. Naturally
both races have developed technology that takes
advantage of these natural abilities and enhances it.
Physical Abilities of
Inhabitants
The abilities and biology of the Negato and Posita races is
the same as a standard Dralasite except that instead of Lie
Detection they possess the following:
Positans
Positans are dark on the right side.
Bioelectric Ability
All Positans have the ability to generate bioelectric energy
from a specialized organ. All Positans start with a 5%
chance to do the following: Stun a creature unconscious
for d100 turns, cause damage 1d10 points, attempt to
bioelectrically resuscitate another, interrupt nerve signals
to relieve pain, or erase another persons memory.
Negatons
Negatons are dark on the left side.
Sonic Ability
Using a special organ Negatons can create sound waves
that can disorient, stun, kill, hypnotize and some
individuals can melt metal when they scream.
6
Frontier Explorer
All Negatons start with a 5% chance using their Sonic
Ability to stun a creature unconscious for d100 turns, use
sound to disorient other species for d100 turns, cause
damage 1d10, attempt to hypnotize using sound (requires
a Logic check), and melt metal (scream).
Background &
Adventure Possibilities
This double planet has some potential:
KH Stats
HS: 5 HP: 25 PowerPlant: 4 Atomic B
ADF: 4 MR: 3 DCR:35 Crew: up to 8
Armament: none (LB available at no penalty)
Defenses: none (RH available)
Communications/Detection: SubSpace Radio, Radar,
Intercom (3 master panels, speaker/mike in each
station/cabin/chamber)
Misc Equipment: Cargo Arm, Universal AirDock
Computer (LVL: 4 fp: 167 SP: 100)
Alarm (4), Analysis (4), Astrogation (4), Commerce (1),
Communication (1), Damage Control (4), Drive - Atomic
B (5), Industry (1), Information Storage (1), Life Support
cap:16 (1), Maintenance (4)
Cargo Capacity: 5
Crew Accommodations: Captain's Suite (double
occupancy possible), Crew Cabin w/2 triple bunks
Passenger Accommodations: 1 First Class Cabin, 2
Journey Class Cabins (all double occupancy)
Ship's Vehicles: lifeboat, 2 workpods
Base Price: 2,489,400Cr --- does not include fuel,
spacesuits, weapons/defenses, or toolkits
Frontier Explorer
Deck Plans
1.
2.
3.
4.
5.
6.
7.
8.
9.
Elevator
Storage Area
Galley
Common Area, 4a is the holo-entertainment console,
4b cieling hatch to computer maintennace shaft
Fresher/sanitation
Pilot's cabin
Captain's cabin & office
Crew Cabin w/2 double bunks
Inner airlock, 9a airlock to lifeboat
Main Elevator
Astrogator station
Chief Engineer station
Helm, position for pilot
Helm, position for optional copilot
9
Deck 4 Engineering
1.
2.
3.
4.
5.
Elevator
Airlock
Cargo Arm tracks
Hold
Bay Doors
Elevator
Engineer's Station (half of overhaul time spent here)
Freight Handler Station
Workshop - 4a is a laser/lathe. 4b is a laser drill press,
4c is a workbench w/tool storage, 4d is a foundry
5. Life Support unit, 5a floor access to water purification
plant and water tanks
6. Misc Storage
7. Parts Storage
8. Workpod Airlock pens & floor access to hydroponics
9. optional back up LS unit (not standard equipment)
10. Power Relay Station
11. Generator
1. Elevator
2. Monitor Panels, 2a is a ceiling access way to the aft
maneuver jet banks above
3. Airlock/Decontamination Chambers, access to engines
Half of overhaul time spent within engine room and drive
access ways.
FE
10
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11
Ad by Rich Trickey
It should be noted that the movie uses the word law in one
place and rule in another to describe the Varda's strictures.
In other places characters simply say, "the Varda teaches".
Aside from one statement about the first law there is no
analog to the Ten Commandments. Some of the teachings
come off as proverbs so it's easy to imagine the Varda as a
robust philosophy with rules (laws), proverbs, and
teachings. I've collected quotes from the movie and
Frontier Explorer
Final Thoughts
Original cost new was 30 Cr. but the value can be triple to
quadruple depending on condition due to demand. Weight
is negligible.
FE
TheAMiniature
ChangeLossodragon
In Orbit
Eric Winsor
Shane
Winter
The problem with most space combat games, and Knight
Hawks is no exception, is the lack of variety. Most
scenarios consist of a blank star field, with the occasional
planet thrown in. The same planet, every time. It gets a bit
stale after a while. The terrain needs to be varied
sometimes, even if it is only visually. So what can be done
to make planets different?
