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Brutal Stars

The Stars are Bru­tal

Sci-­Fi rules for the BRU­TAL RPG www.bru­tal­RPG.­com

BACK­GROUND

Hu­man­i­ty has reached a gold­en age un­der The Re­pub­lic. Each cit­i­zen is gain­ful­ly em­ployed 60hrs a week. Fre­quent pa­trols and search­es by The Marines and oth­er se­cu­ri­ty forces through­out all zones are a con­stant re­minder of the peace pro­vid­ed by The Re­pub­lic. Ev­ery month it seems a new colony is es­tab­lished and large num­bers of ea­ger cit­i­zens are se­lect­ed to pop­u­late them.

The Re­pub­lic grant­ed sev­er­al of the sen­tient races dis­cov­ered the pro­tec­tion of its armed ser­vices and the pros­per­i­ty of it’s econ­o­my. Our great­est diplo­mat­ic coupe was es­tab­lish­ing am­i­ca­ble re­la­tions with the lessor but still civ­i­lized Moy­an race.

Per­haps this is why the re­cent heinous slaugh­ter of the Ves­pus-6 colony by an un­known species was a shock to cit­i­zens ev­ery­where. The Re­pub­lic has not been stunned in­to in­ac­tion. The vi­cious, un­pro­voked at­tack has been traced to its source and a large fleet of Starar­mada’s war­ships full of Marines is on its way to ex­act ret­ri­bu­tion.

Foo is a role-­play­ing game of mari­nes, scav­enger­s, sal­vage pi­rates, etc. en­coun­ter­ing, fight­ing and dieing from the hor­rors of space. In­cludes mass com­bat be­tween Re­pub­lic forces and/or al­lies against var­i­ous de­praved alien species such as The Greys, Bugs, or Me­choid­s.

RULES:

ve­hi­cles (to be de­vised or avoid­ed) BRU­TAL gore and hor­ror rules will work as writ­ten

NEW AC­TION­S:

USE TECH - IN vs com­plex­i­ty(often 2d)

OP­TION­AL RULES:

Ki­net­ic Blast weapons cause Im­pact:

Use BRU­TAL’s BIG & STRONG / CRUSH­ING BLOW when char­ac­ter takes dam­age from a ki­net­ic blast weapon­s. Strength = blast size (e.g. a con­cus­sion mini-­grenade 2”­dia blast would be 2d vs CN). Char­ac­ter is “blown” away from cen­ter of blast.

Cover:

BRU­TAL pro­vides +1d de­fense for “in cov­er”. Do we want any­thing more?

Weapon jam­s:

When rolling at­tacks with cer­tain weapons des­ig­nat­ed as jam­able add one ad­di­tion­al die of dis­sim­i­lar col­or. This die is not added to at­tack to­tal but if it is with­in the weapons jam range(usu­al­ly just ‘1’) the weapon jams this ac­tion and the just rolled at­tack is not re­solved. Un­jam ac­tion is CR vs 2d(low­er).

Off Map Sup­port:

Rep­re­sent off map as­sets called in­to play by a spot­ter. They all use burst weapon rules for dam­age. Must have comm de­vice to “call in” strike. A sce­nario will de­fine what types and how much sup­port your squad has avail­able. Ar­tillery & mor­tars are rat­ed in “turns of fire” oth­ers in num­ber of “strikes”

Calling in a strike:

Per­form 2d USE TECH ac­tion un­til suc­cess­ful. Use next ac­tion to place tar­get in­di­ca­tor, roll scat­ter. Use next ac­tion to re­place tar­get/re-roll scat­ter OR call in strike. Start of next turn death rains from above.

Canceling Artillery & mortars:

Per­form 2d USE TECH un­til suc­cess­ful. Af­ter start of next turn sup­port is can­celed (i.e. the ar­tillery will “hit” the next turn)

Off map support scatter:

d6 for di­rec­tion IN vs 4d = num­ber of inch­es

Ar­tillery and mor­tars con­tin­ue to fall at the start of each turn un­til can­celed or “out of am­mo”. Ar­tillery and mor­tars pro­duce d6 6” di­am­e­ter bursts per turn. To lo­cate each burst roll d6 for di­rec­tion and 4d6 for dis­tance in inch­es from tar­get point.

