Individual Weapon Stats can be looked up here at an outside site: Star Frontiers Weapon Stats
Or here on the game wiki: Weapon Stats
RANGED WEAPONS
Any weapon that can be used to attack someone from a distance is a ranged weapon. In STAR FRONTIERS games, ranged weapons include lasers, gyrojets, needle guns, automatic rifles
and pistols and grenades. Bows and arrows, spears and knives also can be used, but are common only on primitive planets.
Number Of Attacks
A character gets one bare-hand attack for each arm-leg pair he has. Humans, Vrusk, Yazirians and Sathars always get to make two attacks. A Dralasite can attack twice if it has four or five
limbs, three times if it has six or seven, etc. A character using a weapon in melee gets only one attack per turn.
Stunning. Characters can be stunned with sonic stunners and electrostunners. A stunned character can not attack, move or defend himself for as long as he is stunned. Anyone who
attacks him gets a +20 modifier to hit.
Melee Weapons
Many different weapons can be used in melee. The most common ones are described on the Melee Weapons Table. The referee can use these as guides if characters use other items as
weapons.
The "Damage" column shows how many points of damage the weapon causes. The attacker's normal punching damage is added to the amount rolled. However, characters using shock gloves, sonic knives, sonic swords or stunsticks just roll damage, and do not add their punching score. The numbers under "Modifier" are added to or subtracted from the attacker's chance to
hit.
Special Actions
Besides simply hitting an opponent, characters can try to pin him to the ground, take away his weapon or defend themselves from an attack.
Wrestling. A character can try to grab an opponent and pin him down by twisting his arm, throwing a headlock, etc. Wrestling is resolved after movement but before other attacks. The
attacker can not use a weapon when wrestling. If the attack succeeds, the character can maintain his hold automatically each turn, and automatically inflict points of damage equal to
his punching score each turn. A character can release a hold whenever he wants. The character who was pinned can not do anything except try to break out of the hold. To do this he must wrestle his opponent; a successful roll means the character; has twisted free, but has not grabbed his opponent. A character or creature can only wrestle opponents that are the same size or smaller than itself. Only one wrestling attempt can be made per turn.
HITTING A PINNED OPPONENT. A character who is being held can be hit by up to two other characters automatically each turn.
Disarming. A character who tries to force his opponent to drop a weapon must make a roll to hit with a -20 modifier. If the attack succeeds, the opponent drops the weapon but does not
take any damage. Either character can try to pick up the weapon; doing so requires a d100 roll that is equal to or less than the character's Dexterity score.
Defending. A character who does not attack can defend himself. The player simply declares that he is defending himself, and anyone trying to hit, grapple or disarm him automatically has a
-15 modifier on his chance to hit.
Battle Rage
Yazirians have the special ability to work themselves into a fighting fury, gaining a +20 modifier on their chance to hit in melee. A Yazirian must roll a number less than or equal to its battle rage score on d100 to enter battle rage. A Yazirian can try to enter battle rage once per combat.
Skills
There are two skills that apply specifically to melee: martial arts and melee weapons. These are explained in detail in the section on SKILLS.
Number Of Attackers
A character can be attacked by up to three opponents at once, if the opponents are the same size as the character. If the attackers are larger or smaller than their opponents, the referee
must decide how many of them can anack at once.
Guns
A character who is involved in melee can shoot a pistol at an opponent that is in melee with him, but can not shoot at anyone that is not involved in the melee. Rifles also can be fired in
melee, but there is a -30 modifier to hit.
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Ranged Weapon Combat Procedure
Chance/Modifier
1. The basic chance to hit equals one half
of the firing character's Dexterity,
rounded up. 1/2 DEX
2. Add 10% for each level of skill the
character has with that weapon. +10 per skill level
3. Add or subtract the appropriate range Point Blank: 0
modifier. The range is reduced by Short: -10
one class if the attacker is using a Medium: -20
telescopic sight. Long: -40
Extreme: -80
4. Subtract movement modifiers. Stationary: +10
(All movement modifiers except Walking: 0
"Stationary" can be applied to both Running: -10
target and attacker.) Dodging: -20
If the target is a running animal, use Medium: -10
these animal modifiers. Fast: -20
Very Fast: -30
If the target is a moving vehicle,
subtract 10. Moving Veh.: -10
If the attacker is riding in a vehicle, Attacker in:
subtract 10. If the vehicle is moving Slow Vehicle: -10
faster than 150 meters per turn, Fast Vehicle: -20
subtract 20.
5. Add 15 if attacker is standing still
and aiming carefully. Careful Aim: +15
6. Add 20 if firing a burst. Firing Burst: +20
7. Subtract cover modifier. Soft Cover: -10
Hard Cover: -20
8. Add or subtract target size modifier Tiny: -10
Small: - 5
Medium: 0
Large: + 5
Giant: +10
9. Subtract 5 if target prone. Prone Target: - 5
10. Subtract 10 if attacker's Stamina is
reduced to half or less by wounds. 1/2 Wounded: -10
11. Subtract 10 if using wrong hand. Wrong Hand: -10
12. Subtract 10 if attacker is firing two
weapons. Two Weapons: -10
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