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Metroid Marines v2 Player’s Handbook and Game Master’s Guide
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  • Metroid Marines v2

    Player’s Handbook and Game Master’s Guide

  • Metroid Marines was created by Johnathan frey, also known as Obelion13 and StrongerPRIME, with help

    from his friends Joe and Nathan.

    As the Metroid universe is very reserved on its finer details, some freedom has been taken when

    designing the game with faithfulness to source material as the highest priority.

    Any comments or feedback can be left at obelion13.wordpress.com in the comments section or by adding

    obelion13 on Skype

  • Table of Contents Welcome to the Galactic Federation .......................................................................................................................................................... 1

    Marine Corps ................................................................................................................................................................................................ 1

    Basic Knowledge .......................................................................................................................................................................................... 2

    D# ........................................................................................................................................................................................................... 2

    Difficulty Check (DC) ............................................................................................................................................................................... 2

    Marine Rank, EXP, and Ranking Up ........................................................................................................................................................... 3

    Losing Your Rank / Freelance Work ........................................................................................................................................................ 3

    Rounds and the Passage of Time ............................................................................................................................................................ 3

    Advantage and Disadvantage ....................................................................................................................................................................... 4

    Marine Recruitment ..................................................................................................................................................................................... 5

    Determining Aptitudes............................................................................................................................................................................. 5

    Skill Training ............................................................................................................................................................................................ 6

    Vigor Related skills .................................................................................................................................................................................. 6

    Intellect Related Skills ............................................................................................................................................................................. 6

    Finesse Related Skills .............................................................................................................................................................................. 6

    Tech Related Skills .................................................................................................................................................................................. 7

    Resolve Related Skills ............................................................................................................................................................................. 7

    Performing Basic Actions ............................................................................................................................................................................ 7

    Vocations ...................................................................................................................................................................................................... 8

    Marine Trooper ....................................................................................................................................................................................... 9

    Demolition Trooper ................................................................................................................................................................................. 11

    Technician .............................................................................................................................................................................................. 13

    Field Medic .............................................................................................................................................................................................. 15

    Force Recon ........................................................................................................................................................................................... 17

    Traits ........................................................................................................................................................................................................... 19

    Positive Traits ....................................................................................................................................................................................... 20

    Neutral Traits ......................................................................................................................................................................................... 21

    Negative Traits ...................................................................................................................................................................................... 22

    Other Federation Marine Specifications ..................................................................................................................................................... 24

    Hit Points, Injuries, and Dying..................................................................................................................................................................... 25

  • Temporary Hit Points ............................................................................................................................................................................ 26

    Losing Consciousness ........................................................................................................................................................................... 26

    Equipment ................................................................................................................................................................................................... 27

    Dual Wielding / Switching Weapons ...................................................................................................................................................... 29

    Improvised Weaponry ........................................................................................................................................................................... 29

    Prototype Attachments and Special Equipment .................................................................................................................................... 29

    Field Training and Basic Maneuvers ........................................................................................................................................................... 30

    Combat ....................................................................................................................................................................................................... 38

    Initiating Combat ................................................................................................................................................................................... 38

    Actions .................................................................................................................................................................................................. 38

    Action Chain Resolution ......................................................................................................................................................................... 38

    Movement .............................................................................................................................................................................................. 39

    Marksmanship: Ranged Attacks ............................................................................................................................................................ 39

    Suppressive Fire ................................................................................................................................................................................... 39

    Aiming ................................................................................................................................................................................................... 40

    Reloading ............................................................................................................................................................................................... 40

    Close Quarters Combat: Melee Attacks ................................................................................................................................................. 40

    Melee Interception ................................................................................................................................................................................. 41

    Defensive Actions ................................................................................................................................................................................... 41

    Dropping Prone ...................................................................................................................................................................................... 41

    Taking Cover........................................................................................................................................................................................... 41

    Assist .................................................................................................................................................................................................... 42

    Using a Skill ........................................................................................................................................................................................... 42

    First Aid ................................................................................................................................................................................................. 42

    Restoring HP ......................................................................................................................................................................................... 42

    Combat Superiorities ................................................................................................................................................................................. 43

    Status Conditions ....................................................................................................................................................................................... 43

    Stress......................................................................................................................................................................................................... 46

    Vehicular Training and Space Combat........................................................................................................................................................ 49

    Zero-Gravity Combat for Infantry ......................................................................................................................................................... 49

    Ship Combat .......................................................................................................................................................................................... 49

    Missile Weapon Systems ....................................................................................................................................................................... 49

  • Federation Ship Classifications .................................................................................................................................................................. 50

    G.F.S. Stiletto-Class ............................................................................................................................................................................... 50

    G.F.S. Anhur-Class .................................................................................................................................................................................. 51

    G.F.S. Aries-Class .................................................................................................................................................................................. 52

    G.F.S. Griffin-Class ................................................................................................................................................................................ 53

    G.F.S. Olympus-Class ............................................................................................................................................................................. 54

    Dangers in the Field: Environmental Hazards ............................................................................................................................................. 55

    The Mysterious Phazon ............................................................................................................................................................................... 56

    Phazon Sickness .................................................................................................................................................................................... 56

    Mutation ................................................................................................................................................................................................ 56

    Madness ................................................................................................................................................................................................ 57

    Rejection ............................................................................................................................................................................................... 58

    Assimilation ........................................................................................................................................................................................... 58

    Phazon Enhancement Devices (PEDs) ................................................................................................................................................... 58

    Game Master's Guide: Building Creatures .................................................................................................................................................. 59

    Setting Creature Aptitudes ................................................................................................................................................................... 59

    Creature Attack Power and HP ............................................................................................................................................................. 60

    Creature Skill Training .......................................................................................................................................................................... 60

    Using Creature Abilities ......................................................................................................................................................................... 61

    Example Creatures ..................................................................................................................................................................................... 62

    Zoomer .................................................................................................................................................................................................. 62

    Desgeega ............................................................................................................................................................................................... 64

    Grenchler .............................................................................................................................................................................................. 66

    Space Pirate Trooper ............................................................................................................................................................................ 68

    Chozo Ghost .......................................................................................................................................................................................... 76

    Ridley /!\ .............................................................................................................................................................................................. 78

    Dark Samus /!\ ..................................................................................................................................................................................... 81

  • 1

    Welcome to the Galactic Federation

    Marine Corps

    Please do not be alarmed by my appearance. I assure you that I am not going to harm you. I am here to help you in your

    training.

    I am Aurora Unit 132, a biological supercomputer linked to a vast Federation network. Across the known universe we Aurora

    Units have been created to serve the Federation and their personnel.

    First we will brief you on the basics and determine your physical capabilities. After that, we will determine your specialized

    role and begin your field training. Good luck Marine. You are now a soldier-in-training for the Galactic Federation. We expect

    you to serve with pride and honor.

  • 2

    Basic Knowledge Before you begin your recruitment process, you must know of a few standard terms you will be hearing frequently during

    your time as a Marine.

    D# D# refers to a dice with a particular number of numbered sides to it. A D6 is a six-sided dice, which is the primary die used

    in Metroid Marines. The number of dice you roll at a time are determined by your Aptitudes, which are explain in the

    following chapter.

    If asked to roll a certain amount of dice, a number will precede the dice you are required to roll. For example rolling 3 dice

    would be listed as 3D6, and so on. It is advised to be in possession of at least a standard dice set to avoid being

    unprepared.

    Standard dice sets can be found easily online or at your local game store. A set of dice should cost you about $5 to $10 in

    the U.S., not including shipping if you’re buying online. If your local game store has a loose dice bin where they sell dice that

    have been separated from their matching sets for a few cents each, you may be able to assemble a dice set for even

    cheaper. If you cannot get a standard dice set for any reason, plenty of sites on the internet or apps on your respective

    smartphone’s app store offer free tabletop roleplaying dice services for you to utilize at will.

    Difficulty Check (DC) A Difficulty Check, or DC, is how difficult a task is to accomplish. Piloting a small aircraft through a training course is would

    have a lower DC than piloting the same aircraft through a stormy mountain range. Difficulty Checks are determined by the

    person running the game, known as the Game Master. The following table shows all DCs used in the game.

