INTRODUCTION Author's Introduction Copyright Contacts There is More New Players Preparing to Play Fractions Dice Advice to the Gamemaster Who Wins? ALIENS The Aliens Stages Tenh-Ceredium Bectraa Drazil Equipment Suppression Gas Weapons Spaceships CAMPAIGN Running a Campaign Timelime Life in the Community Distilling Alcohol Foraging and Scavenging Encounters GLOSUR Russian Invasion Scenario Ideas CARDS Hit Locations Card Damage Card Phase Sequence Cards Stun and Body Balance Cards Vehicle Cards DAMAGE Endurance Damage Points Body Damage Points Willpower Damage Points Recovering Damage Points Resistance to Medication Wounds Broken Bones Disease and Sickness Poisons Falling Falling Objects Drowning Fire Electricity Radiation Starvation Aging Death of a Character TIME AND ACTIONS Action Phases Phase Sequence Chart Recovery Phase Skill Action Phase Movement Action Phase Random Action Phase Surprise COMBAT Miniatures and Scale Weapon Readiness Primary and Secondary Weapons Applying Damage Severing Limbs Stun Body Balance Riding Ability Stability Dodge Advancing and Retreating Disengage ARCHAIC COMBAT Weapon Tables Weapon Notes Determining the Damage Value Weapon Quality Missile Combat Melee Combat Resolving the To-Hit Long Weapons Unarmed Combat Shields Parry Disarming Mounted Attacks Special Combat Rules Scatter Tables Example of Combat SMALL ARMS COMBAT Weapon Tables Firearms and Machineguns Spraying and Automatic Firing Grenades and Grenade Launchers PASSIVE COMBAT Explosions Explosives Indirect Fire Mines VEHICLE COMBAT Vehicle Record Sheet Combat Resolving Combat Anti-Tank Weapons Small Arms and Vehicles Effects of Damage Repairing Damage Quick Combat CREATURES The Creature Table Creature Sheet Creature in Combat The Creatures Combat Example ==================== = INTRODUCTION = ==================== Thank you for downloading a copy of my game, The Guide to Adventure: ALIEN DAWN. I am glad you have taken the time to printout and organize the game. I know you will not be disappointed. The game sat around on old Macintosh diskettes for about 5 years. After playing around with the world wide web and the internet, I figured it was time to re-release The Guide to Adventure: ALIEN DAWN. I decided to re-edit the game and offer it free to anyone who wanted to download the game. With the advancements in IBM-PC desktop publishing, laser printer technology and software like CorelDraw!, I converted the format and made a presentable product. Here it is. The 1st edition. I hope you enjoy it. Michael Ball Thunder Bay, Ontario, Canada February, 1996 COPYRIGHT This document is Copyright 1996 by Michael Ball All rights reserved. You are granted the following rights: I. To make copies of this work, so long as (a) the copies are exact and complete; (b) the copies include the copyright notice and these paragraphs in their entirety; (c) the copies give obvious credit to the authors; II. To distribute this work, or copies made under the provisions above, so long as (a) you do not charge a fee for copying or for distribution; (b) you ensure that the distributed form includes the copyright notice, this paragraph, and credit to the author; (c) the distributed form is not in an electronic magazine or within computer software (prior explicit permission may be obtained from the author); These rights are temporary and revocable upon written, oral, or other notice by the authors. This copyright notice shall be governed by the laws of Canada and the Berne Copyright Agreement. CONTACTS I offer this game to you free of charge. You have to print it, punch it, cut it out and ready it for play it was the least I could do... so I did it. It would be nice though, if you like the game to send a token of your appreciation. If you don't feel like sending money, please send me some character record sheets that you created. I would really like to see people playing my game and get the enjoyment out of it that I do. This game is copyrighted and in no way should be sold to anyone. I would also like to hear your ideas for skills, combat, cards, rule changes and any other things that comes to mind. I may even publish and provide a supplement based on unofficial suggestions by fans of the game. Send to: Michael Ball bd097@freenet.carleton.ca http://www.ncf.carleton.ca/~bd097/ THERE IS MORE The Guide to Adventure: ALIEN DAWN was designed as a generic role- playing game (long before GURPS, etc.) I have a fantasy supplement (called The Guide to Adventure). The rules are identical and you can bring characters from one genre to the next. If you are interested in