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Alpha Dawn - Star Frontiersman

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will be poisoned by the gas. The gas is effective only<br />

on the turn the grenade explodes. The gas acts as<br />

an S5/T10 poison. A character who passes a current<br />

Stamina check will not be affected, nor will anyone<br />

in a gas mask. A shot of antitox will neutralize the<br />

poison so that no further damage is taken.<br />

Smoke Grenade. A smoke grenade produces a<br />

thick cloud of smoke that both blocks vision and acts<br />

like tear gas. Smoke grenades are available in colors<br />

so they can be used as signals. Anyone in the blast<br />

radius on the turn the grenade explodes must make<br />

a current Stamina check. If the character fails the<br />

check he has a -10 modifier on all ability checks for<br />

1d10 turns, due to coughing and blurred vision. The<br />

smoke will continue to spread 3 meters/turn for five<br />

turns, when it will cover an area 30 meters in<br />

diameter. The smoke cloud gives soft cover to<br />

anyone behind it or inside it. The smoke screen will<br />

last for 10 minutes.<br />

Tangler Grenade. An exploding tangler grenade<br />

throws out hundreds of strong, sticky polymer<br />

threads. These threads stick to everything within the<br />

blast radius. An entangled individual can not move<br />

until the threads decay (in 30 minutes) or until<br />

solvaway is spread over the threads. Any creature<br />

with more than 100 stamina points can break out of<br />

tangler threads in one turn.<br />

Archaic Weapons<br />

Bow. For simplicity, all bows (crossbows, longbows,<br />

composite bows, etc.) are handled the same. An<br />

arrow causes 1d10 points of damage. Readying<br />

another arrow takes one full turn. Inertia screens<br />

and skeinsuits halve the damage from an arrow.<br />

Musket. Muskets include all muzzle-loading<br />

firearms, such as arquebuses, blunderbusses, and<br />

flintlock rifles. Muskets use black gunpowder and<br />

lead bullets (powder and shot). Loading a musket<br />

takes two turns, so a musket can be fired only once<br />

every three turns.<br />

Melee Weapons<br />

Axe. An axe is actually a tool, but it can be used as<br />

either a thrown or melee weapon. If used as a<br />

thrown weapon, all the usual ranged weapon<br />

modifiers apply. Inertia screens and skeinsuits will<br />

halve the damage from an axe.<br />

Brass Knuckles. Besides actual brass knuckles,<br />

this category includes any improvised weapon that<br />

increases the damage caused by someone's fist.<br />

Examples are rocks, coin rolls, sword or dagger<br />

handles, etc. Inertia screens and skeinsuits halve<br />

the damage from brass knuckles.<br />

Chain/Whip. Besides chains and whips, this<br />

category includes any flexible weapon, such as flails,<br />

nunchuks, weighted ropes, etc. Inertia screens and<br />

skeinsuits absorb half the damage caused by these<br />

types of weapons.<br />

Club. Any blunt weapon used like a club is<br />

considered a club. This includes chair legs, metal<br />

pipes and bottles. Inertia screens and skeinsuits<br />

reduce club damage by half.<br />

Electric Sword. This is a light-weight metal rod<br />

that contains a battery in the handle. It delivers an<br />

electrical shock when it strikes someone. It can be<br />

set to shock or stun. When set on stun, a successful<br />

hit causes no damage but can stun the victim for<br />

d100 turns. The victim can resist the stun by<br />

making a successful current Stamina check. An<br />

electric sword can be hooked into a beltpack or<br />

powerpack with a power cable. A successful hit by<br />

an electric sword uses 2 SEU. Individuals wearing<br />

gauss screens or with anti-shock implants are not<br />

affected by electric swords.<br />

Knife. This category covers any knife that is big<br />

enough to fight with. If thrown, the usual ranged<br />

combat modifiers apply. Inertia screens and<br />

skeinsuits will absorb half of the damage caused by<br />

a knife.<br />

Nightstick. A nightstick is a weighted plastic club.<br />

This category also includes improvised weapons that<br />

are more effective than simple clubs, like chairs,<br />

baseball bats and quarterstaffs. Inertia screens and<br />

skeinsuits halve the damage from a nightstick.<br />

Polearm. A polearm consists of a long pole with a<br />

heavy blade at one end. Typical polearms are<br />

halberds, partisans, naginatas and glaives. Inertia<br />

screens and skeinsuits halve the damage from a<br />

polearm.<br />

Shock Gloves. Shock gloves are silvery gloves that<br />

deliver an electrical shock to anything they touch.<br />

They must be connected to a beltpack or powerpack<br />

to work. Shock gloves will not affect anyone<br />

protected by a gauss screen or an anti-shock<br />

implant. Shock gloves use 2 SEU each time they hit.<br />

Sonic Knife. A sonic knife looks like a golden tube,<br />

15 cm long and 4 cm in diameter. This tube is<br />

actually only the weapon's handle. When a small<br />

button on the side of the tube is pressed, a powerful<br />

"blade" of focused sound is created at one end of<br />

the tube. The sound blade is about 20 cm long, and<br />

is invisible. It emits a high-pitched whine, however.<br />

The blade is turned off when the button is released.<br />

The knife is powered by a 20 SEU clip, but can be<br />

hooked into a beltpack or power pack. A sonic knife<br />

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