    Dice Roll Difficulty Check (DCs)

    Easy 5

    Average 10

    Hard 15

    Difficult 20

    Impossible 25

    Legendary 30

    When rolling your D6s, you can add Skill bonuses on if applicable to help. Skills and general rolling for actions will be

    covered in the next section. Note that actions that do not take a large degree of skill or are not likely to fail may not prompt

    a roll.

  • 3

    Marine Rank, EXP, and Ranking Up Your Marine Rank is your position in the Galactic Federation. New recruits start off as Rank 1 Privates. The following table

    shows every rank for the Galactic Federation Marine Corps:

    Galactic Federation Marine Corps Ranks

    1 Private 6 Captain

    2 Corporal 7 Major

    3 Sergeant 8 Colonel

    4 Warrant Officer 9 Brigadier General

    5 Lieutenant 10 General

    Moving up to a higher rank is called Ranking Up. You can Rank Up by collecting Experience Points, or EXP. EXP is gained by

    subduing hostiles, completing objectives, or can be received as a reward from the Game Master by rewarding good role

    play.

    The EXP threshold to rank up is (Your Rank's Level + 7). A Warrant Officer looking to rank up to Lieutenant would need 11

    EXP to rank up.

    Every time you Rank Up, you gain 1 Skill Training point you can freely assign. At certain Ranks, your Vocation might grant you

    more bonuses. Refer to the Vocations section to see what bonus you obtain.

    Remember to respect higher Ranks, Marine. Superiors deserve unwavering loyalty respect, and some will expect nothing

    less from you.

    Losing Your Rank / Freelance Work If circumstances come to you leaving the ranks of the Galactic Federation, you can still pursue freelance work with the use

    of a Bounty Hunter’s license. Bounty Hunter licenses take the place of your Marine Rank, instead become “Freelance

    License Class” of a similar rank. For instance, a Captain who leaves the Galactic Federation to pursue freelance work

    changes his Captain’s rank out for Freelance License Class 6. Current EXP and rank progression do not change but Galactic

    Federation benefits cease upon discharge. Talk to your commanding officer for details.

    Rounds and the Passage of Time When you hear the phrase "a round", it is referring to an increment of 5 seconds. Combat is divided into rounds, or a

    period of 5 seconds a unit can act within.

    Conversely, when encountering an amount of time not specified in rounds, divide that number by 5 to see how many rounds

    that would translate into combat.

    For example, someone taking 15 seconds to reprogram a terminal out of combat would take 3 of their rounds in combat,

    since 3 rounds is the same as 15 seconds.

  • 4

    Advantage and Disadvantage Advantage and Disadvantage is awarded by the Game Master for situational bonuses. For example, climbing a wall with a

    rope coming from the top of the wall might give you Advantage on the Climbing roll. Conversely, Climbing the wall with a

    broken leg might give you Disadvantage,

    When you have Advantage, you add 1D6 to the number of dice you are rolling. A Marine with a Finesse of 3 shooting a

    crippled target could gain Advantage, which would let them 4D6 instead of the usual 3D6. Skill bonuses are applied normally

    after rolling the dice.

    The same Marine shooting a target with a weapon they are not proficient in would give them Disadvantage, thus forcing

    them to roll 2D6 instead of their normal 3D6.

    A unit cannot gain Advantage or Disadvantage more than once on a roll even if multiple sources grant Advantage or

    Disadvantage. With this in mind, it may be better for you and your allies to set up your methods of gaining Advantage to

    occur in succession instead of all at once so more people can gain the bonus from Advantage over a wider time frame.

    Conversely, having multiple sources of Advantage stacking all at once may be better for your squad’s needs depending on

    your target and your objective, so utilize your comm devices and coordinate your efforts.

    In essence, interacting with your environment to gain Advantage can help you and your squad achieve things they may not

    be normally be able to do, so keep an eye on your surroundings, analyze your targets, and coordinate with your allies for

    maximum efficiency.

  • 5

    Marine Recruitment Making a new Marine is referred to as recruitment. The standard process for training a Federation Marine during

    recruitment is as follows:

    Determining Aptitudes

    Skill Training and Performing Basics Actions

    Selecting a Vocation

    Selecting your Equipment

    Field Training

    Determining Aptitudes Every Marine is different in some way due to basic physiology and variations in genetic coding. We determine your

    capabilities and classify them into 5 categories, or Aptitudes:

    Vigor, Intellect, Finesse, Tech, and Resolve

    Each Aptitude also has 4 skills associated with an Aptitude that can affect your efficacy at a particular task.

    Vigor is your physical strength and resilience.

    Intellect is your general acuity and deductive reasoning.

    Finesse is your dexterity, both mental and physical

    Tech is your familiarity with technology, vehicles, and Explosives

    Resolve is your mental fortitude and worldly affinity

    To determine your Aptitudes, distribute points to all 5 Aptitudes from a pool of 14 points. The maximum an Aptitude can

    be is 5, but be careful about setting your other Aptitudes to a low value.

  • 6

    Skill Training While your Aptitudes are important, Skill training can provide much needed bonuses to succeed in harder tasks.

    Each Aptitude has four skills related to it, and when making a roll, you can use your Skill bonus if applicable on top of your

    normal Aptitude roll.

    Upon recruitment, every Marine receives 3 Skill Training Points they can distribute freely amongst their skills. Skill

    Training bonuses cannot be higher than a Marine's rank unless boosted over the maximum by a Vocation's skill bonuses.

    You also gain 1 Skill Training Point upon reaching Rank 2, 4, 6, 8, and 10.

    The skills, their purpose, and their related Aptitude are as follows.

    Vigor Related skills Close Combat - Your melee fighting abilities

    Endurance - Your ability to resist outside forces and attacks

    Athletics - Your ability to climb, jump, lift, and swim

    Reflex - Your quickness to react to a situation and avoid harm

    Intellect Related Skills Identification - Your ability to recall and identify

    Assessment - Your deductive mind and judgment skills

    First Aid - Your medical knowledge and ability to treat wounds on the field

    Coercion - Your talent for persuasion and deception

    Finesse Related Skills Stealth - Your ability to operate silently and move unseen

    Marksmanship - Your ability to use Firearms

    Evasion - Your ability to avoid harm in melee or ranged combat

    Perception - Your general sensory awareness

  • 7

    Tech Related Skills Piloting - Your skill in piloting vehicles in harsh situations

    Explosives - Your knowledge of explosive ordnances

    Operating - Your ability to operate machinery and utilize terminals

    Repairing - Your ability to repair technology and machinery

    Resolve Related Skills Morale – Your ability to persevere through hardships and stay in high spirits

    Intuition – Your instinct based on a lack of conscious reasoning

    Sensitivity – Your receptiveness to supernatural phenomenon

    Luck – Your supernatural affinity in having things go your way

    Performing Basic Actions When rolling to make an action, you roll your Aptitude dice and add the relevant Skill bonus onto the result. Only one Skill

    bonus may be used per task unless the Game Master says otherwise.

    For example, a Marine is climbing a wall. that Marine's Vigor aptitude is 3 and their Athletics is a +2, so they would roll 3D6,

    add +2 to the result, and tell their result to the Game Master, who compares it to the set DC to see if the action was

    successful or not.

    The Marine rolls their 3D6 and gets a 9, then adds their +2 bonus for a total of 11. The DC for this task was 10, so the Marine

    successfully climbs the wall.

    These actions may be presented in the form of the skill's name instead of the Aptitude and the skill's name but serve the

    same basic function.

    Going back to the previous example, the phrases "Make a Vigor roll with your Climbing bonus" and "Make a Climbing check"

    are the equivalent in terms of what is being asked of you.

  • 8

    Vocations

    Not every Marine is cut out to do everything we expect of you. That's why we sort Marines into Vocations, or specialized

    roles, to maximize their talents. There are four basic Vocations to choose from and each one will be detailed in the next

    section.

  • 9

    Marine Trooper

    You are the backbone of the Galactic Federation forces. Durability and reliability are your strong points. While not as

    trained or as specialized as other roles, you possess the ability to protect those weaker than you and be the last one

    standing.