these or other products, let me know. NEW PLAYERS When reading The Guide to Adventure for the first time, skim the rules in the Gamemaster Handbook to get a general feel for the layout and location of sections. Do not try to comprehend all the rules at once. After the initial glancing over, re-read the Damage and the Combat sections. You should be ready to play with only minor references to the Cards, Time and Actions and Armour Sections. PREPARING FOR PLAY A few preparations must be made prior to playing the game. The damage, hit location, vehicle, phase sequence, attack/defend cards must be cut apart and separated into their respective piles. The cards will be shuffled constantly throughout the game. The character record sheet, combat data sheet, and equipment record sheets should be photocopied for each player. Numerous 6 sided dice are needed for play. FRACTIONS Unless otherwise specified, round .499 down and .500 up. DICE The game uses 6 sided dice (d6) to aid play. When a rule asks for a 1d6, 2d6, 3d6, 4d6, etc. dice roll, the number before the d indicates the quantity of dice to roll. If more than one die is rolled add the result of the dice to gain the total. Unless otherwise instructed, all modifiers in the game alter the chance, not the die or dice rolls. This way, penalties are negative numbers and bonuses are positive modifiers. When instructed to roll d66, roll two different coloured six sided dice. One die will represent the tens and one die will represent the units (ones). For example, a red die is tens and a white die is ones. A roll of 3 for the red die and 5 for the white die would indicate 35. ADVICE TO THE GAMEMASTER There are a few things to keep in mind when playing The Guide to Adventure. I wrote this game from many years of role-playing and have designed the game from my experiences and methods for running a campaign. By passing these ideas on to you at this time, you will receive a better feel for what the game is about and why things are designed that way. Here is the list of key play design features. * combat may appear complicated at first, but allows for very diverse and dynamic play * although I try to include all situations, the gamemaster will have to rely on their own judgement to decide the outcome of actions taken * characters should be able to perform any actions (skills, combat, etc.) and not be hindered by rule design limitations * there are no professions, classes, experience levels, hit points, complex to-hit tables, or anything else that greatly restricts what a character can and cannot do * play is designed for long term character development and small number of players * characters can never be too powerful and must always be aware of their actions and position within a fantasy world * creatures are powerful, even to an experienced party * treasure should be sparse and handed out carefully The most difficult part to play is the gamemaster. He or she handles all matter of play, from rule interpretation to the creatures and places the characters encounter. Referee: The gamemaster must have knowledge of the rules and how to employ them. A gamemaster may also choose to avoid certain rules or enhance rules to suit his or her own campaign. A good gamemaster remembers that fun and excitement is what role-playing is all about. If a gamemaster cannot remember a rule, do not slow down the play to look it up, simply make a judgement that is fair and logical. Never let dice and random results spoil play. It is not fair for a party of characters, for example, to successfully complete a mission making no mistakes only to be killed by a random trap that could not be detected. Making decisions like that can lead to mistrust between the players and the gamemaster. Certain attribute and skill saving throws should be made by the gamemaster so that the characters are not aware of events happening around them that could alter play as a result of "Could you please make a skill saving throw for your find traps skill". This would immediately place the group on guard unnaturally. If the gamemaster had recorded skill and attribute saving throws before the game he or she can avoid creating suspicion amongst the players. Author: The gamemaster creates the scenarios that the players participate in. He or she must make the scenarios challenging and exciting allowing rewards for good role-playing. The goals could be long or short term but never impossible. Very few gamemasters can make up the adventure as play goes on. A gamemaster should be prepared to handle the play of the day. Storyteller: The gamemaster must explain his or her ideas to the players. It is much more interesting to hear well told tales than simple descriptions. Bad storytelling: "Okay. It's night. Your in the woods. Up ahead is a fire surrounded by two brigands. The brigands spot you and attack". Better storytelling: "As your characters trudge through the woods, a northerly wind chills their bones. Through the swaying trees and blowing leaves you spot a campfire. Two figures wrapped in cloaks are huddled beside it and you are not sure if they have noticed you. You cannot help thinking of the warmth the fire may offer." Actor: The gamemaster must portray a variety of roles. These non-player characters should be played with intelligence and have personalities, goals, and ambitions. The brigands in the above example may be out of food and are willing to make a deal with the characters. Food for heat. Avoid stereotyping a particular race or creature. Judge: A gamemaster must be fair and impartial. It is up to him or her for the success or failure of the game. Bad calls or allowing the non-player characters all the breaks quickly dissolves play. "Fudging" the rules is allowed! Fun: The gamemaster is responsible for the level of enjoyment. He or she dictates the style of play and is responsible, for the most part, the fun of role-playing. Never let personal opinions effect decision making or interfere with the game. The Phone Call: If bad players are ruining your game by upsetting and interfering with other players, slipping out of character, being annoying, spilling countless drinks on the cards, and generally ruining the days gaming session, it is within the gamemaster's (and player's) rights to tell the person. If they insist on playing this way, the person may be excused from the group in some tactful (and maybe not so tactful) way. Remember it is only a game to have fun and enjoy. WHO WINS? Well, that is a tough question. In a role-playing game, unlike a conventional boardgame, the players are not competing against one another. Victories are shared individually or amongst the entire group and are measured in a varying degree of success. Saving an entire kingdom may be considered winning while stopping a thief from mugging a peasant is also a victory. It all depends on personal taste and goals. Game play can take anywhere from 1 hour to 1 year, so be prepared for days when 'nothing' gets done. ============== = ALIENS = ============== THE ALIENS The Aliens come from a planet called Hurth in a galaxy far from Earth's. When the Drazils began space travel in ships similar in technology to modern Earths, they found a mysterious complex built by foreign beings. The Concourse, as they called this complex, was discovered to be the centre of the universe and all galaxies radiated from it. This circle phenomenon matched the Drazil's theology, which they believe deeply in, and suggested that they were the rightful heirs to this wonderful structure. The universe, they discovered, is divided into 57 sectors and 74 circles. In each "Area" there may be one or more galaxies. The Earth is in sector 22 and circle 7 (abbreviated 22-7). From the Concourse the Drazils learned many things but most importantly, gates. Gates connect the Areas together and allow for even the most primitive of space vehicles to pass through to other galaxies. The Drazils also learned who to make gates but are not entirely successful at anchoring them. To place a gate in a Area that is unexplored the Drazils developed a unique ship that is shot through a tube many kilometres long. The accelerated ship then "tumbles" through space keeping momentum by two large balls at the ends connected by a shaft. The ship, called a Chameleon exploration ship, using magnetism to assist in pulling itself along. Once in the new galaxy the ship will begin gate construction and determine if their are any suitable planets for habitation or resource development. The Concourse is governed by the Council consisting of 15 high ranking Drazilians. The Council sets out priorities and handles all system exploration. The Councils primary goal was to open diplomatic ties with Earth. A standard Chameleon Exploration ship was sent with a full complement of Drazils, Bectraa and Tenh-Cerediums and a gate was secured in 22-7. The mission failed as Draconian Sauria, who lusted for Earth's lush forests, unique animals, and resource potential, overthrew the governing Drazils on the ship and prepared for all out war. After the unsuccessful invasion which ended in 1999, the Bectraa planned a second attack. Draconian