Frontier Explorer
Now if we plug the volume of a sphere in to our mass
equation:
The Table
Orbital Images
Armed with all of this, we can find out a lot about our
planet. To determine the velocity needed to orbit at a
distance of 2 hexes around Clarion, we plug in our
Constant G, the mass of Clarion (5.0 x 1024 kg) and the
orbital distance of 20,000 km (20,000,000 m) for the
radius:
Grav
(g)
Day
(hrs)
Radius
(km)
Mass
Density
(earth)
(earth)
Geosync
(km)
Low
1
Hex
2
Hex
3
Hex
4
Hex
5
Hex
Araks
Hentz
.7
25
4,325
.32
1.05
29,756
10
Athor
Yast
1.0
15
7,208
1.28
.9
33,512
Belnafaer
Venturi
1.0
10
64,500
102.5
.1
110,230
Cassidine
Rupert's Hole
Triad
.9
1.1
20
30
6,146
6,796
.84
1.25
.95
1.05
35,244
52,802
2
2
3
2
4
3
5
4
6
5
6
5
Dixon's Star
Laco
1.4
60
2.25
1.1
101,915
Dramune
Inner Reach
Outer Reach
.8
1.0
20
30
.39
1.05
1.16
.98
27,422
55,155
3
2
4
3
6
4
7
4
8
5
9
6
System/Planet
4,446
6,523
15
Grav
(g)
Day
(hrs)
Radius
(km)
Mass
Density
(earth)
(earth)
Geosync
(km)
Low
1
Hex
2
Hex
3
Hex
4
Hex
5
Hex
Fromeltar
Groth
Terledrom
Gruna Goru
Hargut
1.2
1.0
45
60
8,555
6,553
2.16
1.06
.91
.99
83,036
79,247
2
2
2
3
3
4
3
4
4
5
4
6
1.0
20
5,947
.96
1.2
36,864
K'aken-Kar
Ken'zah Kit
.9
25
6,869
1.05
.85
44,045
Kizk'-Kar
Zik-kit
1.0
65
6,007
.89
1.08
78,880
Liberty
Snowball
.924
32
6,000
.82
.98
47865
Madderly's Star
Kdikit
1.0
30
6,758
1.13
.96
50,957
1.0
1.5
15
40
6,238
10,243
.96
3.88
1.04
.95
30,433
93,244
2
1
3
1
3
1
4
2
5
2
6
3
Rhianna
Alcazzar
.81
10,000
4,916
.48
1.05
1,847,127
Scree Fron
Histran
Hakosoar
.6
.9
25
50
4,185
6,019
.26
.80
.93
.97
27,654
64,025
4
2
5
3
7
4
9
5
10
6
12
7
Sundown
Starmist
21
.93
6,558
.99
.92
38,436
Theseus
Minotaur
1.2
15
7,485
1.66
1.04
36,520
Tristkar
Kraatar
.6
18
4,900
.35
.78
24,677
10
Timeon
Lossend
.7
70
4,883
.41
.93
64,094
Truane's Star
Pale
New Pale
.9
1.4
55
20
6,502
9,560
.67
3.15
1.04
.95
64,258
54,824
3
2
3
2
5
2
6
3
6
3
7
3
Waller Nexus
Mahg Mar
.98
23.95
6,175
.92
1.01
41,018
White Light
Gollywog
1.0
50
5,840
.84
1.09
65,000
Zebulon
Volturnus
1.0
24
6,478
1.03
.99
42,637
K'tsa-Kar
Kawdl-Kit
Prenglar
Gran Quivera
Morgaine's
World
16
Frontier Explorer
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18
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20
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22
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24
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26
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Titan Rising 1
29
30
Frontier Explorer
Starships
Atlas Manufacturing
Corporation Comet
Martin Derryberry
To return to orbit, the lander would fire up its chemical
rocket engines and blast off. Once in orbit, it would dock
with the Drive Assemble and return to Truane's Star.
Lander Layout
The ship is somewhat unconventional. The lander's deck
orientation is opposite of the direction of thrust. Crews
complained about being strapped into their seats on the
bridge for the 5 hours it took to reach maximum speed and
during deceleration.
In case of emergencies each deck can be sealed off by a
sliding hatch located in the floor and ceiling of each deck.
Heat/Meteorite Shield
Deck 1
This deck houses the four rocket motor, landing gear and
fuel tanks. Four maintenance areas are provide to work on
the engines and inspect the power and fuels systems. Each
room has two inspection hatches for engines.