Mi­nes:

Fu­sion bombs and mi­nes(4”­dia blast) may be pur­chased and placed pri­or to bat­tle. They can ei­ther be trig­gered by a char­ac­ter walk­ing with­in 1” of them or re­mote­ly with a 2d USE TECH ac­tion. [or per­haps com­plex­i­ty of USE TECH ac­tion in­creas­es with num­ber of splats be­tween char­ac­ter and mine/bom­b, rep­re­sent­ing dam­aged to trig­ger­ing wires.]

Re­quires some sort of method to plot lo­ca­tion of mines.

Mine­field­s:

Pur­chase in size and den­si­ty. Den­si­ty is range 2-x. Mine­field lo­ca­tion and ex­tent is des­ig­nat­ed on bat­tle­field for both sides to see. Each time a unit that moves through part of the mine field it rolls 2d if roll is with­in den­si­ty range, boom!

  1. No new game me­chan­ic­s.

  2. Use ex­ist­ing BRU­­TAL rules where ev­er ap­­pli­­ca­ble.

3. Bal­anced with BRU­TAL fan­ta­sy as much as pos­si­ble. Sci-­Fi rules for the BRU­TAL RPG www.bru­tal­RPG.­com

RACES:

These races from BRU­TAL could pos­si­bly used as writ­ten

Tun­dra (most­ly copied in­to and re­dun­dant with Do­gon) Cesspool­er Catlings

New

Of­fi­cer Psi Monk Medic Nexus-6a Nexus-6c An­droid Do­gon Moy­an

Non-­play­er char­ac­ter

The Greys Me­choids “Bugs”

CIT­I­ZENS OF THE RE­PUB­LIC:

Officer (human)

The throngs of hu­man­i­ty look to The Re­pub­lic for pro­tec­tion and lead­er­ship. For which The Re­pub­lic re­quires on­ly obe­di­ence & ser­vice in re­turn.

Nor­mal” hu­mans are gen­er­al­ly the com­mis­sioned of­fi­cers in a Ma­rine unit. While Repli­cants and Do­gons com­prise the grunts and NCO’s.

(same as BRU­TAL)

WP 2 IN 2 NT 1 CR 3

ST 2 MV 2 CN 2 CB 2

LF 4 SZ 3 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: skin 0d fists 0d

Spe­cial Abil­i­ty: Psi ca­pa­ble/vul­ner­a­ble. Cor­rup­tion twid­dle. Refuse death.

Psi-Monk (human)

Gen­er­a­tions of ge­net­ic se­lec­tion and rig­or­ous train­ing from birth pro­duce these elite war­riors. The Re­pub­lic’s van­guard in com­bat­ing the alien Psi men­ace.

Of­ten work­ing in­de­pen­dent­ly, some­times as­signed to a ma­rine unit, in­fre­quent­ly com­mand­ing a group of Do­gon­s, Repli­can­t’s or oth­er Psi-­Monks.

WP 3 IN 2 NT 1 CR 3

ST 2 MV 3 CN 2 CB 2

LF 2 SZ 3 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: skin 0d fists 0d

Spe­cial Abil­i­ty: Psi ca­pa­ble. (bonus?)

Gun-ka­ta avail­able af­ter WP4+ CN6+. De­clare at be­gin­ning of round, per­form dur­ing CS­G. De­fenseDice 6d de­fense(re­plac­ing nor­mal ar­mor) 0d vs area, 6” move in straight line, re­places both ac­tions that round, at­tack nor­mal­ly.

Medic (human)

eh, maybe just have med kit­s? good at ral­ly­ing hor­ror/­gored out troops heal d6 wounds as ac­tion

It is of­ten tac­ti­cal­ly ad­van­ta­geous to keep even ex­pend­able troops alive and shoot­ing a few mo­ments longer.

WP 3 IN 3 NT 1 CR 3

ST 2 MV 2 CN 2 CB 1

LF 4 SZ 3 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: skin 0d fists 0d

Spe­cial Abil­i­ty: Psi ca­pa­ble/vul­ner­a­ble. Use of med­kit

Replicant Nex-6a

The lat­est com­bat mod­el of repli­can­t.

Grown by the thou­sand­s, repli­cants pro­vide the Re­pub­lic with bare­ly enough ex­pend­able grunts to tri­umph over the alien men­ace.

