In this campaign, the finale was supposed to be a full tactical combat against the army of the Evolved. Each square on the map would contain one unit. A unit on the character’s side is a squad – 5 to 8 men with weapons. Smaller sized squads might have heavier weapons while the larger squads…
Tag: Combat
Advanced Cover
A character has cover if more than half of his body is protected by an obstacle or anything that can hide him from enemy fire or enemy sight. There are two types of cover: hard and soft. Hard reflects fire or can absorb the damage where as soft just makes it difficult to aim or…
Expanded Range Modifiers
The new range modifiers for combat are as follows: RANGE CATEGORY COLUMN SHIFT Point Blank +1 CS Short Range 0 CS Medium Range -1 CS Long Range -2 CS Extreme Range -3 CS Expanded Range Modifiers The other modifiers accounting for movement, advantages or disadvantages, target size, etc. stay the same. See Zebulon s Combat…
Expanded Structural Points
The logic in the old rules’ Structural Point system had some discontinuities. No matter what size of projectile auto-weapon it was, the weapon did 5 points Structural Damage per shot. There are many ambiguities in this rule. The rules that follow will change the system and leave no misunderstanding. The structural points for the new…
Armor & Initiative
Armor cam be bulky, and this bulk may effect the PCs reaction in combat, therefore affecting Initiative in Combat. But all armor is not bulky, so only specific types effect Initiative in Combat. The following list are the types that affect Initiative: All Type C Armor All Type D Armor Light Combat Armor (LCA) LCA…
Concussion Damage
Concussion Damage (CON DMG) is caused by a multitude of things; jolts to the skull due to an explosion or fall, bruises caused by ballistic hits against armor. Even if a PC’s armor absorbs the damage from a ballistic hit or an explosion, the PC is going to suffer some superficial wounds from the concussion,…
Weapons Recoil
Recoil in Star Frontiers has been sadly neglected in the past, even though it is a major factor in any kind of combat, effecting ones accuracy. The following add-on rules covers this deficiency. The initial task in calculating the effects of recoil is determining the Recoil Rating. This depends on the weapon being fired. Chemically…
Hit Location Charts & Critical Hit Values
The Hit Location System uses a d20 die roll system to determine where specific damage hit. The critical hit system isused in combination to simulate near-fatal or fatal shots in the right areas. Hit Location for tailless Biped Human, Urtoan, Yazirian*, Ifshnit, average Dralasite d20 Hit Location Critical Hit Value 01-02 Head 15% STA –…
Crtical Hit Damage
With the hit location system introduced into Star Frontiers, the rules to follow expand off of it to include a possibility of killing an individual in one Combat Turn if certain areas are hit, and certain damage is done. Most of the following rules apply to humanoid or near humanoid races. For special anatomy characters,…
Automatic Fire/ Multiple Hit Location Rules
(Optional Rule) Automatic weapons are those which fire a burst. A burst is loosely defined by the type of weapon used. Most burst are weapons are projectile weapons, although Pulse Energy (E.P.) weapons do fire what is considered a burst. When an individual is hit by a burst, depending on the Success Column and the…