    Favored Aptitudes:

    Vigor > Finesse > Resolve > Tech > Intellect

    Proficiencies:

    Heavy Power Suits, Assault Weapons, Heavy Weapons, Secondary Weapons

    Skill Bonuses:

    +2 Endurance, +1 Morale

  • 10

    Rank 1 Active Ability - Inspiration

    Inspiration can be used to grant a +1 bonus to a squad

    member's specified skill roll out of combat. In combat,

    you shout an inspirational phrase or message grants +1

    damage and +1 damage reduction to all allies that can

    hear you for one minute. The speech given must be

    spoken in character to the best of your ability.

    Inspiration can be used 3 times a day

    Rank 4 Passive Ability - Close Combat

    Training

    You gain a +1 to your Close Combat, Athletics, and

    Evasion skills. Additionally, if an enemy is within melee

    range, you may shove them out of melee range and make

    a ranged or melee attack in any order as a single action.

    The shove will not work against targets of a larger size

    and uses a separate Athletics check as a normal shove

    attempt.

    Rank 7 Active Ability - Shield

    Overcharge

    Gain temporary hit points equal to your Marine rank and

    roll 2D6. On a result of 2 or 3 you instead gain no

    temporary HP and consume two uses of this ability

    instead of one as your shields violently overload. Any

    remaining temporary HP disappears at the end of

    combat. While overcharged, when you take melee

    damage, the attacker takes 1 damage to the hit location

    used in the attack. You can overcharge a number of

    times equal to your Soldier Rank divided by three

    (rounded down). The 2D6 roll rolled at the time of

    activation receives a -1 penalty for each attempt at

    overcharging after the first.

    Rank 10 Passive Ability - Warlord

    Special nanites are injected into your blood stream that

    reinforce and repair bodily damage slowly over time.

    Your HP regenerates at a rate of 2 points per 12 hours.

    Additionally, you may wield two handed Heavy weapons in

    one hand with no penalties and can receive 4 Death

    Strikes instead of 3 before dying.

  • 11

    Demolition Trooper

    Your enemies hide in caves and construct massive formations of steel and stone. Large warship engines whir to life, ready

    to destroy what we have sworn to protect. You are a Demolition Trooper, and by your command, the steel and stone

    crumble. The warships burn and crash, and your enemies flee in terror. People know when the Demo Troopers arrive.

    Favored Aptitudes:

    Intellect > Tech > Resolve> Finesse > Vigor

    Proficiencies:

    Medium Power Suits, Assault Weapons, Explosive Ordnance, Secondary Weapons

    Skill Bonuses:

    +2 Explosives, +1 Intuition

  • 12

    Rank 1 Active Ability - Controlled

    Demotion

    When using a Det Pack, you can make a DC10 Explosives

    check to angle the blast of the explosion in the direction

    you choose. Using angled blasts on a structure will let

    you manipulate where the structure fails and where it

    collapses. This can also be used to detonate Det Packs

    next to targets the Trooper wishes not to harm as the

    angled blast redirects all destructive force in the

    direction they choose. When using larger explosions, this

    DC increases by 5 as determined by the Game Master.

    Rank 4 Passive Ability - Advanced

    Demolitions Training

    You gain a +1 to your Repairing, Identification, and

    Assessment skills.

    Rank 7 Active Ability - Request

    Artillery

    You contact either a land based artillery station or an

    artillery satellite in low orbit to bombard the targeted

    location. A heavy weapons craft of some kind can be

    substituted if one is present. Using your scanner, you

    analyze the target's structural integrity and must

    succeed on a DC15 Assessment or Explosives check to

    properly ascertain if the bombardment would be worth

    undertaking. Role playing the request is highly

    encouraged and specifics can be requested at this time.

    On a failure, the bombardment is deemed inappropriate

    and your request is denied.

    After submitting the coordinates for bombing, there is a

    5 minute waiting time before the ordnances are

    delivered to the targeted coordinates. You can only call

    in one bombardment a day and only if there is a station

    or craft available to fulfill your request.

    Rank 10 Passive Ability -Destroyer

    The number of times you can call in Artillery is increased

    by 2. Additionally, you take 1/4 damage rounded down

    from all explosions and automatically succeed on

    Controlled Demolitions with a DC of 15 or lower. Finally,

    you may now throw Det Packs up to 20ft after preparing

    them for manual detonation. Preparing and throwing Det

    Packs are a single action and benefit from the Controlled

    Demolitions ability.

  • 13

    Technician

    You are skilled in all forms of Technology and are second to none in Piloting skills. The most sound cyber security systems

    fall to your technological prowess and bend to your programmed whim.

    Favored Aptitudes:

    Tech > Intellect > Resolve > Vigor > Finesse

    Proficiencies:

    Light Power Suits, Assault Weapons, Comm links, Secondary Weapons

    Skill Bonuses:

    +2 Operating, +1 Luck

  • 14

    Rank 1 Active Ability - Override

    You use your Commlink to override the functions of the

    targeted electronics and gain control over it, such as a

    camera or turret terminal or the controls of a massive

    crane. You must first succeed on breaking into the

    devices security by succeeded on a DC set by the Game

    Master. After that, (the DC of the device) seconds must

    be spent reprogramming the device (Ex a DC15 device

    takes 20 seconds to completely reprogram). The device

    may be stepped away from during the Override unless

    circumstances dictate that the device may reset itself if

    stepped away from for more than one turn.

    This ability has no usage limit, but each successive use

    adds one turn to the time it takes to reprogram the

    same device. This penalty disappears the next day.

    Devices that do not possess advanced security protocols

    do not bestow this penalty.

    Rank 4 Passive Ability - Adv.

    Mechanical Training

    You gain a +1 to your Piloting, Repairing, and

    Identification skills.

    Rank 7 Active Ability - Datalink

    Your suit's communications and scanning devices are

    linked to the nearest orbital satellite database via an

    extra powerful transmitter attached to your suit. By

    activating the transmitter, you can grant yourself a +4

    bonus to your Identification, Piloting, Perception,

    Assessment, and Operating skills. This bonus lasts for 1

    minute and can be used a number of times a day equal to

    your Soldier Rank divided by three (rounded down). This

    ability does not work if harsh atmospheric conditions

    prevent contact with the satellite or there is no satellite

    to link with. The Datalink also fails if the signal cannot

    reach the satellite, such as being many miles

    underground, a special material blocks communications,

    or an Electromagnetic Pulse (EMP) interferes with your

    suit functions.

    Rank 10 Passive Ability -

    Techromancer

    Your technological skill is supplemented by extremely

    advanced peripherals attached to your suit and your

    Comm Link. Your Override time is lowered by 10 seconds

    and you automatically succeed on hacking attempts of

    DC15 or lower. Your Datalink ability can be used infinitely

    as long as conditions allow. Terminals and ship systems

    (excluding engines) that are not completely destroyed

    may be accessed and used by you even if a power

    source does not exist by utilizing your suit’s internal

    power source.

  • 15

    Field Medic

    There are a lot of ways to kill a man. Shoot him, burn him, cut him up, blow him to pieces. Your job is to make sure these

    shot and broken men return home alive to their families to some extent, preferably alive. What a shame that you have to

    work out in the field instead of a nice hospital. Maybe next time, Marine.

    Favored Aptitudes:

    Intellect > Vigor > Resolve > Finesse > Tech

    Proficiencies:

    Medium Power Armor, Medical Launchers, Secondary Weapons

    Skill Bonuses:

    +2 First Aid, +1 Morale

  • 16

    Rank 1 Active Ability - Shield

    Fortification Aura

    The two large dynamos on the back of your Power Suit

    emit a field of electrical energy that overcharges

    shields. When activated, all friendly units within 30ft

    including yourself gain 2 Temporary Hit Points to five hit

    locations. These Temporary Hit Points last for 1 minute.

    You can use this ability 2 times a day.

    Rank 4 Passive Ability - Advanced

    Med. Training

    You gain a +1 to your Endurance, Operating, and

    Assessment skills.

    Rank 7 Active Ability - Force Shield

    The generator on your arm emits a powerful shield for 2

    turns. This shield passively grants 3 Damage Reduction

    to 5 hit locations on your body. You can use this ability

    three times a day at Rank 7 and four times at Rank 9.

