Alpha Dawn

This is where the bulk of my AD house rules will be stored

Cythar

The Cythar are a new discovery to the UPF, when a large mobile space station dropped out of the void in the K'aken-Kar system. Ken'zah Kit fell prey to their rapid assault, consisting of both the heavy defensive systems on the station itself and ten 6-unit squadrons of various sized fighter craft ranging from class one to class three hulls. The smaller craft were single operator star fighters lined with fusion bombs, obviously designed for ramming attacks as well as sporting laser weapons for ship to ship combat. The medium sized Raiders were manned by two to three Cythar and featured both laser and rocket weapon systems, while the larger craft were bombers manned by two crew members and the nuclear powered energy weapons were obviously intended for heavy damage on larger targets such as capital ships, orbital space stations, and planetary assault.


If it weren't for the timely commissioning of the latest SF-1 Dagger squadron the planet surely would have fallen. Together with the Ken'zah-Kit Militia and several Strike Force NOVA vessels that were insystem at the time, the Cythar forces were eventually overtaken and driven off, but at the cost of heavy casualties among the defending fleet.


When some of the salvageable enemy wreckage was recovered afterwards, it was shocking to discover that these various fighter craft were manned by bipedal armored cybernetic robots featuring a sweeping LED visual sensor and a reverberating voice module in the head, and brains and nervous systems as well as support organs of Sathar nature. Certainly this explains why the Sathar gather their dead and fallen after battles, they appear to be utilizing and ressurecting their fallen comrades to continue serving the Sathar cause in the form of these deadly cybot warriors that have been dubbed "Cythar", an acronym for Cybernetic Sathar.



So far three classes of Cythar have been identified: Drones, Centurions, and Officers. Drones have a single CPU to assist the organic brain, and so far all the drone brains tend to be somewhat lacking in size when compared to normal Sathar brains. In theory, Drone brains were most likely surgically altered prior to cybernetic incorporation. Drones appear to be incapable of independant thought or action, yet retain the basic motor skills from their organic brain and are capable of learning and adapting to new conditions. Drone armor is dull in appearance. Drones were found amongst the wreckage of fighter craft.


Centurions feature normal sized Sathar brains that operate independantly of their single CPU, which merely serves to power the mechanical and electronic systems. They most likely are capable of operating independantly and making decisions, much like a living being would. Centurion armor is albedoline coated and polished to a mirror-like finish. Centurions were found along with Drones among the wreckage of many of the class two Raider craft.


Officers are immediately distinguished from Centurions with their polished gold albedoline armor. The only difference aside from visual appearance is their dual CPU units are wired to their organic brains, indicating that they are both hardwired to other systems as well as capable of free thought and decision making. Officers were recovered from the wreckage of the bomber craft, and an occasional one was found with a couple of the Raider craft as well, possibly indication of a Raider squadron leader.

A fourth class featuring matte black armor has been reported, but none have been acquired for analysis yet. It is presumed that these are stealth models designed for intelligence missions.


Just like the other Sathar allies, any civilian encounters with Cythar should be reported immediately. They should not be attacked unless as a last resort, as they are very dangerous cybernetic beings and completely unpredictable, although their slow reaction and movement speed does allow one to obtain the upper hand in some situations.

Ground Vehicles Revisited

Ground Vehicle Variations

Base model vehicles and performance specs are as described on page 29-30 of the Star Frontiers/Alpha Dawn "Expanded Game Rules" book. The only exception is a hovercycle top speed should read 180kph, not 120kph. Variations are as follows:

Table A: Size Variations (Cars & Cycles)
applicable to both ground and hover vehicles


Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Small/Compact-20-20-20+20+10-50%*-50%-25%
Intermediate-10- n/a --10+10- n/a -- n/a --25%-10%
Mid-Sized- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Large+10+10+10- n/a --10+50%**+50%+25%
Heavy- n/a -+20- n/a --10-20+100%+100%+50%
*round up
** round down


Table B: Style Variations (Cars & Cycles)
applicable to both ground and hover vehicles