WP 2 IN 2 NT 1 CR 1

ST 3 MV 3 CN 2 CB 3

LF 3 SZ 3 SP 3” DV 3”

Nat­u­ral At­tack & De­fense: skin 0d fists 1d

Spe­cial Abil­i­ty: No Psi abil­i­ty ev­er but still vul­ner­a­ble. 5yr life­span.

Replicant Nex-6c

The lat­est covert mod­el of repli­can­t.

Grown by the thou­sand­s, repli­cants pro­vide the Re­pub­lic with bare­ly enough ex­pend­able grunts to tri­umph in a uni­verse of hos­tile alien­s.

WP 2 IN 2 NT 1 CR 1

ST 2 MV 4 CN 3 CB 3

LF 2 SZ 3 SP 3” DV 3”

Nat­u­ral At­tack & De­fense: skin 0d ac­ro­bat­ic death ju­do 3d

Spe­cial Abil­i­ty: No Psi abil­i­ty ev­er but still vul­ner­a­ble. 5yr life­span. bonus to hide sneak??

Android (humiform)

The ex­is­tence of An­droids is a close­ly held se­cret of The Re­pub­lic to avoid cit­i­zens of weak­er char­ac­ter from pan­ick­ing. Orig­i­nal­ly cre­at­ed by The Greys, Re­pub­lic sci­en­tists have du­pli­cat­ed the tech­nol­o­gy. Field test­ing in front line Ma­rine units of the ini­tial Re­pub­lic mod­els is un­der­way.

The Greys’ An­droids have same stat­s.

WP 2 IN 4 NT 1 CR 2

ST 2 MV 3 CN 2 CB 1

LF 2 SZ 3 SP 3” DV 18”

Nat­u­ral At­tack & De­fense: sub­der­mal cer­mas­teel 4d good vs burn but re­vealed as an­droid fists 2d

Spe­cial Abil­i­ty: No Psi abil­i­ty ev­er. Im­mune to gore, hor­ror, mind af­fect­ing Psi. If a pre­vi­ous­ly un­known An­droid is re­vealed all al­lies must make a GORE/HOR­ROR check.

Dogons

Four armed, prim­i­tive pri­mate species who re­sem­ble Earth Oran-u-­tangs with blue hair and 4 arm­s. In re­turn for the Re­pub­lic’s pro­tec­tion of their home world Do­gons will­ing serve in the Marines by the thou­sand­s.

The Greys’ Do­gon clones have same stat­s.

WP 1 IN 1 NT 2 CR 1

ST 2 MV 2 CN 3 CB 3

LF 2 SZ 3 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: thick hide 1d good vs burn fists 0d

Spe­cial Abil­i­ty: Psi ca­pa­ble/vul­ner­a­ble. May wield 4 hands worth of weapons & equip­men­t. May brachi­ate at 6” but can then on­ly car­ry 2 hands worth of stuff. Tun­dra 2 weapon bonus­es.

OTH­ER RACES:

Moyans

Na­ture affin­i­ty type species. Big plants, ad­vanced space fair­ing race. They use or­gan­ic/liv­ing tech­nol­o­gy. Their or­gan­ic tech is gen­er­al­ly equiv­a­lent to Re­pub­lic gear with the ex­cep­tion that they lack burn weapon­s.

Am­biva­lent to the Re­pub­lic they are def­i­nite en­e­mies of The Greys and Me­choid­s. There­fore they have avoid­ed be­ing list­ed as an en­e­my of hu­mankind and cer­tain doom. But, The Re­pub­lic is still keep­ing a close eye on these over­grown shrub­s.

Moy­ans don’t ac­tu­al­ly move. They are plant­ed in a bed of soil or hy­dro­pon­ics mount­ed on a EMP hard­ened an­ti-­grav sled. This sled pro­vides a SP of 3”. They can not sprint but hov­er­ing 1” over the ground they are un­af­fect­ed by most ter­rain and splat­s.

WP 2 IN 2 NT 4 CR 1

ST 3 MV 1 CN 1 CB 2

LF 3 SZ 5 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: bark 3d gd vs burn branch slap 1d

Spe­cial Abil­i­ty: Psi ca­pa­ble/vul­ner­a­ble. Sense liv­ing be­ings??

EN­E­MIES OF THE RE­PUB­LIC:

These are gen­er­al­ly not avail­able to play­ers in a ma­rine ad­ven­ture. Play­ers would use them with mass com­bat rules.