    Rank 10 Passive Ability - Cheat the

    Reaper

    If you make a DC25 First Aid check on a target that has

    been deceased for less than 1 minute, you revive the

    target. The revived target is stabilized but unconscious.

    Additionally, you can now wield Medical Launchers in one

    hand without penalties.

  • 17

    Force Recon

    As Force Recon, your job is to be unseen. Get in, do your job, get out. Fighting is not your preferred methodology. You'd

    rather leave the battlefield glory to the Marines and get the job done. A silent hand from the shadows is one of the deadliest

    things on the battlefield, and unfortunately for your enemies, you're very good at what you do.

    Favored Aptitudes:

    Finesse > Vigor > Resolve > Tech > Intellect

    Proficiencies:

    Light Power Suits, Assault Weapons , Long Range Weapons , Secondary Weapons

    Skill Bonuses:

    +2 Athletics, +1 Intuition

  • 18

    Rank 1 Active Ability - Cloaking

    You activate your power suit's personal cloaking field,

    which bends light around you to render you invisible in a

    chameleon-like state. You can stay cloaked for (5 + (5 x

    Soldier Rank)) seconds. While cloaked, you gain the

    Invisible condition. You still produce noise, but gain a +2

    bonus to Stealth rolls when stationary and a +1 to Stealth

    rolls when moving. Your cloaking is automatically

    deactivated when you're knocked unconscious or an

    effect forces the Scrambled condition on to you.

    Rank 4 Passive Ability -

    Reconnaissance Training

    You gain a +1 bonus to your Stealth, Reflex, and

    Perception skills.

    Rank 7 Active Ability - Physical

    Augmentation Cocktail

    Your power suit injects you with a potent mixture of

    steroids and adrenaline to temporarily increase your

    physical prowess. When activated, you gain 10ft to your

    movement speed, a +2 bonus to Vigor and Finesse rolls,

    and an extra Reaction Point in combat. These bonuses

    last for 15 seconds but do not end at that time.

    If you wish to continue to use these bonuses by injecting

    more cocktail, roll a D6 every 5 seconds. On a 3-6, the

    bonuses continue and can be canceled safely at any

    time, but on a roll of 1 or 2, the bonuses end forcibly and

    you take a -1 to your Vigor, Intellect, and Finesse rolls for

    every 5 seconds you went over your time limit. These

    penalties last until you rest for two hours or receive a

    DC15 First Aid check (only once per day).

    If the penalty is more than your Vigor, Intellect, or

    Finesse Aptitudes, you fall unconscious and make Death

    Strike rolls as normal, having received a potentially

    lethal dosage of PAC. Your PAC is refilled at ammo

    stations.

    Rank 10 Passive Ability - LANCE

    System (Local Area Noise

    Cancellation Enhancement)

    You do not produce noise unless you wish it. Objects you

    interact with within your reach do not product noise as

    well.

  • 19

    Traits It is said that one’s past can shape a person’s future, and how a person reacts to incoming stimuli can mostly be based on

    their past experiences. Marines are not simply just generic battlefield soldiers created in a test facility; in fact, the

    Federation relies on a Marine’s personal strengths and experiences to complete their missions with efficiency and make up

    for teammate’s shortcomings.

    Upon Recruitment, every Marine selects 3 traits, or aspects of their personality that are the strongest. Each Trait grants

    the Marine a bonus or a penalty depending on if it is a Positive or Negative Trait. Each Marine may only select a single

    Trait of each category of Positive, Neutral, and Negative. A Marine may also not select two Traits belonging to the

    same axis or numbered row on the table.

    Marine Personality Trait Table

    Axis Number Positive Neutral Negative

    1 Cooperative Independent

    2 Educated Ignorant

    3 Athletic Slothful

    4 Charismatic Reserved Abrasive

    5 Optimistic Pessimistic

    6 Peaceful Unaggressive Aggressive

    7 Selfless Ambitious Greedy

    8 Brave Cowardly

    9 Honest Opportunistic Deceitful

    10 Analytic Indecisive Impulsive

    11 Honorable Crooked

    12 Open-Minded Apathetic Bigoted

  • 20

    Positive Traits

    Analytic

    You are adept at noticing small details. If you make an

    Assessment or Intuition check and succeed the DC by 5

    or more, you may immediately ask another question. The

    Game Master informs you of the predicted outcome to

    both questions.

    Athletic

    You have honed your body to perfection and become

    extremely resilient. You have Advantage on all Vigor rolls

    made to navigate environments, resist negative

    environmental effects, and resist fatigue.

    Brave

    You show courage in the most desperate times.

    Suppressive Fire and Melee Interception rolls against

    you have Disadvantage. Additionally, if you fail a Morale

    check to resist any level of Stress, the negative effects

    may be postponed until you are not in danger.

    Charismatic

    Your natural charm makes you very personable. Your

    Coercion rolls against non-hostile creatures have

    Advantage. Non-hostile creatures are more willing to

    socialize with you and may impart hidden information to

    you if coerced. Incompatible with Reserved and Abrasive.

    Cooperative

    You readily depend on and contribute to your allies.

    When using the Assist action, the assisted ally may reroll

    the 1D6 granted to them by your Assist and use the

    higher result.

    Educated

    You excel in your chosen field of studies. Pick two fields

    of academic focus (Alien Flora, Subterranean Fauna,

    Architecture, Psychology, and such). You have Advantage

    on rolls relating to your chosen fields of study.

    Honest

    You’re an open book that can’t hide a secret. You have

    Advantage on Coercion rolls to convince but

    Disadvantage on Coercion rolls to deceive. Incompatible

    with Opportunistic and Deceitful.

    Honorable

    You follow a code of conduct like a knight of old. You

    must adhere to the following tenets of your code.

    If you are adjacent to an ally who is the target

    of an attack, you may use your Reaction Point

    to interpose yourself between your ally and

    their aggressor and redirect the attack roll

    towards yourself. If the ally is Injured or

    disabled in some way, this is not optional.

    You are incapable of attacking an enemy that is

    not already engaged or focused at you or one

    unaware of your presence.

    If someone extends a plea for help, you must

    assist them to the best of your abilities.

    As long as you follow each tenet, you gain +1 DR to all

    locations and have Advantage on Endurance, Morale, and

    Death Strike rolls. Breaking your code of conduct

    negates these bonuses until you redeem yourself in

    some fashion determined by the Game Master.

  • 21

    Open-Minded

    You are very receptive to external stimuli and new ideas.

    Foreign organizations or alien cultures are much more

    likely to welcome you into their societies and extend

    offers of supplies and assistance as long as they are not

    hostile. Hostile cultures or organizations will not extend

    these offers but are much less likely to deny you entry,

    antagonize you, or show signs of aggression.

    Additionally, upon gaining a Skill Point, if you spend it on

    a Skill that has not received a Skill Point bonus, it gains

    +2 points instead of the normal +1 point. Incompatible

    with Apathetic and Bigoted.

    Optimistic

    You are a ray of sunshine on a cloudy day. Allies in your

    area may add your Morale Skill Bonus to their Morale

    Rolls. If you are killed in the line of duty, however, all

    allies instead receive a penalty to their Morale equal to

    your Morale Skill Bonus until the current mission is

    completed and a funeral is conducted.

    Peaceful

    Time seems to slow and noises become quieter in your

    presence. You and your nearby allies have Advantage on

    Morale rolls made to resist Stress. Additionally, your

    peaceful nature inhibits your combat reactions. Your

    first roll in combat has Disadvantage. Finally, you have

    Advantage on Coercion rolls targeted at non-hostile

    wildlife and non-intelligent creatures. Incompatible with

    Unaggressive and Aggressive.

    Selfless

    You are willing to sacrifice anything to keep your allies

    safe. If you are adjacent to an ally who is the target of an

    attack, you may use your Reaction Point to interpose

    yourself between your ally and their aggressor and

    redirect the attack roll towards yourself. Additionally, if

    an ally within 15ft is inside of an area of effect and you

    are not, you may use your Reaction Point to swap places

    with them. This can be used after they roll to resist the

    area of effect but before the action is resolved. The roll

    you now make to resist being inside of the area of effect

    has Disadvantage. Incompatible with Ambitious and

    Greedy.

