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STAR FRONTIERS-GAMEPLAY

STAR FRONTIERS games are played in turns. Each turn is six seconds long.

GAME TURN SEQUENCE

Each turn, players must do things in the order listed below.

  1. Roll dice to see which side has initiative.
  2. All characters on the side with initiative can move.
  3. All characters on the side with initiative can attack.
  4. All characters on the side without initiative can move.
  5. All characters on the side without initiative can attack.

A player is not required to move or attack with his character. If the character moves or attacks, however, it must move or attack at the correct time during the turn.

INITIATIVE

At the beginning of each turn. one player from each side must roll 1D10. The result of this roll is added to the Initiative modifier of the character with the highest RS from that side. Whichever side gets the highest total has initiative for that turn, which means they get to move and attack first.
If the totals are equal. then neither side has initiative. When this happens, the side with the highest single RS moves and attacks first, followed by the other side. However, damage caused by successful attacks does not take effect until after both sides have fired that turn.

MOVEMENT

Characters can move at two different speeds: walking and running. The MOVEMENT TABLE shows the maximum distance a character from each race can move in one turn while walking or running.

COMBAT

Characters are in combat whenever at least one of them is attacking another in any way. Guns and grenades are the most common weapons. Two of a character’s abilities are important in combat: Dexterity and Stamina A character’s Dexterity score determines his chance to hit a target. A character’s Stamina score is the number of points of damage the character can take before passing out.

RANGED COMBAT PROCEDURE

Declare Rate of Fire. For each attack:

  1. The basic chance to hit equals the characters DEX.
  2. Declare Rate of Fire for weapons allowing multiple shots, and/or using multiple weapons.
  3. Determine the range between attacker and target. For targets at different heights, determine the shorter range between horizontal and vertical, divide that by 2, and add the result to the longer measurement.
  4. Subtract the appropriate range modifier. A telescopic sight reduces the penalty by one class, but allows only a single shot.
    1. Point Blank:0
    2. Short:-10
    3. Medium:-20
    4. Long:-40
    5. Extreme:-80
  5. Subtract movement modifiers:
    1. Target Stationary: +10
    2. Walking: 0
    3. Running or in a vehicle: -10
  6. Subtract 10 if the target is in cover.
  7. Roll D100. If the result is less than the total from 6., the attack hits. If the attack misses with a grenade, consult the GRENADE BOUNCE rules.
  8. If the target was hit, the attacker rolls the weapon’s damage, and the result is subtracted from the target’s STA.

RANGED SPECIAL RULES

RELOADING

A character can reload a weapon with a fresh clip in one turn if the character does not run. A weapon cannot be fired on the turn it is reloaded.

MELEE COMBAT PROCEDURE

Characters must be within 2 meters of their target to engage in melee. A character gets one bare-hand attack for each arm/leg pair he has. A character using a weapon in melee gets only one attack in a turn.

  1. The basic chance to hit equals the characters DEX.
  2. If using a weapon, add the weapon modifier.
  3. Add 20 if the target is being hit from behind or is stunned.
  4. Roll D100. If the result is less than the result from 3., the attack hits.
  5. If unarmed, consult the PUNCHING TABLE to determine damage.
  6. If attacking with a melee weapon, roll the weapon’s damage DICE, adding the modifier from the PUNCHING TABLE.

MELEE SPECIAL RULES

PUNCHING TABLE

STR 1-20 21-40 41-60 61-80 81-00
Damage 1 2 3 4 5

GRENADE BOUNCES

When a character throws a grenade, his chance to hit the target is determined normally. If the percentile dice roll is less than or equal to the character’s chance to hit, the grenade goes off where the character wanted it to. If the dice roll is higher than the character’s chance to hit, the grenade bounces into a different square before going off.

The direction the grenade bounces is determined by rolling 1D10 and checking the diagram below. The grenade bounces in the direction shown by the number that was rolled on the die. The diagrams show
grenades coming from several different directions. If the grenade did not come exactly from one of these directions, use whichever diagram is closest to the situation.

The distance the grenade bounces depends on how far it was thrown.
The table below shows how far grenades will bounce if they are thrown from different ranges. A grenade will stop if it hits a wall or other obstacle.

UNCONSCIOUSNESS, DEATH, AND RECOVERY

When a character’s Stamina is reduced to 0 or less, the character is unconscious. An unconscious character cannot move or fire. The character will die within 10 turns unless given a Staydose injection.

RECOVERING STAMINA

A wounded character recovers 1 point for every 20 hours the character spends resting. Resting means doing nothing more strenuous than taking short walks.
A hospital can heal up to 20 STA per day, at a cost of 50Cr, plus 1Cr per STA point healed.
Stimdose. A wounded character can recover 10 points of STA by injection of a Stimdose. The effect of a Stimdose is temporary; after three hours, the 10 points are lost. A stimdose will wake an unconscious character immediately.
Biocort. Biocortizone, when given by someone who passes a LOG check, heals 10 points of STA damage immediately. Only one dose of biocort may be administered per 20 hour period. Unlike a stimdose, biocort, when successfully applied, will bring a dying character above 0 STA.
Staydose. An injection of Staydose, administered within 10 turns after a character has been reduced to 0 or less STA, will keep a character alive for 20 hours for further medical treatment. Only one Staydose may be administered in this way.
Freeze Field. If activated within 20 turns of death, a freeze field will place the body in stasis for later revival at a medical facility. The freeze field has enough power to operate for 200 hours.