The Greys

[de­sign note: phys­i­cal­ly weak/frail. Use tech/­ge­net­ics to cap­ture/­clone oth­er species to fight for them. Use psi to con­fuse, con­trol, and turn en­e­mies against one an­oth­er. Use Plas­ma weapons (weak­er but most ar­mor does not de­fend vs burn dam­age) If en­coun­tered in the field most like­ly to be op­er­at­ing some arach­nid pow­er ar­mor mon­stros­i­ty ]

High­ly ad­vanced and Psi at­tuned race hos­tile to The Re­pub­lic. They use plas­ma weapons and of­ten wear equiv­a­lent of pow­ered as­sault ar­mor(­typ­i­cal­ly 8 legged arach­nid mon­strosi­ties). Can­not uti­lize off map sup­port. In­fre­quent­ly al­ly with Me­choid­s.

Lit­tle is known of The Greys, such as the lo­ca­tion of their home world or their true in­ten­tion­s. The on­ly known fact a Ma­rine needs wor­ry about is that they are list­ed ‘class one’ en­e­mies of The Re­pub­lic.

The Greys har­vest­ed Do­gon spec­i­mens from their home world long be­fore it came un­der Re­pub­lic pro­tec­tion. Clones of these spec­i­mens are some­times present in The Greys’ Armies. Even though they have har­vest­ed hu­mans on nu­mer­ous oc­ca­sions hu­man­s, cloned or not, have nev­er been ob­served work­ing for The Greys. Re­pub­lic sci­en­tists have shown this is due to the su­pe­ri­or Hu­man moral char­ac­ter which is too pure for The Greys to twist to their vile pur­pos­es.

Hu­mi­form an­droids have been used by The Greys to in­fil­trate Hu­man forces. This fact and the vary ex­is­tence of Hu­mi­form an­droids is high­ly guard­ed se­cret (see An­droids above) [in mass com­bat rules some spe­cial way for The Greys to re­place a hu­man/repli­cant fig­ure with an­droid un­der their con­trol]

Some have spec­u­lat­ed The Greys are ge­net­i­cal­ly en­gi­neered slave race of some even more pow­er­ful and omi­nous species. Such un­found­ed ru­mors have been out­lawed by The Re­pub­lic as trai­tor­ous pro­pa­gan­da spread by The Greys them­selves.

WP 4 IN 3 NT 1 CR 1

ST 1 MV 2 CN 1 CB 1

LF 2 SZ 2 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: skin 0d puny fists 0d

Spe­cial Abil­i­ty: Strong nat­u­ral Psi abil­i­ty. PS 4+d6 and d6 Psi Tal­ents.

Mechoids

[De­sign Note: not too tough, not too strong but hard to put out of ac­tion]

Me­chan­i­cal race, var­i­ous shapes and sizes, this is the stan­dard in­fantry grun­t. Pre­fer par­ti­cle weapon­s(treat just like ki­net­ic weapon­s) but do have & use var­i­ous blast weapon­s. In­fre­quent­ly al­ly with The Greys.

WP 2 IN 2 NT 1 CR 1

ST 3 MV 2 CN 1 CB 3

LF 2 SZ 3 SP 3” DV 18”

Nat­u­ral At­tack & De­fense: com­pos­ite met­al body 4d pin­cer­s, blades 2d

Spe­cial Abil­i­ty: Can not wear ar­mor. Me­choids nanite re­pair sys­tems “heal” d6 points of dam­age ev­ery turn.

bugs”

[De­sign note: Big, Bad and end­less hordes]

There are sev­er­al re­lat­ed species of in­sec­toids whose sin­gle mind­ed pur­suit to ex­ter­mi­nate hu­mankind makes them The Re­pub­lic’s most dan­ger­ous en­e­my and the marines top pri­or­i­ty. Since their first un­pro­voked at­tack of Ves­pus-6 they have re­lent­less­ly as­sault­ed The Re­pub­lic at ev­ery point along the fron­t. On­ly through the valiant sac­ri­fices of the Marines and the Star Ar­ma­da have the de­gen­er­ate plans of these per­vert­ed species been un­done.

fire bugs - sz 8 slow no ar­mor(6d vs burn), lots of LF, spit burn weapon grunt bug sz 6 fast hv ar­mored, nasty melee fly­ing bug sz 4 fast lt ar­mor nasty melee nee­dle bug sz 3 mil­li­pede shoots quill thorns brain bug sz 6 Psi Tal­ent of dom­i­na­tion bur­row­ing bug sz 1, melee? ex­plodes?

bugs have of­f-map sup­port in the form of fire bugs, treat as plas­ma mor­tar.

bugs don’t use ar­mor or tech­no­log­i­cal item­s.

