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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).

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