    Neutral Traits

    Ambitious

    You show a desire to succeed at whatever you set your

    mind to. Incompatible with Selfless and Greedy.

    Apathetic

    You have a varying interest in events currently unfolding

    but usually show no noticeable interest in things.

    Incompatible with Open-Minded and Bigoted.

    Indecisive

    You tend to leave things unsettled through a mixture of

    overthinking and thinking too little. Incompatible with

    Analytic and Impulsive.

    Opportunistic

    You tend to exploit chances offered by circumstance.

    Whether it is morally wrong or right is a separate issue

    to you. Incompatible with Honest and Deceitful.

    Reserved

    You are slow to reveal your emotions or opinions to

    others. Incompatible with Charismatic and Abrasive.

  • 22

    Unaggressive

    You tend to not retaliate or antagonize without

    provocation. Incompatible with Peaceful and Aggressive.

    Negative Traits

    Abrasive

    You tend to make a bad impression on people. Your first

    roll to interact with someone in a non-combat situation

    has Disadvantage. Additionally, non-hostile creatures are

    less likely to offer assistance and hostile creatures are

    much more likely to act aggressive to you. Incompatible

    with Charismatic and Reserved.

    Aggressive

    You are more likely to shoot first and ask questions

    later. You gain Advantage on your first roll against each

    target in combat if you are the one to initiate or instigate

    combat. Additionally, any roll made to resist being

    goaded or tempted into fight has Disadvantage. Your

    hot-headed nature may lead to the development of a bad

    reputation with friendly organizations.

    Bigoted

    You hold your own personal beliefs up as superior and

    have little to no tolerance of those who think differently.

    Foreign organizations or alien cultures are much less

    likely to welcome you into their societies and extend

    offers of supplies and assistance as long as they are not

    hostile. Hostile cultures or organizations will not extend

    these offers and are much more likely to deny you entry,

    antagonize you, or show signs of aggression. Finally,

    when you use the Assist action in combat and a unit uses

    the Advantage granted by your action, you may add the

    result of their Advantage die to your next roll if they

    succeed. This “borrowed” Advantage die result stacks

    with normal Advantage. Incompatible with Open-Minded

    and Apathetic.

    Cowardly

    You are weak willed, being the last to enter combat and

    the first to leave. Suppressive Fire and Melee

    Interception rolls against you have Advantage.

    Additionally, if you take damage, you may move an

    additional 15ft the next time you move. This extra

    movement cannot be used to move closer to the source

    of the triggering damage and expires at the end of your

    next turn.

    Crooked

    You are dishonest and fraudulent. If an allied unit is

    adjacent to you and you subject to an attack, you may

    use your Reaction Point to maneuver behind them and

    interpose them between you and your aggressor. The

    attack’s intended target changes to the ally you chose. If

    you are Injured or disabled in some way but still able to

    move, this swap is not optional.

    Deceitful

    You have Advantage on Coercion rolls made to deceive

    non-hostile and friendly units. Additionally, when you

    attack a non-hostile friendly unit and successfully hit,

    you may add an additional 1D6 to your damage roll as you

    take advantage of their trust. Your distasteful practices

    may lead to the development of a bad reputation with

    friendly organizations.

  • 23

    Greedy

    You harbor an intense desire for wealth and power.

    When you gather objects or samples, you always gain the

    most possible. If you are located near an ally that

    possesses an item you need to utilize, such as a Stim

    Pack if you are Injured, you are forced to move to them

    and take the item from them, using it at the first

    opportunity you can.

    Ignorant

    You lack general knowledge or education. You

    automatically fail all Assessment checks of unknown

    flora and fauna and have Disadvantage on all

    Identification rolls.

    Lone Wolf.

    You are hesitant to work with others, preferring to work

    alone. You many never benefit from an ally’s Assist

    action, gain Advantage from an ally’s direct actions, or

    benefit from another Marine’s Inspiration ability.

    Impulsive

    You are quick to act without thinking. You have

    Disadvantage on Assessment, Intuition, and Identification

    rolls. Failing any of those rolls forces you to take

    immediate action in some fashion, usually direct

    interaction.

    Pessimistic

    Your mind is quick to jump to depressing thoughts. All of

    your allies take a penalty to their Morale rolls equal to

    your Resolve Aptitude.

    Slothful

    Your laziness has left your body in poor condition. Your

    Speed is reduced by 5ft. Additionally, you have

    Disadvantage on your Initiative, Reflex, and Endurance

    rolls.

  • 24

    Other Federation Marine Specifications This section lists the basic loadout of a Federation Trooper.

    Foot Speed: 30ft

    Unarmed Strike Damage: Varies by your Vigor Aptitude

    Unarmed Strike Damage Chart

    Vigor Aptitude Unarmed Strike Damage

    1-2 1D4

    3-4 1D6

    5 1D8

    Universal Power Suit Features:

    Live Feed Heads Up Display

    Basic Indefinite Life Support functional in a temperature range of -100°C to 400°C

    If your suit's life-support somehow fails, you must succeed on an Endurance check with a DC equal to (10 – Your

    Vigor) to hold your breath. This DC rises by +1 after each success.

    Basic Modularity with Galactic Federation technology

    Communications Device - Range: 528 ft (1/10th mile)

    Can be boosted by external radio stations of radio wave amplifiers

    Scanning Device

    Linked to installed Federation database

    Can upload previously scanned data or download data packages at data collection terminals

    Scanning ranges

    Basic Identification - 50ft

    Detailed Analysis -10ft

  • 25

    Hit Points, Injuries, and Dying Every Trooper has a Hit Point total for each separate body part. When a body part loses all of its Hit Points, it becomes

    unusable until treated with the First Aid skill or it regains Hit Points in other ways, like after resting or treated with a

    Medical Launcher. The Hit Point total for each of a Marine’s body parts is found in the chart below. A Marine’s Vigor is

    added to all Hit Locations, making high Vigor Marines tougher to take down than low Vigor Marines.

    If a Marine is targeted by an attack and the attacker is not able to choose a location to target, a d20 is rolled to select a

    location at random. The corresponding d20 results are listed alongside each body part and their individual HP values in the

    following table.

    Hit Points By Location

    D20 Target Roll Body Part Hit Points

    1-3 Right Leg 2

    4-6 Left Leg 2

    7-9 Abdomen 3

    10-12 Chest 4

    13-15 Right Arm 1

    16-18 Left Arm 1

    19-20 Head 2

    When a Marine takes damage, the damage they receive to their body part is reduced by an amount determined by their

    Power Suit Damage Reduction. The remaining damage, if any, is then dealt as damage to a body part’s HP.

    If a limb is reduced to 0 HP, it is unusable and gains the Injured condition. If the Abdomen, Chest, or Head are reduced to 0

    HP, the Marine must succeed on an Endurance check with a DC equal to (10 + Damage Taken). On a failure, the Marine loses

    consciousness and must make Death Strike rolls as described below. On a success, the Marine barely endures the attack

    but remains conscious. The next time the Marine is hit in any location, he must make another Endurance check. If struck in

    any of the Abdomen, Chest, or Head locations, the Endurance check is made with Disadvantage.

    If a location takes more than its maximum HP in damage (after damage reduction), or is reduced to a negative value equal

    to ½ of the hit location’s maximum HP, the location receives a massive wound. A massive wound is a grisly sight, being

    injuries like a horrible maiming or brutal amputations.

    If a limb hit location receives a massive wound, the limb is either amputated or damaged beyond use. If not treated within 5

    minutes with a DC15 First Aid check, the unit will succumb to their injuries and die, either from blood loss or shock.

    If the Chest or Abdomen hit locations receives a massive wound, the unit must succeed on a DC15 Endurance check or die

    instantly from their injury. A successful Endurance roll will knock the target unconscious, where they must begin to roll

    Death Strike rolls as normal detailed in the following “Losing Consciousness” section.

  • 26

    If the Head location receives a massive wound, the unit regrettably dies instantly. Note that for creatures whose brains are

    not located in their head, this rule then applies to the body part where the brain is located.