WP 4 IN 2 NT 1 CR 1

ST 1 MV 2 CN 1 CB 1

LF 2 SZ 2 SP 3” DV 0”

Nat­u­ral At­tack & De­fense: skin 0d puny fists 0d

Spe­cial Abil­i­ty: PSI:

Psi ca­pa­ble - can get Psi tal­ents / spend xp points in PS Psi ac­tive - has Psi tal­ents Psi im­mune - can not be af­fect­ed by mind re­lat­ed Psi tal­ents Psi in­ca­pable - can nev­er spend xp for Psi tal­ents but is sus­cep­ti­ble to Psi

To uti­lize PSI you must be Psi ca­pa­ble and ex­pend XP to raise your Psi(P­S) abil­i­ty. You must then learn Psi Tal­ents. [works like mag­ic/rune sys­tem in BRU­TAL, ex­cept char­ac­ters find alien ar­ti­facts or pos­si­ble ex­pe­ri­ence Psi from The Greys. PSI us­age is based of off WP not IN, but de­tect­ing/un­der­stand­ing tal­ents from ar­ti­facts is IN]

PSI TAL­ENTS:

One­ness of self - heal

sense liv­ing

dom­i­nate - mind con­trol

Psi blast d6 di­rect dam­age

SCALE: 3”==10ft

WEAPON­S:

Melee: hands size range rating credits examples

sharp 1 small 0” 1d 10 bay­o­net, com­bat knife sharp 1 nor­mal 0” 2d 25 ax­e, ram­bo knife sharp 1 or 2 large 0” 2d,3d 50 big ax­e, vi­bro-s­word sharp 2 vry big 0” 4d 100 2-­hand sword,

vi­bro-chain­saw

blunt 1 nor­mal 0” 1d 10 ba­ton blunt 2 nor­mal 0” 2d 10 ri­fle but­t, P-staff

Ranged: hands size range rating credits examples

thrown 1 small 3”,9”,15” 1d 5 dag­ger, rock ki­net­ic 1 small 3”,18”,30” 1d 25 pis­tol ki­net­ic 1 or 2 nor­mal 3”,24”,36” 2d,3d 100 as­sault ri­fle ki­net­ic 2 large 6”,36”,72” 4d 300 lt mg, au­to-shot­gun,

par­ti­cle gatling

kinetic 2 vry big 6”,36”,72” 5d 500 hv mg, chaingun,

gauss ri­fle

burn 2 nor­mal 24”,48”,72” 2d 500 E-beam sniper ri­fle burn 1* small 3”,-,- 2d 50 hand flamer, m-303,

hiv­er blood splash

burn 2 normal 3”,6”,- 4d 100 heavy flamer,

fire bug belch

[The Greys only weapons]

burn 1 small 3”,9”,15” 1d 30 plas­ma pis­tol burn 2 nor­mal 3”,18”,30” 2d 100 plas­ma ri­fle burn 2 nor­mal 3”,18”,30” 3d 300 plas­ma re­peater

Burst: hands rounds range rating credits examples

thrown 1 - 3”,9”,15” - - thrown std grenade launch­er 1* 20 3”,9”,15” - 25 m-203 launch­er 2 8 6”,36”,72” - 100 grenade launch­er launch­er 2 1 6”,36”,72” - 25 one shot rock­et launch­er 2 4 6”,36”,72” - 100 four shot rock­et launch­er 2 1 6”,36”,72” - 200 bazooka (re-load­able)

Rounds: hands size area rating credits examples

burst - small 2”­dia - 5 mini-­grenade burst - small 4”­dia - 25 std grenade, mine burst - nor­mal 6”­dia - 100 rock­et, mor­tar

