Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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Highway -- An artificial or natural path that is<br />
smooth, flat and generally straight.<br />
Hazardous -- Any area that cannot be crossed<br />
without a specially modified vehicle. Includes molten<br />
lava, acid pools, lime pits and frozen nitrogen or<br />
methane plains.<br />
To find a character's or vehicle's movement rate<br />
over different terrain, multiply its normal movement<br />
rate by the number shown on the Terrain Effects<br />
Table for the terrain being crossed. The result is the<br />
top speed in that type of terrain.<br />
TERRAIN EFFECTS TABLE<br />
8<br />
Travel Mode<br />
Clear<br />
Broken<br />
Rugged<br />
Bog<br />
Water<br />
Highway<br />
Hazard<br />
Walking 1.0 0.8 0.2 0.6 * 1.0 --<br />
Slithering 1.0 1.0 0.4 0.8 * 1.0 --<br />
Flying** 1.0 0.9 0.5 1.0 1.0 1.0 0.4<br />
Hovercraft 1.2 0.6 -- 0.8 0.9 1.4 0.8<br />
Groundcar 0.8 0.6 0.2 0.4 0.4 1.2 --<br />
Track-mobile 1.0 0.9 0.4 0.2 -- 1.0 --<br />
Explorer 1.0 0.8 0.4 0.6 0.2 1.2 --<br />
* See Swimming.<br />
** These limits apply only if the creature or vehicle<br />
is flying or gliding within 100 meters of the ground.<br />
If flying more than 100 meters above ground<br />
obstacles, all terrain is 1.0.<br />
EXAMPLE: A Sathar war party is tracking a group of<br />
adventurers through mountains. The Sathar<br />
normally move 3 km/hour. The group of adventurers<br />
normally moves 5 km/hour.<br />
The Sathar move by slithering, so their speed is<br />
multiplied by 0.4. The result is 1.2, so the Sathar<br />
can travel 1.2 km/hour. The group of adventurers<br />
moves by walking, so its speed is multiplied by 0.2.<br />
The result is 1, so the adventurers can travel 1<br />
km/hour.<br />
Animals<br />
The movement speeds given for animals are<br />
adjusted to match the animal's native terrain, so no<br />
further modifications are necessary.<br />
Encumbrance<br />
There is a limit to how much weight a character can<br />
carry. This limit is equal to the character's Strength<br />
score, in kilograms. If the weight a character is<br />
carrying is more than half of his Strength score, he<br />
is encumbered. The movement rate of an<br />
encumbered character is cut in half in all terrain. A<br />
character can pick up an object that weighs up to<br />
twice his Strength in kg, but can carry it only a few<br />
meters.<br />
Wounds<br />
A character whose current Stamina is one-half or<br />
less of his full Stamina can move at only half speed,<br />
and his carrying capacity is cut in half.<br />
Mixed Parties<br />
A party that contains a mixture of races can travel<br />
5km/hour if it does not include Yazirians, 4 km/hour<br />
if it does. (Because of their high Stamina, Dralasites<br />
can keep up if they must.)<br />
Special Situations<br />
Characters tend to get themselves into all manner of<br />
odd situations, some of which are covered here. If<br />
something occurs in game that isn’t covered by<br />
these rules, feel free to make things up as you go,<br />
using these rules as general guides.<br />
Leaping and Vaulting<br />
A character can leap up to 2 meters horizontally<br />
without a running start. If the character can run 15<br />
meters in a straight line before leaping, he can leap<br />
up to 5 meters.<br />
A character trying to leap across an obstacle must<br />
make a Strength check. A character who fails the<br />
check has lost his balance and can not move for 1<br />
turn. A character who tries to leap farther than the<br />
distance has a -20 modifier on his Strength check