    The First Aid skill can be used once a day to restore 1d4 HP to a single hit location with a DC10 First Aid check. This skill

    cannot heal massive wounds, such as a missing limb, but can be used to make a splint for a broken leg or to seal a large

    wound, preventing a unit from dying from shock or blood loss with a DC15 First Aid check.

    Temporary Hit Points Temporary Hit Points may be granted by special items or vocational abilities. When an effect specifies gaining temporary

    HP, each hit location (unless specified) gains the listed number of temporary Hit Points. When a Marine would take damage

    from an attack or hazard, damage is first reduced by a Marine’s Damage Reduction, and then dealt to a location’s

    temporary HP. When a temporary HP pool is reduced to 0, the remaining damage is transferred to a Marine’s regular

    location HP.

    Losing Consciousness On your next turn after falling unconscious, you must succeed on a DC10 Endurance roll to stay stable. On a success, you

    stay stable until your next turn, where you must make another Endurance roll to stay stable. Three successful Endurance

    rolls in a row stabilizes you immediately, but does not allow you to become conscious. This also will not succeed if your

    injury is too severe, such as a direct concussive blast to your suit, rendering you without legs.

    If you receive a DC10 First Aid check, you stabilize without having to roll more stabilization rolls unless you receive another

    injury, in which you receive a Death Strike and must make stabilization rolls on your next turn. Unless the location has

    received a massive wound on the head, abdomen, or chest, you regain consciousness after three successful rolls.

    If you fail an Endurance roll, you mark off a Death Strike. When you accumulate 3 Death Strikes, you die. Your Death Strikes

    reset back to 0 upon a short rest. Receiving more than 5 Death Strikes in a single day will render you with the Exhausted

    condition, in which your commanding officer may elect to have your character to rest for the remainder of the session in a

    Federation medical facility.

    As a Federation Trooper, dying is strictly prohibited if not in your mission plan, so please avoid dying as often as possible.

  • 27

    Equipment The Galactic Federation uses a plethora of tools to help keep peace in the universe. As a Federation Trooper, your main

    tools will be firearms. The following section details the different types of firearms and specialized tools you will be using in

    the length of your career.

    As part of Recruitment, each Trooper starts off with one piece of equipment for every proficiency they possess. They also

    receive 2 Stim Packs at the start of every mission.

    Each piece of equipment also comes with 3 energy-based ammo clips. Rather than have dedicated ammo clips, clips are

    semi-universal, being interchangeable with weapons of a similar type, so a clip can be used to reload either an Assault Rifle

    or an Energy Shotgun (both Assault types) but not a Missile Launcher (Heavy type).

    Clips and ammo can be restored at charging terminals found in most outposts. Enemy ammo terminals can be used, but be

    careful about using them; they may be guarded by hostiles.

    Using a piece of equipment you are not proficient in gives you Disadvantage, which is detailed in the next section.

    Additionally, unless stated to be a one-handed weapon, all equipment must be used with two hands.

    Galactic Federation Standard Trooper Power Suits

    Type Damage Reduction Per

    Location

    Details

    Light Power Suit 1 -

    Medium Power Suit 2 -

    Heavy Power Suit 3 Speed -5ft

    Galactic Federation Standard Trooper Weaponry

    Name Type Range Clip Damage Die/Properties

    Assault Rifle Assault

    Beam

    80ft 6 1D8

    Gauss Rifle Assault

    Beam

    50ft 3 1D10 / DC10 Endurance check or Sunder hit location

    Energy Shotgun Assault

    Beam

    45ft 4 2D4 to primary hit location, Half damage to 2 adjacent

    hit locations

    Minigun Heavy Beam 30ft 3 2D6/Two Handed/Disadvantage on Marksmanship roll

    Missile Launcher Heavy

    Explosive

    60ft 2 2D6 to 4 hit locations/Reloads one missile at a time/

    targets within 5ft of blast take 1D6 damage to one

    hit location

  • 28

    Galactic Federation Standard Trooper Weaponry

    Name Type Range Clip Damage Die/Properties

    Flamethrower Heavy Beam 30ft/15ft cone 4 1D6 to primary location, then 1D6 burn damage for

    3 turns after the initial burn/Two Handed

    Det Pack Explosive 20ft radial

    explosion

    1 6D6 to primary hit location, 4D6 to 4 adjacent hit

    locations and all units within 30ft of blast origin /Must be set and activated in melee range/ explosion

    triggered from up to 200ft away via remote detonator /Consumed upon use

    Anti-Personnel

    Land Mines

    Explosive 20ft radial

    explosion

    1 4D6 to 4 lower hit locations on infantry/1D6 to

    vehicles and heavily armored targets upon

    contact/Consumed upon use

    Armor Piercing

    Land Mines

    Explosive 20ft radial

    explosion

    1 4D6 to 4 lower hit locations on vehicles and heavily

    armored targets/1D6 to infantry upon

    contact/Consumed upon use

    Sniper Long Range

    Beam

    125ft 4 1D10/Reload between shots (1 action)/ineffective at

    a range of 50ft or lower/Two Handed

    Rail Gun Long Range

    Beam

    200ft 4 1D8/Reload between shots (1 action)/ineffective at

    a range of 50ft or lower/ Two Handed

    Handgun Secondary

    Beam

    80ft 8 1D6 / One-Handed

    Large Handgun Secondary

    Beam

    60ft 6 1D8 / One-Handed

    Combat Knife Secondary Melee - 1D8 / One-Handed

    Grenade Secondary

    Explosive

    30ft 1 2D6 to three hit locations on all creatures within

    20ft/DC15 Reflex can return grenade/ Consumed

    upon use

    Flash Grenade Secondary 30ft 1 Blinds all targets who can see within 15ft of detonation points for 2 rounds/Consumed on upon use

    Galactic Federation Specialist Weaponry and Tools

    Name Type Clip Properties

    Comm Link Comm Link - Allows Technicians to use Override / One-Handed

    Medical Launcher Medical Launcher 2 Can restore 1d4 HP to a single hit location on a

    target 30ft away/Cannot be used without proficiency

    Stim Pack Item - Restores 3 HP to a single hit location/Consumed

    upon use

  • 29

    Dual Wielding / Switching Weapons A unit may use an action to withdraw or holster a weapon. A weapon may be discarded at no action point cost

    There are no inherent penalties to dual wielding but the equipment used must be two one-handed weapons unless an ability

    states otherwise. If attempting to use a two-handed weapon in one hand, your attack is made with Disadvantage unless an

    ability states otherwise.

    Improvised Weaponry If using a weapon that does not seem similar to a listed weapon or a weapon in an unintended fashion, such as striking

    something with an empty assault rifle, the damage dice rolled is 1D6. The Gamemaster is free to change this dice at their

    leisure to account for larger objects.

    Prototype Attachments and Special Equipment A Marine may be rewarded customized equipment after proving themselves on the field or authorized to use special

    modifications to execute specific operations.

    A Marine may utilize a number of special attachments and gear equal to half of their ranking rounded down. These

    modifications must be earned, usually through grueling, life-threatening missions, but those who are awarded these

    attachments are a fearsome combatant.

    Prototype Attachments and Special Equipment

    Prototype Effect

    Varia Suit Renders the wearer immune to environmental heat damage

    Gravity Suit Allows the wearer to move at their normal speed while submerged

    Wave Beam Allows the user’s attacks to bypass cover

    Ice Beam Targets hit by the beam take a -10ft penalty to their speed (1 turn)

    Plasma Beam Allows the user’s attack to bypass damage reduction

    Long Beam Multiplies the range of a weapon by x1.5

    Charge Beam Charge a shot and fire it on your next turn (+1D8 damage)

    Grapple Beam Allows user to make grapples at range (15ft)

    X-Ray Visor Allows user to see invisible objects that don’t produce heat

    Thermal Visor Allows user to see and track heat signatures

    Echo Visor Allows user to see and track via visualized echolocation

    Space Jump Boots/Hi-Jump Boots Doubles the normal jumping height of the wearer

    Energy Tank Restores ½ HP to single hit location upon reaching 0 HP (must be recharged)

  • 30

    Field Training and Basic Maneuvers The following section details some maneuvers you could be asked to perform in the field. These are not the final DCs for

    each check but can and should be used as a guideline for determining the degree of difficulty for checks made during play.