Payloads:

ki­net­ic - - - 3d 1x con­cus­sion burn - - - 4d 4x plas­ma burn - - - 8d 10x fu­sion smoke - - - - 1x ther­mal smoke neu­ral - - - - 8x neu­ral dis­rup­tor EMP - - - - 4x electro­mechan­i­cal

dis­rup­tor

Support: hands size area rating credits examples
burn - - 12”x36” 8d napalm air strike,

me­son ar­ray

burn - - 18”dia 12d fusion bomb, space

based E-beam

burn - - d6 6”dia 4d plasma mortar,

fire bug bom­bard

ki­net­ic - - d6 6”­dia 4d au­to-­grenade launcher, air strike ki­net­ic - - d6 6”­dia 8d ar­tillery, air strike

  • These come in ver­­sions (m-xxx) that at­­tach un­der the bar­rels of as­sault ri­fles. On­­ly one may be at­­tached to each as­sault ri­fle. This com­bo is a 2 hand weapon.

Notes:

Ranges are “prac­ti­cal” ranges units are trained to fire at.

A bay­o­net may be at­tached to any ri­fle with no penal­ty. This is on­ly com­mon­ly done by marines hunt­ing bugs.

Hand flamer­s, m-303’s have on­ly a short range, they do get +1d short range bonus for it. Heavy flamers have no long range.

Price in­cludes one “load” of am­mo. Ad­di­tion­al loads cost 1/5 of weapon cost. Does­n’t ap­ply to BURST weapons which have in­di­vid­u­al rounds list­ed.

E-beams and par­ti­cle weapons have, ef­fec­tive­ly, un­lim­it­ed am­mo.

Cost for one shot for a BURST weapon equals size round times pay­load mul­ti­pli­er (e.g plas­ma rock­et costs 400cr, 100 x 4)

There are no smal­l­(2”­di­a) or med(4”­di­a) fu­sion round­s.

Ther­mal smoke cre­ates a cloud of the ap­pro­pri­ate size that cre­ates a ful­l-spec­trum block to LOS. It does no dam­age.

Neu­ral dis­rupter does 1d di­rect dam­age to Psi ac­tives in area.

EMP trash­es non-hard­ened equip­men­t. In ad­di­tion it is 10d at­tack vs all an­droids & me­choids in area.

Ar­mor: rat­ing cred­its ex­am­ples Ar­mor-­Worn 0d 2-100 civies, dress uni­form Ar­mor-­Worn 1d 10 re­in­forced/­padded fa­tigues Ar­mor-­Worn 2d 50 flack vest Ar­mor-­Worn 3d 150 padded w/ re­inf flack vest Ar­mor-­Worn 4d 400 std ma­rine ar­mor Ar­mor-­Worn 4d* 1000 pow­ered scout ar­mor Ar­mor-­Worn 6d* 1500 pow­ered bat­tle ar­mor Ar­mor-­Worn 8d* 2000 pow­ered as­sault ar­mor Ar­mor-­Worn 2d* 250 ther­mal undies Ar­mor-­Car­ried 1d 25 ri­ot shield Ar­mor-­Car­ried 2d 50 full height blast shield Ar­mor-­Car­ried 2d 15 P-staff

Ar­mor-Screen 4d 600 ful­l-­body force­field 0d vs burn and melee

  • de­fends vs burn dam­age

Notes:

Ther­mal undies may be worn with oth­er ar­mor. They don’t add pro­tec­tion but do pro­vide de­fense vs burn dam­age if the oth­er ar­mor does not.

Screens may be worn with and add to oth­er ar­mor. They are gen­er­al­ly on­ly avail­able to The Greys and Moy­an­s.

Pow­ered ar­mors have full sealed en­vi­ron­men­t, ra­di­a­tion shield­ing, EMP hard­en­ing, food, waste dis­pos­al to al­low char­ac­ter to op­er­ate in near­ly any en­vi­ron­ment from vac­u­um to deep in a gas gi­ant for up to 1 week. Char­ac­ters in pow­ered ar­mors gain +1 SZ, +2 ST, and DV 18”(­ful­l-spec­trum).

Pow­ered as­sault ar­mor pro­vides some sort(hy­draulic ram, vi­bro-chain­saw) of melee weapon with 4d rat­ing.

Char­ac­ters in pow­ered scout ar­mor may ex­pend an ac­tion to JUMP UP 6” or LEAP ACROSS 6”.

EQUIP­MEN­T:

10cr Comm de­vice - En­ables off map sup­port and re­cov­ery shut­tle to be called (both re­quire USE TECH ac­tion­s). Au­to­mat­i­cal­ly con­nects com­mu­ni­ca­tion of­fi­cers to­geth­er.