At the bottom of the access tube is a hatch used to gain
access to the avionics bay on the heat shield. The hatch is
locked when nobody is working in the bay. After the heat
Shield has been jettisoned. The hatch will not open unless
there is a command from the bridge. The hatch cannot be
opened from the outside.
Deck 3
The lander sits one meter off the ground (it will auto-level
itself) and the hatch at the bottom becomes useless on
rough terrain.
Deck 2
1. Galley / Lounge: (1) the dining area seats four. It has a
full kitchen (1a) and (1b) lounge with entertainment
system.
2. Storage Locker: Spare parts and personal gear that
can't be stowed in the room are placed here.
3. Airlock with extendable Lock: The airlock allows
access to the interior of the ship. The cabinet in the room
houses tools and safety equipment used during
spacewalks. The Comet is equipped with an extendable
lock for docking with other spacecraft (3a). After entering
the ship, personal must pass through this room. The room
houses space suits, EVA equipment, and the airlock
control panel.
Access to the ground is done using a ladder built into the
hull. A small retractable crane is mounted above the
airlock. It can only lift 250 kilograms. The Airlock has a
Level 3 Security Lock.
Frontier Explorer
9. Telescope: The telescope is a multispectrum type used
for mapping planets, asteroids, and solar systems. Other
uses include; meteorological studies, astronomy and gas
analysis. It can also run an astronavigation program.
10. Analysis Lab: The lab is for general analysis of
mineral and organic material. The sample analysis unit
(bright green in the center), at the top and bottom are two
isolation chambers and to either side of the door are the
workstations for the lab.
11. Life support: This room houses the ship's life support
system. It has a standard 20 ship days or 400 hours
operational life and handles as many as eight personnel.
Once on the planet's surface, the system cleans the air
coming into the ship. Water brought in from the planet
surface can also be filtered as well. Filters can be changed
and cleaned by the ship's crew.
11a. Atmospheric Scrubbers: This maintains the ship's
atmosphere for 20 ship days or 400 hours. Recharging this
unit can only be done at a spaceport
When the heat shield is attached, the ship has a blind spot
directly to the front (See Deck 1 for limitations).
15. Ship's Computer: This room contains the Computer.
16. Bridge: The bridge has four work stations: Pilot, Copilot/Astronavigation, Captain and Engineer.
Deck 4
13. Electronics' Bay: This room houses the equipment
that connects the bridge to the rest of the ship as well as
the electrical system.
Deck 5
17/17a. Electronics' Bay: This room controls the transfer
of power from the Drive Assembly to the Lander, as well
as the network systems which allow the Lander to
communicate commands to the Drive Assembly. There is
an iris hatch atop the central access tube. It can be opened
only with authorization from the Bridge. When docked
with the Drive, it allows access to the assembly. It is also
there to remove the parachute cables, if the need arise.
Deck 1
Deck 2
This deck houses the
engineering
controls
for the ship. Once the
Lander is attached, the
Drive
Assembly
systems are monitored
from these station
(work station left and
right (light green are
the monitors)). Four
parabatteries add an
additional 20 hours of
emergency power to the Lander. When the Drive
Assembly is separated from the Lander, they act as
backup power for the Assembly. The hatch on this deck is
considered a Level 5 lock (center of the deck).
Drive Assembly
The Drive Assembly is treated as a separate craft. Its
whole purpose is to get the lander to Volturnus. After that,
it stays in orbit around the planet until it's time to leave.
While the Assembly is in orbit, its sensors will collect
data on the planet and solar system. It will then be
downloaded only after the Lander has returned to the
Assembly and they are ready to return. This is due to an
encryption security program.
The mooring anchors (there are 6 of them) and the locking
mechanisms on the Assembly are not strong enough for
radical maneuvers such as those made in combat. If the
ship is reused these moorings and locks must be inspected
and replaced as need.
Deck 3
Frontier Explorer
engineering computer.
Deck 4
This deck contains
the electro-mechanic
equipment
that
controls and transfers
the power from the
atomic reactor. There
is an iris value lock
on this deck that
blocks access to the
reactor decks below
(treat as a Level 5
lock).
Deck 5
This deck is an access tube which
connects the engineering section to
the reactor decks. It is a six meter
long tube with access panels lining
the entire length. Behind these
panels are electric and control
cables which control and transfer
power from the reactor to the rest
of the assembly.
Appendix 1: Designers
Note
I watch too many science shows and try to depict my
ships with some resemblance to real world Ideas. There is
also a precedent for this in Star Frontiers, Eleanor Moraes.
As stated in Face of the Enemy SFKH3, the Moraes has a
supply ship orbiting Mahg Mar, which it can dock with
and attach landers.
