Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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Ranged Combat<br />
Any weapon that can be used to attack someone<br />
from a distance is a ranged weapon. In STAR<br />
FRONTIERS games, ranged weapons include lasers,<br />
gyrojets, needle guns, automatic rifles and pistols<br />
and grenades. Bows and arrows, spears and knives<br />
also can be used.<br />
Ranged Combat Procedure<br />
When attempting to aim or hurl a weapon at an<br />
opponent or target, use this checklist to determine<br />
your actual chance to successfully hit.<br />
Skill Modifiers<br />
Characters get a bonus on their chance to hit if they<br />
have been trained to use their weapon. Characters<br />
learn weapon skills by spending experience points<br />
for them (see SKILLS). Skills for beam, gyrojet,<br />
projectile and thrown weapons must be learned<br />
separately. A character gains a +10% bonus on his<br />
chance to hit for each level of skill he has with the<br />
weapon he is using. For example, a character with<br />
level 3 beam weapon skill and level 1 gyrojet<br />
weapon skill gets +30% to hit with beam weapons<br />
(lasers, sonic disruptors, etc.) and +10%to hit with<br />
gyrojet rifles and pistols. A character does not need<br />
a weapon skill to use a weapon.<br />
Heavy Weapons<br />
Heavy lasers, sonic devastators, recoilless rifles,<br />
grenade mortars and rocket launchers are heavy<br />
weapons. When a character fires a heavy weapon,<br />
he must subtract 1 from his skill level with that type<br />
of weapon. A character with no training for that<br />
weapon has a -10 penalty.<br />
EXAMPLE: A character has level 3 skill with gyrojet<br />
weapons and no other weapon skills. He gets a +20<br />
bonus when firing a grenade mortar or rocket<br />
launcher, but has a -10 modifier when firing a heavy<br />
laser, sonic devastator or recoilless rifle.<br />
Ranged Weapon Hit Procedure %<br />
1 Basic Chance to hit equals one half of the ½ DEX<br />
firing character’s Dexterity, rounded up.<br />
This should already be figured on your<br />
character sheet as your RW score.<br />
2 Skill adjustments. Add 10% for each level<br />
of skill the character has with that weapon.<br />
Per skill level +10<br />
3 Range adjustments. This can be reduced<br />
by using a telescopic sight.<br />
Point Blank +0<br />
Short -10<br />
Medium -20<br />
Long -40<br />
Extreme -80<br />
4 Movement adjustments (all movement<br />
modifiers except “stationary” can be<br />
applied to both the target and the<br />
attacker):<br />
Stationary (target only) +10<br />
Walking +0<br />
Running -10<br />
Dodging -20<br />
If the target is a running animal, use these<br />
animal modifiers.<br />
Medium -10<br />
Fast -20<br />
Very Fast -30<br />
If the target (not the attacker) is a moving<br />
vehicle, subtract 10.<br />
Target is moving vehicle -10<br />
If the attacker is riding in a vehicle,<br />
subtract 10. If the vehicle is moving faster<br />
than 150 meters per turn, subtract 20.<br />
Attacker in Slow Vehicle -10<br />
Attacker in Fast Vehicle -20<br />
5 Aiming. Add 15 if attacker is standing still<br />
and aiming carefully.<br />
Careful Aim +15<br />
6 Burst Fire. Add 20 if firing a burst<br />
Firing a Burst of 10 bullets +20<br />
7 Cover. Subtract cover modifiers<br />
Soft Cover -10<br />
Hard Cover -20<br />
8 Target Size. Apply target size modifier<br />
Tiny -10<br />
Small -5<br />
Medium +0<br />
Large +5<br />
Giant +10<br />
9 Wounds. Subtract 10 if attacker’s<br />
Stamina is reduced to half or less.<br />
Attacker Wounded -10<br />
10 Prone. Subtract 5 if target is lying prone<br />
Target prone -5<br />
11 Wrong Hand. Subtract 10 if using wrong<br />
hand<br />
Using wrong hand -10<br />
12 Two Weapons. Subtract 10 if attacker is<br />
firing two weapons<br />
Firing two weapons -10<br />
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