 Top SpeedCruise SpeedAccelDecelTurn SpeedSPECIALCost
Standard- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Cruise-10kph+10%- n/a -- n/a -- n/a -- n/a -+10%
Utility*-10kph- n/a -- n/a -- n/a - -10- n/a -+20%
Luxury- n/a -+20kph- n/a - - n/a --10- n/a -+25%
Sport+10kph-10 kph+10 +10+10- n/a -+40%
Super Sport+20kph-20kph+20+20+20- n/a -+50%
Dual Sport- n/a -- n/a -+10-10 -10 +0.1 Terrain+30%
Adventure- n/a -- n/a -- n/a --20-20+0.2 terrain+40%
Vintage/Classic-10kph-10kph-10- n/a --10- n/a --50 to +500%***
Custom**variesvariesvariesvaries varies varies varies

* Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility ground car may convert 75kg/0.5cubic meter of cargo space to 3 passenger seats, can't exceed the 50% on either end)

**CUSTOM variations allow for combinations, such as sport/standard. Use the lesser applicable modifier and average the cost modifiers. Use common sense where applicable, such as a longer wheelbase vehicle (chopper or stretch limo) would have a turn speed penalty etc

*** Depending on condition



Table C: Size Variations (Transports & Explorers)
applicable to ground & hover transports and explorers

 Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Small+10kph-10kph+10+10+10-33%-50%-20%
Standard- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -- n/a -
Large -10kph+10kph-10-10-10+33%+50%+50%
Heavy Duty*-20kph+20kph-20-20-20+100%+100%+100%

*TRACK MOBILE chassis available @ +25% cost, not permitted on city streets

Table D: Style Variations (Transports & Explorers)
applicable to ground & hover transports and explorers
 Top SpeedCruise SpeedAccelDecelTurn SpeedPassengersCargoCost
Sport+20kph-10kph+10+10+10- n/a --25%+25%
Utility*- n/a -- n/a -+10- n/a -- n/a -- n/a -- n/a -+30%
Passenger- n/a -- n/a -- n/a -+10- n/a -+20-75%+20%
Cargo- n/a -+10- n/a -- n/a -- n/a --50%+100% +10%
a standard style is also available, no additonal cost or variables

* Utility vehicles may alternate passenger and cargo space by any combination of 50%/50% (e.g. a standard utility explorer may convert 3 passenger seats to 1000kg/3 cubic meter of cargo space)




Appendix 1: Modifications

Sidecar (cycles only): +1 passenger/+50% cargo, -10 accel/decel/turn speeds --- Cost: 500Cr

Detachable Luggage (cycle or car): +50% cargo space --- Cost: 75Cr

Utility Trailer: +200% cargo space, -10 accel/turn and 
-20 decel/
top speeds for each trailer added --- Cost: 250(cycle)/750(car)/2500Cr(transport)Cr

Air Brakes/Hard Brakes (hover/ground): +10 decel; --- Cost: 1000Cr

Re-geared Transaxles(any): +10 accel/decel & -10 Top/Cruise OR -10 accel/decel & +10 Top/Cruise --- Cost: 50Cr

GyroStabilizers: +10 turn speed --- Cost: 2500Cr

+1 Powerplant Rebuild: +10 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 15000Cr*

+2 Powerplant Rebuild: +20 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 25000Cr*

+3 Powerplant Rebuild: +30 to Top/Cruise/Accel/Decel/Turn speeds --- Cost: 35000Cr*

High Performance Racing Chip (HPRC, any): +20 top speed & accel, +10 decel & turn speeds --- Cost: 20000Cr



*Powerplant rebuilds may not exceed the +3 category. A +1 rebuild can be performed initially, followed later by another +1 or a +2 rebuild but can never exceed the +3 bonuses.

Multi-Barrel Weaponry

Dual, Triple, & Quad barrel weapons

One method to increase damage to your opponents is sending more firepower in their direction. Rather than shooting at them with two, three, or four different weapons, why not simply have all those weapons on a single body?

Adding additional barrels to a weapon, be it a pistol or rifle, incoporates utilizing the reciever, ammunition, and barrel from another host weapon. Hence, a standard laser rifle buttstock can be modified to accept a second, thrid, and/or fourth barrel and ammunition reciever, so that all weapons employ the common trigger assembly to activate them. Doing so increases the mass by 50% of the original single weapon for each additional barrel/reciever. The advantage of course is the extra damage inflicted by the second, third, and fourth unit thus doubling, tripling, or quadrupling the standard damage. The drawbacks, aside from aditional mass, include the additional doubling, tripling, or quadrupling of ammo use. 

