STAR FRONTIERS was TSR's RPG science fiction entry in 1982. It was a game of settled and unexplored planets, initially with no spaceship rules. The initial box was later called Alpha Dawn . Spaceship rules came out as a box called KNIGHT HAWKS . Finally, ZEBULON'S GUIDE TO THE FRONTIER was a perfectbound book with a rules revamp (using a color-coded Action Table which was a mid-80's fad that TSR also used for GAMMA WORLD and MARVEL SUPER-HEROES RPGs, but I believe originally invented by ex-TSR staff who formed Pacesetter Inc.). The game uses only 10-sided dice (and the occasional 1d5 derived from a d10). All skill rolls are d100 percentiles (01 best, 00 worst) and so the odds are easy to grasp. A fan named Bill Logan re-edited the books, adventure modules and also offers the maps and counters. It is all available as free .pdf files. The books, adventures, and his slick STAR FRONTIERSMAN magazine can also be ordered in print form for a mild cost on the print-on-demand site lulu.com . <a href="http://starfrontiersman.com/downloads/remastered" rel="nofollow">http://starfrontiersman.com/downloads/remastered</a> It is still my favourite game because: --It has a fast combat system incorporating melee weapons, ranged weapons, vehicle combat and destruction, and aerial combat and destruction on the same scale (6-second combat turns, scales of 1" = 2 m or for vehicles 1" = 5 m.) Also a touch of rules for wrestling and martial arts. --It has extensive notes for the beginner game master (they called it a "referee") on designing and running a game. And in the 80's we were all beginners. The lessons I learned have stuck with me and maximize my fun to this day. Enjoy!