    Note that you can only perform a maneuver once in a situation unless situational conditions change meaningfully or the

    Game Master permits additional checks. For example, a unit may only attempt to climb a sheer cliff open under current

    conditions once. If they were to utilize a tool of some kind of seismic activity changed the structure of the wall, the unit

    would be allowed to attempt to scale the wall once more.

    Lines marked with are examples of DC modifying conditions that can be applied to any DC in that Skill section

    Leaping and Jumping (Vigor)

    Can jump vertically up to your Vigor in feet

    May reach upwards to grab an object up to (Your Vigor + (Your height x 1.5) feet)

    DC10 Athletics roll for jumping 5ft, +1 to DC for every 1 foot (EX DC20 to jump 15 feet)

    Dropping Prone

    +1 to Evasion rolls against ranged attacks, +1 to Marksmanship rolls, reduced to half speed rounded down

    You have disadvantage on Evasion rolls against melee attackers while you are prone

    You have advantage for attacking a prone creature in melee if you are not prone

    Climbing (Vigor)

    DC5 Athletics roll for climbing 10 feet, +1 to DC for every 2 feet you climb after

    (EX DC 10 to climb 10ft, then DC15 to climb another 10ft to 30ft high, then DC20 to climb another 10ft up to 40ft

    high)

    No check required if utilizing stable and reliable climbing gear

    Fall 5ft on a failed check, Fall the entire way down on a failure of 10 or more

    DC15 Reflex check to take half damage

    Climb at 5ft a turn in combat with no check

    Moving faster requires an Athletics check

  • 31

    Shoving (Vigor)

    Your Athletics roll vs target DC or opposed roll

    A creature can use Reflex or Endurance to resist a shove

    Allies can be shoved with no check if player consents

    On a success, target is pushed 5ft

    Targets larger than you by a reasonable margin cannot be shoved under normal circumstances

    Grappling/Keeping Your Grip (Vigor)

    Your Athletics roll vs the opposed roll

    If hanging on to a vehicle, the pilot makes a Piloting roll

    If gripping on to or grappling a creature, the creature makes an Athletics roll

    If attempting to Grapple to subdue a creature, the creature cannot be much larger than you

    A creature can use Reflex to avoid the initial grapple but must use Athletics to escape if already

    grappled.

    In-depth details can be found in the Combat section

    Resist Poison/Toxic Substances (Vigor)

    Your Endurance Roll vs target DC

    Resisting a toxic substance - DC10

    Resisting Phazon - DC15

    Substance is volatile or weaponized - +5 to DC

  • 32

    Falling (Vigor)

    You take 1d6 to two hit locations after falling 20ft and an extra 1D6 damage for every 10ft after

    EX A Marine falling 40ft upright would take 3D6 damage to each of their legs

    A DC10 Reflex check will halve the damage you take

    The DC increases by 5 every 10ft you fall.

    EX The Marine falling 40ftwould make a DC20 Reflex roll to attempt to halve their damage

    Swimming (Athletics Roll)

    Your Athletics roll vs target DC

    DC varies on water conditions

    Calm DC5

    Active DC10

    Rough DC 15

    Storming DC 20

    Failed check means you are moved 10ft in the direction of the water

    Your speed is reduced to 10ft while submerged.

    Identify (Intellect)

    Your Identification roll vs target DC

    You use your scanner to identify an object. Your scanner can identify objects up to 50ft away and can gather detailed

    information at a maximum range of 10ft.

    Identifying a target - DC10

    Identifying a unique target - DC15

    Analyzing a target for unique properties or specialized evolutions - DC15

    Target is unknown to analyzer- +5 to DC

  • 33

    Assess a Situation (Intellect)

    Your Assessment Roll vs target DC

    You use your judgment to discern whether an action would have a positive outcome or negative outcome

    Assess a situation in a calm environment - DC10

    Assess a situation in a chaotic environment - DC15

    On a success, the Game Master tells you if the action would have a positive or negative outcome.

    On a failure, the Game Master gives you an ambiguous response (EX You're unsure of the outcome).

    Administer First Aid (Intellect)

    Your First Aid roll vs target DC

    Stabilize an unconscious, dying ally - DC10

    Treating a major wound - +5 to DC

    Stabilizing a conscious, dying target - DC15

    Making and attaching a splint - DC5

    Torture a target - DC10

    Target is unconscious/consenting - -5 to DC

    Target is uncooperative/hostile - +5 to DC

    Persuade a Target (Intellect)

    Your Coercion roll vs target DC

    You use your abilities of persuasion to convince a target to do something in your interests.

    Persuade a target with incentive - DC10

    Persuade a target with no incentive - DC15

    Persuading a hostile target - +5 to DC

  • 34

    Deceive a Target (Intellect)

    Your Coercion roll vs target DC

    You use a distraction or a decoy to gain advantage on your next action.

    Target is unaware of your presence - DC10

    Target is aware of your presence - DC15

    Target is aware of your intentions - DC15

    Piloting a Vehicle (Tech)

    Your Piloting Roll vs target DC or an opposed roll

    The Piloting skill is used for performing specific vehicular maneuvers or for piloting through rough conditions.

    Piloting a vehicle you're unfamiliar with - DC10

    Piloting a vehicle through a chaotic environment - DC15

    Losing a pursuer during a chase - DC15

    Piloting a large ship - +5 to DC

    Setting Explosives (Tech)

    Your Explosives roll vs target DC

    Setting an explosive device - DC10

    Linking multiple explosive devices - DC10 +5 for every device linked

    A failure with a difference of 6 or more risks setting off the explosives prematurely. If timed, the time is cut to 1/4

    of the original time. If the time dropped to 0 because of the failure or is a manual device, the explosive detonates.

    Disarming Explosives (Tech)

    Your Explosives roll vs target DC

    Disarming a timed device - DC5

    Disarming a manual device - DC10

    Disarming an advanced device - DC15

  • 35

    Disarming a device of Federation construction - DC-5

    Disarming a device of non-Federation construction - DC+5

    Disarming a device in a chaotic environment - +5 to DC

    Disarming an explosive requires you to succeed 3 times before you fail 2 times. If you fail on a timed explosive, the time

    remaining is cut to 1/4 of it. If the time dropped to 0 because of the failure or was a manual device, the explosive detonates

    immediately.

    Using a Data Terminal/Operating Machinery (Tech)

    Your Operation roll vs target DC

    Operating a terminal controlled by allies - DC5

    Operating a terminal controlled by enemies - DC10

    Operating a terminal in a chaotic environment - +5 DC

    To operate a terminal with a security system, the security codes must be obtained. Technicians can use their Override

    ability to seize control of terminals.

    Repairing (Tech)

    Your Repairing roll vs target DC

    Repairing mechanisms and equipment - DC10

    Repairing electronics - DC15

    Repairing non-Federation technology - +5 to DC

    Repairing in a chaotic environment - +5 to DC

    Salvaging (Tech)

    Your Repairing roll vs target DC

    Salvaging mechanisms - DC10

    Salvaging electronics - DC15

    Thoroughly search for usable salvage - -1 to DC for every 15 minutes

    Search for usable salvage in a chaotic situation - +5 to DC

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    Sabotaging (Tech)

    Your Repairing roll vs target DC

    Sabotaging mechanisms to fail - DC10

    Sabotaging Electronics to fail- DC15

    Sabotaging when enemies know of your presence - +5 DC

    Sabotaging in a chaotic environment - +5 to DC

    Sabotaging in a calm environment - -5 to DC

    Stealth Movement (Finesse)

    Your Stealth roll vs nearby observers' Perception rolls

    Must move at ½ speed or roll Stealth roll with Disadvantage

    Perceive Details/Surroundings (Finesse)

    Your Perception roll vs target DCs or opposing rolls

    Perceiving stealth movement - your Perception roll vs the opposed Stealth roll

    Resisting Mental Trauma or Fatigue (Resolve)

    Your Morale roll vs target DC

    Resisting Minor Stress (Shaken) – DC5

    Resisting Major Stress (Panicked) – DC10

    Resisting Extreme Stress (Traumatized) – DC15

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    Assess a Situation (Resolve)

    Your Intuition roll vs target DC

    You use your instincts to discern whether an action would have a positive outcome or negative outcome

    Assess a situation in a calm environment - DC10

    Assess a situation in a chaotic environment - DC15

    On a success, the Game Master tells you if the action would have a positive or negative outcome.

