Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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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