Deck 6
Appendix 2: GM Note
Deck 7
This deck is six meters tall and houses the reactor which
powers the ship. At the top and bottom are the power
relays which transfer power to the rest of the ship. To the
35
Possible Outcomes
1-3
4-8
9-13
14-17
18-19
20
35th Anniversary
Commemorative Patch
We received permission from Wizards of the Coast to
produce a limited edition 35th Anniversary
Commemorative patch. The patch will be based on the
35th Anniversary Logo. The logo, along with the patch
design are shown below.
Appendix 3: Staging
Ground: Volturnus
The order to produce the patches will be placed in midNovember once we have an idea of how many will be
needed. If you want to guarantee that there is a patch for
you when they come in, please express your interest in
one of the above methods. We can only produce a
limited number and once theyre gone
Frontier Explorer
Equipment
Standard Equipment
Bandolier
The standard equipment bandolier has 8
pouches. A thrown grenade, 2 ammo
clips, a gas mask, or other small items
will fill 1 pouch. Grenades carried in a
bandolier are treated as a pistol in a
holster for initiative rolls.
Cost: 20 Cr
Yazirian Disk
Grenade Bandolier
This bandolier is designed to hold 6
disk grenades and 2 solvaway vials.
Characters drawing and throwing a
grenade in the first turn of combat
suffer the same -2 IM penalty as a
character drawing a pistol from a
holster.
Cost: 20 Cr
Damage
Doze
13 Cr
Fragmentation
Wt: n/a
Grenade Rifle
Bandolier
Grenade Type
Wt.: n/a
FE
Rate
Defense
PB
Sleep
STA check
0-5
6-15
16-25
26-50
51-75
25 Cr
8d10
RS check
0-5
6-15
16-25
26-50
51-75
Incendiary
25 Cr
RS check
0-5
6-15
16-25
26-50
51-75
Poison
25 Cr
S5/T10
STA check
0-5
6-15
16-25
26-50
51-75
Smoke
25 Cr
-10 to hit
IR Goggles
0-5
6-15
16-25
26-50
51-75
Tangler
30 Cr
Entanglement
RS check
0-5
6-15
16-25
26-50
51-75
37
Deck 1
6: The Lounge: The crew can sit here and watch vids as a
group or just relax. This area is also used as the briefing
room.
6a: This small area contains a table for playing cards and a
library.
7: Galley: Contains a full kitchen and a table that seats
six.
8: Food storage: The food is either dehydrated, canned or
concentrated. There is enough food to last 20 ship days.
Deck 3
10: Airlock: The airlock is a safety precaution as well as
used to load and unload the crews. The air lock control is
on the right as you enter. To the left, is the control panel
which activates the module. The airlock can only
accommodate one being at a time.
Deck 2
5: The ship's computer. The computer is level 4. The
computer runs and records most of the systems on board.
The computer is tailored for analysis of chemical
compounds and mineral resources.
38
Frontier Explorer
Deck 4
Appendix 1: Equipment
Duty Uniform
The duty uniform is a light weight space suit meant to be
worn when onboard a spaceship. The suit is equipped with
a temporary pull out clear plastic helmet that is pulled
over the head and worn until a real helmet can be located.
The atmosphere is stored in two flex tanks located in the
chest and will last for 2 hours. The suit provides some
protection from shrapnel and should be treated as Kevlar
armor. When mated with a helmet and backpack system,
the suit will act as a spacesuit. The suit doesn't do well in
corrosive atmospheres. Cost: 1000 Credits.
15: Gymnasium.
16: Laundry.
17: Escape pods: There are 2 escape capsules here, each
seats 4. Once launched they cannot return to the container
due to the explosive bolts and charges that launch them.
Between the two escape capsules is a locker with extra
provisions. Under each seat in the escape capsules is a
survival kit.
18: Stores: This compartment contain spare parts,
chemicals need to run the Analysis unit in Room 13, and
personal equipment which cannot be store in their
staterooms.
Escape Capsules
Their life support system last for 7 ship days or 140 hours.
They are capable of planetary reentry and use a parachute
to land. They can make slight course adjustments in order
to land on the nearest planet. An emergency beacon
begins to broadcast as soon as the capsule leaves the ship.
The signal will broadcast for 7 ship days. They cannot
Roll
(d10)
Results
1-3
4-7
8-10
1 Backpack
1 Compass
1 Collapsible Shove (Does Club Damage)
1 First Aid Kit: 3 bandages, antibiotic spray and 1
autojector antitoxin.
