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Alpha Dawn - Star Frontiersman

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across an open area, they must move straight at a<br />

constant speed until they reach the opposite wall.<br />

Some ships have Velcro strips along the hallways, so<br />

characters wearing special boots can walk normally.<br />

Characters walking this way can move at one-half<br />

their usual walking speed. Characters can move<br />

outside ships or space stations using space suits.<br />

Space suits have magnetic boots so characters can<br />

walk on the metallic surface of the ship or station at<br />

one-half their usual walking speed. Characters can<br />

connect themselves to the ship with a tether, if they<br />

are knocked off the ship they can simply pull<br />

themselves back along the tether.<br />

Combat<br />

In a perfect world, nobody would fight. People<br />

wouldn’t die of blaster wounds, creatures wouldn’t<br />

attack even if provoked accidentally, and robots<br />

would never be programmed with the ability to seek<br />

out intruders and shoot to kill. Fortunately for the<br />

fun of the players, STAR FRONTIERS isn’t such a<br />

perfect world.<br />

The Combat Turn<br />

When the players find themselves in a combat<br />

situation, the referee starts keeping track of time in<br />

combat rounds, or turns. Each turn is<br />

approximately six seconds long, thus there are ten<br />

such turns in a minute.<br />

During his turn, a player’s character can try to do<br />

anything that could normally be accomplished within<br />

six seconds of heart-racing adrenalin-pumping time.<br />

Examples include running, firing at an opponent,<br />

reloading a weapon, take careful aim to improve<br />

your chances of success, dive for cover, or even<br />

multiple actions like dodging and attacking or<br />

attacking with multiple weapons.<br />

Don’t forget, just because your referee is<br />

incrementing time in the form of six-second combat<br />

turns, that doesn’t mean you can’t attempt noncombative<br />

actions, such as swinging on a rope or<br />

leaping a pit, or even working on hacking a security<br />

system while your teammates keep the security bots<br />

busy.<br />

Combat Sequence<br />

The sequence of events in combat is outlined below.<br />

This is the basic form of combat, and situations may<br />

arise which violate the normal flow, depending on<br />

referee fiat. However, in fairness to the players,<br />

referees should only deviate from this sequence<br />

when vital to the story or when situations demand a<br />

change.<br />

COMBAT SEQUENCE TABLE<br />

Combat Sequence<br />

1. Check to see if characters are surprised.<br />

2. Roll for initiative. (Throughout this section,<br />

the side that gets initiative will be called side<br />

A and the side without initiative will be called<br />

side B.)<br />

3. Declare what each character will do. Side B<br />

declares first, so Side A can decide what to do<br />

in relation to the anticipated moves of Side B.<br />

4. Side B moves. Characters on side A may be<br />

able to shoot at opponents who move through<br />

their field of fire.<br />

5. Side A moves. Characters on side B who did<br />

not move may be able to shoot at opponents<br />

who move through their field of fire.<br />

6. Side A resolves any wrestling attempts,<br />

remaining weapon fire, grenade tosses and<br />

melee. Wrestling attempts are resolved<br />

before other types of attacks.<br />

7. Side B resolves any remaining attacks.<br />

SURPRISE<br />

If there is a chance characters will be surprised by<br />

an attack, the referee should let characters make<br />

Intuition checks. The referee must decide which<br />

characters get to make checks. For example, only<br />

the last character in a marching line has a chance to<br />

notice a sneak attack from behind.<br />

If a character fails the check, he does not suspect<br />

anything and will be surprised. When a character or<br />

group is surprised, it automatically loses initiative<br />

for the first turn of combat and can do nothing that<br />

turn except move and take cover.<br />

If a character passes the check, he notices<br />

something unusual: footsteps behind him, a gun<br />

barrel poking around a corner, or anything else<br />

appropriate to the situation. The player must decide<br />

how to react to this information. If he makes a bad<br />

choice, he may still be surprised. For example, a<br />

group of adventurers is driving down a dirt road with<br />

tall grass on both sides. Suddenly, a flock of flying<br />

lizards takes off ahead of the vehicle and flies away.<br />

The characters decide the animals were frightened<br />

by their Explorer and continue driving. Within<br />

moments, a group of rebels hidden in the fields<br />

opens fire on the ATV.<br />

Spotting Distance - When characters have an<br />

encounter, one factor that will affect whether they<br />

can be surprised is how far they can see. A<br />

character standing on flat, level ground can see a<br />

man-sized object up to 1 km away, but can not see<br />

any details about the object. A character can see<br />

details at a distance of about .5 km. Binoculars,<br />

magnigoggles and telescopic sights will multiply<br />

these distances by three. Weather conditions such<br />

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