Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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Optional<br />
Cost Wgt<br />
Defense<br />
Defenses<br />
Defensive Armor:<br />
(Cr) (kg) Energy Against<br />
Partial Polyplate<br />
Protection: ½<br />
-5 DEX/RS<br />
1,250 8 100 points laser/ballistic<br />
Full Polyplate<br />
Protection: ¾<br />
-10 DEX/RS<br />
Helmets:<br />
3,000 15 250 points laser/ballistic<br />
Universal Combat<br />
Helmet<br />
50 1 -- --<br />
Badlands<br />
Explorer’s<br />
Helmet<br />
1,500 1 -- --<br />
<strong>Star</strong>law Targeting 1,200<br />
Helmet<br />
1 -- --<br />
Sentry Helm 800 1 -- --<br />
Yazirian<br />
Revolutionary<br />
Helmet<br />
600 2 -- --<br />
Security Skeinsuit 150 1 25 points Ballistic/Melee<br />
Stealthskin 80 - special -<br />
Tactical Vest 750 2 25 points Ballistic/Melee<br />
Optional<br />
Cost Wgt<br />
Miscellaneous Equipment<br />
(Cr) (kg)<br />
Duraraft 90 3<br />
Envirotent 40 3<br />
Explorer’s Vest 50 --<br />
Grapple Lilnk Gun (5/10/30/--/--/--) 300 4<br />
Link-bolts (rack of 3, 30m, 300kg test wgt) 50 1<br />
Jumpboots 70 --<br />
Rebreather Mask (by species) 100 1<br />
Survival Kit 150 6<br />
Tag Tracker (5km radius range) 750 1<br />
Trace-Tags (3) 100 --<br />
MedTrace-Tag (1) 100 --<br />
Thruster Pack 500 5+fuel<br />
Replacement Gel Tank 100 5<br />
Visocom 50 --<br />
Wide-Field Recorder 100 --<br />
Optional<br />
Cost Wgt Energy/<br />
Ammo Type<br />
Scattergun Ammo:<br />
(Cr) (kg) Rounds<br />
Box of 10 loose shots 10 -- 10 loose shells<br />
Scattergun Shotclip 10Cr -- 10 shots<br />
Optional<br />
Cost Wgt<br />
Toolkit or Refill<br />
(Cr) (kg)<br />
Basic Portable Computer 500 1<br />
Optional Melee Cost Wgt<br />
Range<br />
Weapons<br />
Beam Weapons:<br />
(Mod) (Cr) (kg) Damage Ammo SEU Rate Defense (PB/S/M/L/E)<br />
Blastpistol 200 1.5 4d10 SEU 2 1 Gauss/A-S 5/15/-/-/-<br />
Light Stunner Pistol 150 0.5 Stun SEU 4 1 Gauss/A-S 5/10/-/-/-<br />
Gyrojet Weapons:<br />
Gyrojet Wrist Rockets 125 1.5 2d10 per bullet 3 rounds each -- 3 Inertia -/5/25/50/100<br />
Melee Weapons:<br />
Mono Tanto (+5) 50 -- 2d10 -- -- -- Inertia --<br />
Mono Wakizashi (+10) 100 1 3d10 -- -- -- Inertia --<br />
Mono Katana (+10) 200 1 4d10 -- -- -- Inertia --<br />
Projectile Weapons:<br />
Semiautomatic Pistol 150 1.5 1d10 per bullet 20 rounds -- 3 Inertia 5/15/30/60/150<br />
Semiauto Sniper Rifle 1,200 5 1d10* 20 bullets -- 3/1* Inertia 20/100/250/500/1km<br />
Assault Scattergun 600 5 2d10/5d10 10 shots -- 2 Inertia 5/15/40/75/150<br />
Autoloading Scattergun 400 4 2d10 10 shots -- 3 Inertia 5/15/40/75/150<br />
Pump Action Scattergun 200 3 2d10 5 shots -- 3(1) Inertia 5/15/40/75/150<br />
* the Semiautomatic Sniper Rifle in the hands of a Military PSA character with at least 1 level of Projectile Weapons can be aimed for 2<br />
turns, halving range penalties, receiving the “Aiming” bonus, and the damage rolled by one single shot will be multiplied by the<br />
Projectile Weapons level of the wielder.<br />
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