The Star Fleet Special Forces are a branch of the military arm of the Imperium.This page details the standard equipment given to SFSF teams.


Standard issue armour for SFSF is Flak E (not to be confused with the Cadburys chocolate bar).

This armour bears a great resemblance to a lycra body suit, and is frequently commented on (laughed at) by the Trooper units. Regardless of it's appearance, this armour will stop a Raqax IIE at point blank range without damage to the armour. Clothing won't be quite so lucky, and you will get slightly stunned by it.

An important consideration is that if you get shot in the head, you may not be damaged but your face will be one hell of a mess.

There are many systems built in to this armour, the most notable being:

System Description Picture
4 prong claw A four pronged laser animated close assault weapon. Highly lethal in hand to hand combat, very intimidating. These claws are animated instantly on silent command of the user, and cannot be detected by any known weapons detection systems. Two sets are fitted as standard, one on each arm.
Quick open/ quick close parachute This parachute is laser animated, and can be opened and closed virtually instantly. It is highly effective (can halt all descent within a matter of metres). very useful for above cloud cover drops and grappling accidents.  One is provided in the body of the armour.
Razordisc The razordisc is a lethal spinning disc of death. can be thrown over forty feet, a skilled user can decapitate or amputate more than one person in a single throw. very useful when ammo runs out or you want to make a statement. One is provided, although people have been known to carry multiple discs.
Grappling hook The grav grappling hook is an extremely useful addition to the armour. Two are provided, one on each arm. Grapples have a range of 600 feet (around 200 metres), and work by attaching you gy a grav tether which can be retracted or extended at will. Applications are getting out of the way of things, getting to the top of buildings, getting towards the ground quicker while falling and grappling vehicles with interesting results.
Frame changer Fresh from StarSci, this new device allows the user to change their own personal "down" to towards any object they want within 15 meters. This means that if you are running along and change frame to the wall, next turn you can run along the wall. This is great fun at parties, but absolutely priceless in combat situations. For instance, you can stand on the side of a building and shoot the people inside, you can go into hand to hand combat with someone whilst standing on the ceiling. You can crouch on the ceiling to get a clear shot of a droid over a crowd of people. This device takes 3 seconds to change frame, and once it is changed you and anything you are holding will be pulled in the direction of that object. So you can grab a person, change frame to the cieling and they will be standing on it with you. If you then let go, they will be returned to the normal gravitational field, probably with messy results. This system is best used with a combination of other systems, eg. grapples

There is also an embedded first aid kit which all SFSF personnel are trained to use.

I'll tell you what you want if you can prove your gun is loaded.


Every SFSF operative is equipped with two guns. A main combi - weapon and a lighter handgun. Infernos (Weapons specs) have the choice of two combi - weapons.

Name Features Description Picture
Raqax IIE Silent above two metres;
Powerful handgun;
Springfeed holster magazine
The standard issue backup weapon of SFSF. With enough power to make a very big hole in most people, this portable dismemberer can fire five rounds a turn with pinpoint accuracy. The weapon is loaded as it leaves the holster to avoid all those nasty carrying a loaded weapon charges, and the spring loading speeds up your quick draw for those noontime shootouts.
Qaxam VI 15 Guage pulse with multiple fire modes
LV/HV grenade launcher / Swirl missile launcher;
Twin flamers with acid
Energy well ammunition system
Amorphic Emmonias construction
The new standard issue SFSF multiweapon, the Qaxam VI's primary ammunition is 15 guage pulse. This is pure energy fired as a bolt from the front of the gun. As it is pure energy, you have a choice of what enercy you want it to become on impact. Normally it converts to heat and light, blowing a good sized hole in most things. However, you have the choice of firing driver, a mode which effectively fires kinetic energy at the target. The effect is similar to being hit by a hauler, great fun at parties. Other modes are charge (charge up for a round, then fire twice the energy) , Scatter which disperses the energy over a wide area, useful for taking out doors, floors, etc and Disperse which ensures that all the nergy in the shot goes into the target, not through it.
below the main barrel is the multilauncher. This barrel can take multiple HVG or LVG grnades or a single Swirl missile, making this weapon truly adaptable, highly effective and good for annoying droids by blowing them out of windows
Cataclyst Seek and Destroy IV
4 barreled 15 guage pulse laser
multibarrel LV/HV grenade launcher (21 capacity) / Swirl launcher (14 capacity)
dual incinerator
AIP of 12
This is a very nasty gun. The main armament is a rotary four barrel 15 guage pulse laser, with seek and Destroy IV which means once you have a target the weapon will automatically track it and give you percentage chances of hitting it, usually in the region of 100. The gun's AIP is 12, meaning you can have a conversation with it, it will do basic tactical analysis and also remind you if it is out of ammo. Below the main barrels are slung twin incinerators, good for very fast barbecues but not reccomended in enclosed spaces. Now we get to the fun bit. Under the incinerators is a 7 barrel multilauncher. It can take 21 HVG or LVGs, firing up to 7 a turn, or 14 Swirl missiles, also firing up to 7 a turn. This kind of firepower puts you on the level of heavy mobile artillary, and should be used wisely. As usual, the Swirls fired use their own tracking systems once they leave the gun, follow terrain and anticipate target movements. A point to note is that in field testing trials it was found that a SFSF Inferno could fire every piece of ammunition they could possibly carry in less than 2 minutes, with a very similar overall effect to a small nuclear weapon going off.

(c)1998 A. O'Byrne, graphics+ game info from R.Lang, contributions
from various sources