Cost is also increased by 50% of the original host weapon. Range modifiers are not affected, although possible encumbrance issues can arise.


 


 

Dual Gyrojet Pistol
  

Dual Laser Pistol

Power Sources (revised mass)

Why is it that 5 powerclips which have no mass according to the rulebooks, yet a 100SEU powerbackpack which holds the same energy as five "massless" powerclips has to weigh 10kg?


I made a revision that a beltpack masses 1kg and the backpack masses 2kg...with the obvious difference between them and the clips is the multiple ports and connection points along with the hardware to relay the energy from source to each port. On that same token, 5 powerclips (or any other ammo clip) masses 1kg (or 0.2kg each).

I summarily reduced the mass of parabatteries as well to 10, 20, 40, & 80kg for type 1, 2, 3, & 4 batteries respectively.


SOURCE
WEIGHT(kg)
5 clips
1kg
Backpack
2kg
Parabattery Type
---
1
10kg
2
20kg
3
40kg
4
80kg

Skills Breakdown

Part 1: Military Skills

These remain unchanged, although with a few additional skills added.

Skill LevelPSA XPnon-PSA XP
      1    3       6
      2    6      12
      3    9      18
      4   12      24
      5   15      30
      6   18      36


New Military Skills

Concealment, Stealth, & Survival
Success Rate: 40%/20%/20% + 10% per level respectively

These skills are the exact equivilents as the Environmental skills. XP must be spent on each individual skill, just as the character would if he/she were a BioSocial PSA. 


Heavy Weapons 
Success Rate: automatic 

This military skill requires three experience point to acquire (assuming PSA: military, 6 if otherwise). It is a one time automatic skill (re: no further advancement is possible) whose purpose negates the -10 penalty for firing a fixed, mounted, or otherwise heavy weapon such as a machine gun, heavy laser, rocket launcher, etc. 


Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles

This skill allows the use of various vehicles depending upon skill level. The usual -20% modifier is also applicable. See the tiered licensing table below to determine what vehicles can be utilized depending on skill level, an operator can not use any vehicle at a level higher than his/her skill level but may still use anything below.
 1Ground cycles/cars/transports 
 2Hover cycles/cars/transports, light aquatic craft, and Glijets 
 3 Track-mobiles & Heavy Duty ground vehicles, Heavy aquatic craft, Copters
 4 Air cars & other various small aircraft
 5  Large air transports & sub-orbital aircraft
 6 Shuttles, launches, & workpods


Vehicle Combat
Success Rate: +5% to hit (only applicable when in a moving vehicle)

This skill helps to negate movement modifiers in vehicle combat. Attacker must possess the corresponding skill for the weapon used. The modifiers only apply to combat scenarios that entail moving vehicles...for example a person standing on the ground may use it to fire upon a moving hovercycle, but not at occupants in a parked ground car --- or a person in an air car may use it to fire at ground targets (stationary or otherwise).


Zero Grav Combat
Success Rate: see below

This military skill allows for improved combat prowess in a zero gravity environment. 0G combat decreases a character's dexterity by half, as well as mandating a RS check after each firing action to maintain (or regain) control. The 0G skill allows a +5/level bonus to the DEX (not to exceed original dexterity where aplicable) and a +2/level bonus to the RS check.
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Part 2: Technical Skills

The Technical Skills also remain the same, but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one technician may be more adept at repairs, another at operating machinery, a third at opening locks, etc. The technical skills are still divided into three fields: Technician, Robotics, and Computers.

A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third technical skill field to their character (such as a technician adding robotics or computers). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses. 

Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-Technical PSA) per subskill, so to acquire the Technician set it would take 5XP as there are five separate subskills in that field.

Increasing the individual subskills is explained in the following table:

   PSA XPnon-PSA XP
    LVL:0 Buy-In*      2       4
    LVL:1 Buy-In1/subskill 2/subskill
individual LVL:2 skill    0.5       1
individual LVL:3 skill      1       2
individual LVL:4 skill      2       4
individual LVL:5 skill      3       6
individual LVL:6 skill      4       8

* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.