25cr Med-k­it - USE TECH 4d ac­tion to heal 2d6 hit points.

50cr Ful­l-spec­trum gog­gles - Pro­vides vi­sion in in­fra red and ul­tra­vi­o­let spec­trum, low­light am­pli­fi­ca­tion. Same ef­fect in­clud­ed in pow­ered ar­mors and ma­rine hel­met. 18” DV

1000cr APDE - Au­to­mat­ed point de­fense em­place­men­t. Once placed and ac­ti­vat­ed 4d USE TECH will at­tack with 8d any­thing that moves with­in 180deg arc and at less than 36” range. It will at­tack each tar­get once ev­ery CSG it moves. No lim­it to num­ber of at­tacks per round. 40 units of am­mo.

Mo­tion sen­sor - 1h Re­quires USE TECH ac­tion.

Life form sen­sor - 1h Re­quires USE TECH ac­tion. Adds 4d to de­tec­tion roll­s.

2x EMP hard­en­ing - in­creas­es cost of any equip­ment x2 pro­tects against EM­P. All weapons are au­to­mat­i­cal­ly hard­ened.

AMMO:

[De­sign Note: am­mo init­self is not so im­por­tant (it ain’t a lo­gis­tics game) but the ten­sion of hav­ing to reload with badies charg­ing fits the fla­vor i nice­ly)

E-beams and par­ti­cle weapons have un­lim­it­ed am­mo for the time pe­ri­ods of typ­i­cal bat­tles.

Blast weapons must track rounds seper­ate­ly.

Rock­et launch­ers come in 1 shot dis­pos­able 4 shot dis­pos­able and 1 shot reload­able. Std(4”­di­a) grenade launch­ers have 6rd drum­s. m-203 grenade launch­ers have 10rd­s.

[one idea] Oth­er weapons use an ‘am­mo’ die:

Des­ig­nate one die, or use ex­tra die. On roll of 1 am­mo out af­ter at­tack re­solves. Ex­pand to range 1 for each ad­di­tion­al spray fire tar­get. e.g. Sgt Splat de­cides to spray fire 3 Goonies on a am­mo die of 1-3 he will be out.

It takes 1 ac­tion to reload.

SPRAY FIRE:

Any ful­l-au­to weapon can ex­pend ex­tra am­mo to at­tack mul­ti­ple tar­get­s. All tar­gets must be at medi­um range or less, with­in a 90deg arc and with­in 12” of each oth­er. Spray fire counts as 1 ac­tion. For each tar­get ex­pend 1 am­mo and add 1d to your At­tack Ad­j.

Ex: Sgt Splat has At­tack Adj of 5 and wants to spray fire 3 bugs with his 5d chain­gun. Dur­ing this spray fire ac­tion his AA is 8, he di­vides this in­to 3,3,2. Which, with a chain­gun gives him at­tack rolls of 8,8,7. He ex­pends 3 am­mo.

GAME OVER MAN:

Any ful­l-au­to weapon can ex­pend all re­main­ing am­mo to at­tack ev­ery tar­get with­in short range and that en­ters short range with nor­mal (At­tack Adj + weapon rat­ing + Short range bonus) at­tack roll­s. This must be de­clared at the be­gin­ning of a turn at the same time run­ning away is. Af­ter ev­ery­one has has run away im­mea­di­ate­ly per­form at­tacks against en­e­my char­ac­ters with­in short range. Then through­out the turn any char­ac­ter that moves with­in short range is al­so at­tacked. It con­sumes the char­ac­ters full turn, no move­ment or oth­er ac­tions are per­mit­ted. All am­mo is ex­pend­ed even if no at­tack rolls are made. This is all am­mo the char­ac­ter has for that weapon. Af­ter GOM the weapon can’t be reload­ed dur­ing this ‘ses­sion’.

Ex: Sgt Splat is about to be swarmed by hivel­ings and like ev­ery de­cent ma­rine wants to leave this life with am­mo cas­es emp­ty. So he de­clares Game Over. With a chain­gun his At­tack Roll is 10d + 1d(­for short range) which he will roll against ev­ery hivel­ing with­in 6” be­fore the first CSG and ev­ery hivel­ing that moves in­to his short range. If a medic moved to with­in 6” of Sgt Splat they would suf­fer chain­gun fur­ry to the tune of 11d. On the oth­er hand if medic start­ed with­in 6” they would be safe, as­sum­ing they don’t leave and reen­ter Sgt Splat’s 6” short range.

