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Alpha Dawn - Star Frontiersman

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frontier, despite the more deadly weapons like<br />

blasters. Some societies even consider it a badge of<br />

honor to be highly skilled in such a traditional form<br />

of combat.<br />

Basic Chance to Hit<br />

Players can use either one-half of their Strength or<br />

one-half of their Dexterity, whichever is higher, as<br />

their basic chance to hit in melee. A player need not<br />

use the same ability all the time.<br />

MELEE HIT PROCEDURE TABLE<br />

Melee Hit Procedure %<br />

1 Basic Chance to hit equals one half of the<br />

character’s Dexterity or Strength<br />

(whichever is greater), rounded up. This<br />

should already be figured on your<br />

character sheet as your MW score.<br />

½ DEX<br />

or<br />

½ STR<br />

2 Skill. Add 10% for each level of skill the<br />

character has with his attack.<br />

Per level of skill +10<br />

3 Weapon Modifier. If using a melee<br />

weapon, add the weapon modifier from the<br />

weapons table.<br />

Weapon Modifier varies<br />

4 Helpless. If the defender isn’t able to<br />

defend himself because he’s unaware of<br />

the attacker or because he’s stunned, the<br />

attacker gets a bonus of +20 to hit.<br />

Attacking from behind +20<br />

Attacking a Stunned foe +20<br />

5 Battle Rage. If attacker is a Yazirian and<br />

he is in his battle raging state, add +20.<br />

Attacker Battle Raged +20<br />

6 Defender Encumbered. If the target is<br />

currently carrying more than half his<br />

carrying capacity, add 10.<br />

Target Encumbered +10<br />

7 Encumbered. If the attacker is currently<br />

carrying more than half his carrying<br />

capacity, subtract 10.<br />

Attacker Encumbered -10<br />

8 Wounds. If the attacker’s current Stamina<br />

is reduced to half or less, subtract 10 due<br />

to injuries.<br />

Attacker Wounded -10<br />

9 Defending. Subtract 15 if the target is<br />

actively defending himself instead of<br />

attacking during this turn.<br />

Target Defending -15<br />

Number Of Attacks<br />

A character gets one bare-hand attack for each armleg<br />

pair he has. Humans, Vrusk, Yazirians and<br />

Sathars always get to make two attacks. A Dralasite<br />

can attack twice if it has four or five limbs, three<br />

times if it has six or seven, etc. A character using a<br />

weapon in melee gets only one attack per turn.<br />

Damage<br />

The amount of damage a character inflicts with his<br />

bare hands (or claws or pseudopods) depends on<br />

the character's Strength score. The Punching Table<br />

shows the damage caused by characters with<br />

different Strengths. This damage is constant.<br />

Knockouts. As in ranged combat, any roll to hit of<br />

01-02 knocks a character unconscious. In addition,<br />

an opponent is knocked out if he was hit with a<br />

blunt weapon (including bare hands) and the<br />

number that was rolled ended with a 0. For<br />

example, a character is attacking with a club. He<br />

can hit his opponent with a roll of 35 or less. A roll<br />

of 01-2, 10, 20 or 30 will knock the opponent<br />

unconscious. A character that is knocked out will<br />

stay unconscious for d100 turns.<br />

Stunning. Characters can be stunned with sonic<br />

stunners and electrostunners. A stunned character<br />

can not attack, move or defend himself for as long<br />

as he is stunned. Anyone who attacks him gets a<br />

+20 modifier to hit.<br />

Melee Weapons<br />

Many different weapons can be used in melee. The<br />

most common ones are described on the Melee<br />

Weapons Table in the Characters equipment section.<br />

The referee can use these as guides if characters<br />

use other items as weapons.<br />

The "Damage" column shows how many points of<br />

damage the weapon causes. The attacker's normal<br />

punching damage is added to the amount rolled.<br />

However, characters using shock gloves, sonic<br />

knives, sonic swords or stunsticks just roll damage,<br />

and do not add their punching score. The numbers<br />

under "Modifier" are added to or subtracted from the<br />

attacker's chance to hit.<br />

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