New Technical Skills

Armorer
Success Rate: 40% + 10% per level

An armorer may repair damaged weapons as well as defensive suits & screens. An armorer that possesses any weapons skill may attempt to construct any weapon in that field at one half the normal item cost using the same success rate. Characters with this skill may also opt to combine weapons (such as a dual barrel automatic pistol, or a laser/gyrojet rifle, etc) at the same rate.


Vehicle Combat
Success Rate: +5% to hit

As with the Military version, this skill helps a technician to use a fixed/forward firing weapon on the vehicle he/she is operating. If the vehicle operator also has a corresponding weapon skill, those bonuses may be added in as well...although unlike the military version no base skill is required. The skill reflects the technician's ability to make fine directional adjustments to compensate for movement modifiers, and is only applicable when the vehicle is in operation.


Vehicle Operation
Success Rate: automatic/40% + 10% per level for special maneuvers, 30% +10% per level for alien vehicles

This skill is the same as the Military PSA version above albeit with slightly higher chances of success to reflect the additional XP required and technical background.


Vehicle Repair
Success Rate: 50% + 10% per level 

This skill allows the repair of various vehicles, not to be confused with the repair of various pieces of machinery. With vehicles being less complex than machinery, the success rates are slightly higher.
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Part 3: Bio-Social Skills

As with the Technical Skills, the Bio-Social Skills also remain the same but the sub-skills are individually increased as the player gains experience. This allows for a more fleshed-out skill, one medic may be more adept at surgery, while another excels at diagnosis and a third can be a disease expert, etc The bio-social skills are still divided into three fields: Environmental, Medical, and Psycho-Social.

A starting character gets the skill at the LVL:1 Buy-In, meaning he/she recieves all the subskills at level one. The LVL:0 Buy-In refers to characters that wish to add a second or third bio-social skill field to their character (such as a medic adding the environmental or psycho-social field). Buying in gives the character all the subskills at zero-level, meaning he/she may use the skills with no bonuses. 

Adding a second or third technical skill field at the LVL:1 Buy-In allows the character to start with the new skill with all subskills at level one. This requires expending one XP (2 for non-BioSocial PSA) per subskill, so to acquire the Medic set it would take 9XP as there are nine separate subskills in that field.

Increasing the individual subskills is explained in the following table:

   PSA XPnon-PSA XP
    LVL:0 Buy-In*      3       6
    LVL:1 Buy-In1/subskill 2/subskill
individual LVL:2 skill    0.5       1
individual LVL:3 skill     1       2
individual LVL:4 skill     2       4
individual LVL:5 skill     3       6
individual LVL:6 skill     4       8

* Increasing LVL:0 subskills to LVL:1 can be done at 3 subskills per XP (3 subskills for every 2XP for non-PSA), leftover skills per XP are lost.

New Bio-Social Skills

Bluffing
Success Rate: ¼ (LOG + PER) + 10%/level

This skill allows a character to pass lies or tall tales with reassurance, but within the constraints of normal logic.


Forgery
Success Rate: ¼ (LOG + DEX) + 5%/level

The (illegal) art of copying/producing signatures, writings, and documents.


Haggling
Success Rate: ½PER + 10%/level

Allows for a chance to negotiate the price down on purchased items or up for itms being sold. Make a check for every 5% margin (two checks for a 10% increase/decrease, three for 15, up to a 25% maximum margin).

Misc. Skills

Vacc Suit
Success Rate: automatic 

Any spacer, upon acquiring one of the various ship skills, is eligible to learn the skill of donning and using a spacesuit. One experience point must be expended and there is no skill level, the success rate is automatic. Time is halved when donning a spacesuit compared to the unskilled, and add a +10% bonus to repair work performed (patches etc). Anyone without a spaceship skill must expend 3XP to acquire the skill.
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Note: all new skills at the end of each section can be purchased via the XP expenditure is as defined on the Military table (3/6/9/12/15/18XP for PSA, 6/12/18/24/30/36 for non-PSA).