Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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Tactical Vest<br />
Sometimes it’s not adventure on a character’s mind;<br />
sometimes they’re out for payback. Other times they’re<br />
deployed on a purely militant mission: bounty hunting, big<br />
game hunting, assassination (surely your characters<br />
aren’t into contract killing?), or mercenary special<br />
missions. When this is the case, the Tactical Vest is a<br />
decent option.<br />
The Tactical Vest is designed to hold:<br />
- eight ammunition magazines<br />
- four grenades<br />
- two variable timers<br />
- one kilogram of Tornadium D-19<br />
And look dangerous while doing it. All of these items,<br />
when properly placed in the vest compartments, weigh<br />
nothing to the character wearing carrying them. It also<br />
has several straps designed to hang off the bottom of the<br />
vest, to act as rigging onto which pistol-sized weapon<br />
holsters can be attached.<br />
The back of the vest includes five SEU PowerClips in a<br />
network of heavy-duty canvas rigging, all wired together<br />
with integrated power routing and buffering to form the<br />
equivalent of a standard 100-SEU Power Backpack. 1.5m<br />
power cords can be pulled and locked in place (festooned)<br />
and will retract when pulled and released. Up to four<br />
devices can be powered in this manner. Unlike a standard<br />
Power Backpack, these five 20-SEU PowerClips can be<br />
replaced independently (though not by the vest’s wearer<br />
while being worn, and quickly enough to be done<br />
effectively during combat).<br />
The Tactical Vest is built of an extremely durable ballistic<br />
material. If worn alone, treat it as a 25 point skeinsuit.<br />
Skeinsuits cannot be layered, so if worn over another<br />
skeinsuit, both of the protective layers will take the same<br />
damage. For example: a character is shot for 34 points of<br />
damage. He takes only 17 points, and both his skeinsuit<br />
178<br />
and his tactical vest take 17. If worn over an albedo suit,<br />
it nullifies the protective nature of that suit.<br />
The Tactical Vest is not inexpensive. It is not often worn<br />
by large armies because of this. Mercenaries and<br />
adventurers comprise the bulk of the vest’s sales. The<br />
vest can be adjusted to fit any of the four core Frontier<br />
races (even accommodates a Yazirian’s wings), and can<br />
be purchased in black, white, khaki, hunter green, and in<br />
several types of camouflage. It weighs 2kg and costs<br />
750Cr.<br />
Unpowered Helmets<br />
The <strong>Star</strong> Frontiers game has no helmets. I’m not sure<br />
why, but I guess professional adventurers and explorers<br />
having exciting adventures on alien worlds fear getting<br />
their hair matted down. Helmets have an important role<br />
in the military – but science fiction has many more uses<br />
for headgear.<br />
Universal Combat Helmet<br />
The basic combat helmet is simple in design and effective<br />
protection against light shrapnel and projectiles. Unlike<br />
some earlier helmets – these helmets are not<br />
camouflaged but polished and white, designed to deflect a<br />
glancing beam weapon.<br />
Combat helmets come in sizes and shapes for all four of<br />
the major races. This helmet has a universal fit, with<br />
inserts and chin straps designed to accommodate each of<br />
the four core species. All simple combat helmets<br />
(including this Universal one) costs 50Cr and weighs<br />
nothing when worn. They weigh 1kg when stored.<br />
Referees may allow called shots to the head (with a<br />
substantial penalty, -20 for example) to cause double<br />
damage unless protected by a helmet. Alternatively,<br />
referees may immunize characters against the<br />
automatic knock-out that occurs when an opponent rolls<br />
01-02 to hit while so protected (see the <strong>Alpha</strong> <strong>Dawn</strong><br />
remastered book, page 16).