    On a failure, the Game Master gives you an ambiguous response (EX You're unsure of the outcome).

    Detect Supernatural (Resolve)

    Your Sensitivity vs target DC

    Limited Precognition (Resolve)

    Your Sensitivity Roll vs target DC

    Predict a target’s next intended actions or motives – DC10

    Target is hostile - +5 to DC

    Utilize Luck (Resolve)

    Requires no action

    Number of Luck Points equal to your Luck skill bonus

    Bonus to your roll or penalty to a target’s roll equal to your Resolve Aptitude

    Can be used after rolling but before success or failure is determined

    Can only be replenished after a mission.

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    Combat As a Galactic Federation Marine, combat will most likely be your most valuable asset. Your duty is to protect the denizens of

    the cosmos and fight against the threats that plague the galaxies. In order to do so, you must be ready to fight against any

    type of opponent.

    Initiating Combat In combat, the order in which units act is called the Initiative Order. To determine your Initiative, you make a special

    Initiative roll, which is a Finesse roll with your Reflex bonus. The unit on the battlefield with the highest Initiative roll acts

    first, with the next highest roll going next until the lowest roll is last.

    If one side manages to surprise the other, they gain what is called a surprise round. Initiative is rolled normally, then

    worked through in order while skipping everyone who was surprised. When the end of the initiative order is reached in the

    surprise round, combat is then played out normally.

    Actions During combat, a unit possesses 2 Action Points and a Reaction Point. Action Points may be spent to perform actions in

    combat on the unit’s turn. Some actions may include moving up to your speed, attacking a target, activating a device, or

    using an item. Any unused Action Points at the end of a unit’s turn are lost with the exception of a Reaction Point.

    A unit may elect to perform actions outside of their turn using their Reaction Point. Examples of a Reactive action could be

    passing an item to an ally, performing suppressive fire, or to quickly make a Skill Check to ascertain information on the

    battlefield. There is no restriction to this except for what the players and Game Master deem unreasonable and the action’s

    place in an Action Chain.

    All spent Action Points and Reaction Points are refreshed at the start of the unit’s turn. A unit may also regain use of their

    Reaction Point through a defensive Combat Superiority before the beginning of their turn and utilize it once more before

    regaining it on their turn. This is detailed in the Combat Superiority section.

    Action Chain Resolution Actions may “chain” from other actions, creating what is called an Action Chain. The action that begins the chain is called

    the First Action, with sequential actions being Second and Third Actions. An Action Chain may go no higher than the Third

    Action and is resolved starting from the intended effect of the Third Action. We will use this Action Chain as an

    example:

    First Action: Marine 1 runs to cover on their turn using an Action Point

    Second Action: Pirate 1 opens suppressive fire on Marine 1 using their Reaction Point

    Third Action: Marine 2 opens suppressive fire on Pirate 1 using their Reaction Point

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    In this Action Chain, if the Third Action is successful, Marine 2’s covering fire successfully interferes with Pirate 1’s attack

    roll against Marine 1, forcing a change of action in threat of sustaining damage. If the Third Action is unsuccessful, however,

    or Marine 2 elects not to chain the Third Action into the Action Chain, Pirate 1 shoots as Marine 1 uninterrupted, which could

    be serious trouble for Marine 1.

    A unit may only contribute one action to an Action Chain, yet actions with lingering effects resolved from one Action Chain

    may carry over to another Action Chain. Using the example Action Chain, Marine 1 may not provide his own covering fire as

    the Third Action. He may, however, use suppressive fire on Pirate 1 in one Action Chain as the First Action, then move where

    they intended while benefiting from the suppressive fire from the previously resolved Action Chain with a new First Action.

    Movement A unit can move up to their speed by spending a single Action Point. Another action can be taken in the middle of movement

    if appropriate. If using a firearm while moving in this manner, your Marksmanship roll is given disadvantage.

    If a situation occurs where a unit moves out of melee reach as another unit approaches it, the attack is made and resolves

    before the movement occurs as the attacker capitalizes on their fleeing foe.

    Marksmanship: Ranged Attacks When using a firearm, you make a Finesse roll and add your Marksmanship bonus to your roll. Note that you cannot attack a

    target outside of your weapon’s specified range. The target then makes a Finesse roll with their Evasion bonus or a Vigor

    roll with their Endurance bonus. If your result is higher, the target is hit; conversely, if your result is lower, your attack

    misses. In the case of a tie, the attacker is successful. See the Combat Superiority section detailed lower for what happens

    after an attack resolves. You may not attack outside of your normal turn unless you utilize suppressive fire.

    Suppressive Fire If using a ranged weapon, you may provide covering fire to an allied unit or hamper a hostile unit’s advance with

    suppressive fire.

    When a hostile unit elects to take a move or attack action, you may elect to fire at them to persuade them to change

    actions with suppressive fire. Make a ranged weapon attack against a DC of (12 + the target’s Resolve). The weapon used

    for suppressive fire cannot be an explosive.

    If successful, the target must spend another action of theirs on an action that will cause them to block or evade the

    suppressive fire. A unit under fire and behind cover may elect to stop their action to avoid the suppressive fire, using only a

    single Action Point in total as opposed to someone not utilizing cover. The Action Point spent on the first action is not

    refunded regardless if the unit used cover or not.

    Units under suppressive fire who do not stop their action or are not behind cover are vulnerable to attack and must make

    Evasion or Endurance rolls to dodge or withstand incoming fire. After a successful or failed attack resolution, the unit

    under fire may continue their action.

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    Aiming While a unit must always aim to make sure their shots hit their intended target, those wishing to use precision firing must

    utilize the Aiming action. Aiming requires an Action Point and cannot be performed by spending a Reaction Point. If a unit is

    Aiming, their weapon range is increased by 1/4 of its original range. Additionally, if the unit scores a hit on a unit who fails

    their chosen defensive action roll, the unit may choose what hit location they target instead of hitting a random hit location.

    Taking any action that is not the Attack action or otherwise having their concentration broken in some way, such as being

    targeted by suppressive fire, causes the Aiming action to fail and must be performed once more to apply to their next

    attack.

    Reloading Every time you make an attack with a ranged weapon, including suppressive fire, you use up a round in your clip. A round

    does not always refer to the actual rounds you fire; it simply refers to a general tracker for the overall ammo currently

    loaded into your weapon. When your rounds hit 0, you must reload, which is a single action. Every trooper is given 3 clips of

    ammo for each weapon type they possess

    Clips and ammo can be recharged at charging terminals or ammo stations commonly found in military compounds.

    Close Quarters Combat: Melee Attacks When fighting hand-to-hand, you use a Vigor roll with your Close Combat bonus opposed by your enemy's Evasion or

    Endurance roll. The target must be within 5ft of you.

    You gain Advantage when attacking a prone target with a melee attack. You gain Disadvantage when attempting to strike a

    flying target with a melee attack. When attacking with a melee weapon, you use the weapon's damage dice. When fighting

    unarmed, your damage dice varies by your Vigor Aptitude.

    Your attack is effective if you have the higher result. In the case of a tie, the attacker is successful. See the Combat

    Superiority section detailed lower for what happens after an attack resolves. You may not attack outside of your normal

    turn unless you utilize melee interceptions.

    Unarmed Strike Damage Chart

    Vigor Aptitude Unarmed Strike Damage

    1-2 1D4

    3-4 1D6

    5 1D8

    In improvised weapon does 1D6 damage unless the Game Master classifies it as similar enough to an existing weapon.

    Additionally, an Unarmed Strike does not have to be a punch; kicking, head butting, tackles, or a body slam are all classified

    as Unarmed Strikes. Be creative, Marine. You're only out of weapons when you give up.

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    Melee Interception If within melee range of a target, you can attempt to harass the target to interfere with its actions. When a hostile unit

    elects to take a move or attack action, you may elect to use an action point to intercept the target with an attack. This


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