1 Flashlight, recharge by built in hand crank.
1 Lighter
1 Personal Emergency Beacon
1 Poncho
1 Sleeping bag
3 Signal Flare
1 Survival Knife (Does Knife Damage)
7 Survival rations.
1 Water Purification Canteen, with 7 filters.
Appendix 2: Game
Master's Notes
The container is on loan from United Resources
Corporation to the Truane's Star Department of
Commerce (DoC) for this mission. As with all
government contracts, it went to lowest bidder. Therefore
these are some of the considerations you should make
during the 5 day journey to Zebulon system.
Pirate Attack
Frontier Explorer
Creatures
Meeting Stadakh
Dwain and I hurried through the remaining treatment of
the fieldbear needed while Hako put together this nice
little sketch of himself and the dragon on his bodycomp
tablet. Hako was just finishing up the coloring as Dwain
and I found our way through the trees to the small clearing
he had parked his hoverbike at. The lossodragon was
perched with his four feet across the length of the
handlebars playing his wings in the wind. Hako was
resting up against the passenger backrest tablet in hand
smiling as he worked.
He gestured toward the
lossodragon and announced, Meet Stadakh!
and had not been able to recover from its injuries before
giving birth. Hako was working part time for the Lossend
Game Department as a volunteer lending his medical
expertise. Stadakh's twin died at the veterinary clinic
shortly after arrival. The game warden recognized that
Stadakh had imprinted on Hako and arranged for Hako to
obtain official registration for permanent care of the pup.
This lead to Hako staying on Lossend for an extended
period after his business contracts were fulfilled which
allowed Hako time to raise and train Stadakh under the
supervision of the game warden and his staff in their
pioneer work taming orphaned lossodragons.
Lossend law is that only orphaned miniature lossodragons
may be adopted and only if they demonstrate that they
have imprinted on the prospective owner. Miniature
lossodragons that have not imprinted on their owners are
very wild and dangerous to their owners and any others
around. The law requires that non-imprinted miniature
lossodragons be reintroduced to the wild or kept in zoos
and preserves with professional handlers. Those owners
for whom the miniature lossodragons do imprint on them
must go through a Lossend Game Department training
and certification program to master handling and training
their miniature lossodragon. Miniature lossodragons are
not a pet or domesticated animal. The ownership and
handling of the animals is more like falconry of the largest
human birds of prey. The miniature lossodragon is still
wild but tamed to the imprinted owner. Mistreatment of
the animal risks defensive attacks of lethal potential and
abandonment by the miniature lossodragon.
Frontier Explorer
Hako has trained Stadakh to sit, wait, come, sleep, guard,
hiss an alarm, stand, spread wings, perch, obey another,
hunt, attack, retrieve, and roll up into a ball. All are done
by command and a select few are only from Hako's voice.
All of the commands are in Yazirian but a few essential
ones like sit and wait are also known in Pan-Gal so that
Hako can command Stadakh to obey another person he
has designated. The obey command is a finicky command
as Stadakh tends to only obey the designated person until
that person leaves and then Hako has to commanded him
to obey again. He says that long term exposure does help
as a few of the game wardens he trained with enjoy long
term obedience from Stadakh due to familiarity.
Mini Lossodragons in
The Wild
Wild lossodragons stay with their mother to learn to hunt
and glide until they are nearly a year old. Initially the
mother will kill prey and regurgitate the meat for the pups
to eat. Within a few weeks the pups are large enough to
pull meat from dead prey themselves and then the mother
will bring kills back to her hide for the pups to claw and
bite at themselves. Later as the pups learn to climb and
glide the mother takes them on hunts until they can hunt
on their own. After a few weeks of successful solo
hunting the mother abandons her offspring if they don't
abandon her first.
Lossodragon
Carnivorous
TYPE:
Miniature: 55cm Full Size: 2m
SIZE:
1-4
1
NUMBER:
10-15 m/turn 10 - 12 m/turn
MOVE (walk-run):
Very Fast (diving)
MOVE (flying):
6/60
6/55
IM/RS:
35
125
STAMINA:
55 (ground), 70 (air)
ATTACK:
2d10
4d10
DAMAGE:
SPECIAL ATTACK: Tail spike, dive knockout (1-35)
NA
SPECIAL DEFENSE:
Lossend
NATIVE WORLD(S):
GM Notes
43
This optional rule would limit how often you could make
a turn based on your speed, thus simulating the larger
turning radius that would really be the case in real life.
1
( MR + 1)
1-3
4-5
6-7
10-11
12-13
14
15
16-17
18-19
20
25
30
35
40
10
12
15
17
20
10
11
13
10
44
Frontier Explorer
Some Examples
45