Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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 />
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