Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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Special Maneuvers<br />
Besides driving straight and turning corners,<br />
vehicles, can perform special maneuvers. These<br />
include slips, pivots, skid turns, bumps and stunts.<br />
Slipping. Slipping is similar to "changing lanes"; it<br />
allows a vehicle to swerve to the right or left without<br />
changing its direction of travel. Any type of vehicle<br />
can slip. A slipping vehicle moves 10 meters ahead<br />
and 5 meters to either side. This counts as only 10<br />
meters of movement. A vehicle can not turn while<br />
slipping. A vehicle can slip once for every 10 meters<br />
it moves.<br />
Pivot. A pivot is a turn of up to 360 degrees<br />
performed in one spot. Only hover vehicles and<br />
Explorers can pivot. A vehicle must be stationary at<br />
the beginning of the turn to pivot. The pivoting<br />
vehicle stays in the same square, and the driver can<br />
rotate it so it points in any direction.<br />
Skid Turns. A skid turn is done by slamming on the<br />
brakes while turning so the vehicle skids around 180<br />
degrees. Only ground cars ground cycles and<br />
Explorers can perform skid turns. The vehicle must<br />
be traveling from 60 to 80 meters/turn. It actually<br />
will move only 20 meters during the turn, and have<br />
a speed of 0 at the start of the next turn.<br />
The driver of the vehicle rolls percentile dice. If the<br />
result is less than or equal to his Reaction Speed,<br />
the driver performs the skid turn safely. If the result<br />
is higher than the driver's Reaction Speed, the<br />
vehicle will point in a random direction when it stops<br />
skidding. When this happens, move the vehicle as if<br />
it had skidded successfully. Now roll 1d10 and turn<br />
the vehicle 45 degrees clockwise a number of times<br />
equal to the number rolled.<br />
Bumping. A driver can try to make another vehicle<br />
crash by bumping it. In order to bump, the driver or<br />
his team must have initiative for the turn. The driver<br />
must slip directly in front of the other vehicle. Both<br />
drivers then make Reaction Speed checks. The<br />
driver who performed the slip makes a normal<br />
check, but the driver whose vehicle was bumped has<br />
a modifier of - 15. If either driver fails the check, he<br />
loses control of his vehicle (see Crashes).<br />
Stunts. Drivers can perform other stunts, such as<br />
jumping their vehicles over bridges, at the referee's<br />
discretion. Things to consider when setting up a<br />
stunt are the type of vehicle being used, the amount<br />
of open space the vehicle has to work with, and the<br />
vehicle's condition and cargo.<br />
Short Corners. A driver can try to turn his vehicle<br />
tighter than its speed allows, but risks losing control<br />
of the vehicle and crashing. A driver shortens a<br />
corner if he tries to turn 5 meters before he should.<br />
For example, a ground cycle has a turning speed of<br />
100 meters/turn. If the cycle is traveling 150<br />
meters/turn, it must travel straight 10 meters after<br />
making a turn before it can turn again. If the driver<br />
tries to make the second 45 degree turn after<br />
traveling straight only 5 meters, he is shortening the<br />
corner by 5 meters.<br />
Whenever a driver shortens a corner, the player<br />
must roll d100. If the result is less than or equal to<br />
the driver's Reaction Speed, the driver makes the<br />
turn safely. If the result is higher than the driver's<br />
Reaction Speed, the driver loses control during the<br />
turn (see Crashes).<br />
Crashes<br />
Sometimes the drivers of these vehicles loses<br />
control or is forced into crashing. These rules cover<br />
such events.<br />
Losing Control<br />
When a driver loses control of his vehicle, the player<br />
must roll d100 and check the Control Table to see<br />
what happens to his vehicle. The die roll is modified<br />
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