BURST WEAPON­S:

[Op­tion 1] The play­er takes tar­get mark­er(s) and drops them >2 ft over tablei. Need a method to pe­nal­ize no LOS

[Op­tion 2] Burst (a­ka area of ef­fec­t) weapons are tar­get­ed at a point on the map not a spe­cif­ic oth­er unit. The nor­mal at­tack roll vs de­fense roll is not used. The fir­ing play­er places a tar­get mark­er on a spot and rolls to see if he achieves a di­rect hit at­tack roll vs range rol­l. If there’s not a di­rect hit roll for scat­ter. Wher­ev­er the burst ends up ev­ery unit in the area has chance of be­ing dam­aged.

Range roll:

short 2d med 4d long 8d

Modifiers:

+4d not in LOS

Scatter roll:

d6 di­rec­tion xd inch­es where x =

1 for 5 points di­rect hit missed by 1x short range 2x med range 3x long range

Damage roll:

de­fense is ar­mor + CN at­tack is burst round rat­ing

MON­STER­S:

BRU­TAL mon­sters that “work” EP­TU­SIS,

Hivers - like Alien movies

Hivelings: zergs of the Hivers, quick, stealthly, decent melee, acidic blood(burn damage)

WP 2 IN 1 NT 1 CR 1

ST 4 MV 8 CN 6 CB 8

LF 2 SZ 3 SP 6” DV 9”

Nat­u­ral At­tack & De­fense: cara­pace 4d* claws, bite, tail 4d

Spe­cial Abil­i­ty: Im­mune to Horor, Gore, Con­trol

+7d(8d to­tal) to spot warm blood­ed crea­tures

Swarm - De­clare, move and at­tack with a group of hivel­ings as one. Each one must at­tack and must at­tack the same tar­get. For each each Hivel­ing at­tack­ing same char­ac­ter be­yond the first they each get +1d at­tack. (e.g. 2 hivel­ings will hit & run Sgt splat 2 more move and melee him, they each get +3d to at­tack rol­l)

Queen big, strong, smart, Psi

Hivelings: zergs of the Hivers, quick, stealthly, decent melee, acidic blood(burn damage)

WP 6 IN 4 NT 1 CR 1

ST 8 MV 4 CN 2 CB 8

LF 8 SZ 6 SP 3” DV 9”

Nat­u­ral At­tack & De­fense: cara­pace 6d* bash 2d bite 4d

Spe­cial Abil­i­ty: Im­mune to Horor, Gore, Con­trol

Psi damp­ing field No Psi Tal­ent work with­in 24” of queen

Predators - like da movie

plen­ty of trick tech, de­cent abil­i­ties across the board.

SAM­PLE AD­VEN­TURE:

draft syn­op­sis:

Diplo­mats got in trou­ble in 1st con­tact sit­u­a­tion, marines sent in to sort things out. Bring out diplo’s alive, kill as few aliens as pos­si­ble, yeah right. Alien ship is in­fest­ed with hive alien­s, orig­i­nal crew long dead. Diplo’s all co­cooned and prob­a­bly to­tal right of­f. Play­er marines get swamped by hivel­ings, maybe a few fight back to the air­lock / as­sault shut­tle and blast off for trans­port frigate, maybe no hive’s are on the shut­tle with them.

teach au­to rules, prob­a­bly skip burst, skip most of Psi un­less play­er asks for it.

sam­ple chars (10) all have ma­rine ar­mor Lt Franks - hu­man team lead­er as­sault ri­fle, plas­ma grenades? Sgt Splat - Nex-6a chain gun Cp Joyez - Nex-6a hvy flamer Cp Boy­er - Nex-6a as­sault ri­fle, m-303 Priv Yoshi­ro - An­droid as­sault ri­fle, m-303 Sgt Wu - Nex-6a au­to-shot­gun Cp ‘Stripe’ - Do­gon hvy flamer Priv ‘Spot’ - Do­gon as­sault ri­fle, m-303 Priv Samuels - Nex-6c as­sault ri­fle, m-303 Adept Dark­star - Psi-­monk, P-staff