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Alpha Dawn - Star Frontiersman

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ROBOT MALFUNCTION TABLE<br />

Roll Robot Malfunctions<br />

01-25 No Malfunction<br />

26-50 Program Destroyed<br />

51-75 Short Circuit<br />

76-90 Haywire<br />

91-00 Explosion<br />

No Malfunction -- The robot continues to function<br />

normally.<br />

Program Destroyed -- One of the robot's<br />

programs (picked randomly by the referee) has<br />

been destroyed. The robot can not perform any<br />

functions requiring that program. If all The<br />

programs in a robot are destroyed, the robot shuts<br />

itself off.<br />

Short Circuit -- The robot is still operating, but has<br />

been damaged. For example, a robot with a short<br />

circuit might stop suddenly every other turn, or<br />

rattle and spark while it works.<br />

Haywire -- The robot is completely out of control. It<br />

might attack at random, spin in circles, recite the<br />

Gettysburg Address, or do anything else the referee<br />

thinks fits the situation.<br />

Explosion -- The robot's parabattery explodes,<br />

causing 2d10 points of damage multiplied by the<br />

parabattery's type to the robotics expert.<br />

Technician Skill<br />

There are five Technician subskills: Operate<br />

Machinery, Repair, Detect Alarm/Defense,<br />

Deactivate Alarm/Defense and Open Locks. A techkit<br />

is needed for all these subskills except Operate<br />

Machinery.<br />

OPERATING MACHINERY<br />

Success Rate:<br />

50% + skill level<br />

Operating a vehicle includes starting it, driving it<br />

and using it to do anything it was designed to do.<br />

The chance to succeed includes the possibility that<br />

the technician may need to bypass a locked ignition<br />

to start the vehicle. Obviously, if the vehicle is<br />

damaged or out of fuel, it will not start until it is<br />

repaired or refueled.<br />

A technician gets one chance to operate an<br />

unfamiliar vehicle. If the technician has driven this<br />

type of machine before, he can start it and drive it<br />

automatically. A technician can try to operate any<br />

ground or water vehicle, regardless of his level. At<br />

2nd level he can fly a jetcopter. At 4th level he can<br />

fly an aircar, and at 6th level he can operate rocketpowered<br />

machines.<br />

REPAIRING MACHINERY<br />

Success Rate:<br />

40% + skill level<br />

Technicians can repair vehicles, large and small<br />

machines, and electrical equipment (including video<br />

and communication devices). They can not repair<br />

computers or robots. Technicians use the standard<br />

repair rule.<br />

Besides repairing vehicles that have been damaged<br />

in combat, the referee can include mechanical<br />

breakdowns on random encounter tables. This is<br />

recommended if the characters are on a long crosscountry<br />

journey, where a breakdown is likely and<br />

the nearest repair shop is several hundred<br />

kilometers (or light-years) away. When a vehicle<br />

breaks down, roll 2d10 on the following table to<br />

determine what has happened:<br />

VEHICLE BREAKDOWN TABLE<br />

Roll Vehicle Breakdown<br />

2 broken axle or hoverfan*<br />

3-5 broken driveshaft or transmission*<br />

6-10 minor engine failure<br />

11-15 minor drive train failure<br />

16-17 broken suspension<br />

18-19 major engine failure, repairable*<br />

20 blown engine, unrepairable**<br />

* This breakdown takes twice as long to repair as a<br />

normal breakdown.<br />

** A blown engine can not be repaired in the field.<br />

In a shop, it takes four times longer to repair than a<br />

normal breakdown.<br />

DETECTING ALARMS/DEFENSES<br />

Success Rate:<br />

60% + skill level - alarm level<br />

Technicians have a chance to detect security alarms<br />

and defenses. The following table lists the types of<br />

alarms and traps and their levels. This same table is<br />

used with the Open Lock and Deactivate Alarm/<br />

Defense subskills.<br />

ALARM LEVEL TABLE<br />

Device Level<br />

Simple Mechanical and Electrical 1<br />

Motion and Pressure Sensitive 2<br />

Infra-red Beams and Sound Sensitive 3<br />

Video 4<br />

Heat Sensitive 5<br />

Personalized Recognition Devices<br />

(fingerprints, voice patterns, etc.)<br />

6<br />

49

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