return to the Concourse and sought powerful Drazil allies within the Council. He convinced them that Earth could be defeated and in 2003 succeeded in claiming Earth for the Council (he of course being the Supreme Over-Lord of the planet). STAGES STAGE I: TENH-CEREDIUM The Stage I Aliens or "Slugs" as Earthlings call them, are slaves to the Drazils and Bectraa. Their inferior defences and short life span inhibits the Tenh-Ceredium from resisting the Drazil's rule. The only reason the Drazils employ the Tenh-Ceredium is to free them from mundane tasks and uncomfortable environments. The life of a Tenh-Ceredium is filled with isolation and hardship. Most Tenh-Cerediums are bread while travelling to a new system in almost all spaceships. They learn to perform a specific task and do that task until they die, whether naturally or by extermination. Hatchery ships whose only purpose is to bread and train Tenh-Ceredium also accompany forces into a system. The female gives birth to numerous young but only a select few are chosen to operate the complicated Alien machinery. Others are kept to bread and tend to young. Most are ejected into space. The average life-span of a Tenh-Ceredium is one Earth year. The Tenh-Cerediums resemble a thick, viscous fluid. Their colouring is brown with yellow batches and their skin exchanges oxygen and nutrients allowing them to breath while submerged. Along their back is a cluster of nerve cells resembling an Earth brain. They can form any shape and when full grown the Tenh-Cerediums are approximately 1 metre long and weigh 100 kilograms. It is this size advantage over the Bectraa and Drazils which allows for compact space saving control areas in vehicles, spaceships and machines. They lack eyes and ears communicating by a complicated system of thought waves through their liquid environment. The Tenh-Cerediums can only survive in a special solution called Tennua. The liquid provides nutrition, oxygen and is the medium in which the creatures brain thoughts are transmitted. Within the vehicle will be a control centre that houses the Tenh-Cerediums, the Tennua and the instruments to control the vehicle. In essence, the Tenh-Cerediums are like the brain of the craft or vehicle. The brain emissions are gathered onto collector plates fixed to the outside of the tank. At these plates the thoughts are converted into electrical impulses and directed to the appropriate control system. Information from the surrounding environment is collected and transmitted back to the Tenh- Cerediums through the medium. Information gained assists in driving, flying, operating machines and equipment, and communicating with ground troops. All equipment has overrides so that a Bectraa or Drazil may take immediate control should the need arises (there have been occasions where an over-zealous Tenh-Ceredium has fired on its own troops). The Tenh-Cerediums is exterminated by sending large amounts of current through the Tennua. Average Attributes Scores: Strength 2, Health 8, Endurance 9, Willpower 9, Observation 5, Perception 2, Intuition 10, Coordination 2, Agility 3, Dexterity 7, Learning Ability 10, Education 6. Special Traits: The Tenh-Ceredium are excellent swimmers and cannot be drowned. Damage Points: The Tenh-Ceredium have 60 body damage points and normal endurance and willpower damage points. Tenh-Ceredium will die outside the tennua. Skills: All Stage I Aliens have a skill level of 15 in driving. Although their observation is 5, heightened sensory equipment on the vehicle gives them an effective observation of 10. Therefore the driving skill saving throw is 11. Coordination is not used in the calculation as vehicles are thought controlled. They have a swimming skill level of 10. The Tenh-Ceredium have no other skills. STAGE II: BECTRAA The stage II aliens were named so as they arrived second on Earth after the Slugs. The Bectraa are massive creatures who thrive on battle. The Bectraa stand 3 metres tall and can easily handle a human in single combat. Bectraa are have green and brown coloured skin which is slimy much like a fish. Web-Like membranes connect between the upper arms and chest. Their two impressive arms are prehensile and terminate with large claws. At the bottom of their legs are bird-like feet. Two large toes extend forward while a single toe extends backward. The stomach and chest muscles proudly hold the limbs together and provide the strength to keep the Bectraa upright. Atop the chest is the nerve centre of the alien. The brain is protected by the creatures mouth which is filled with razor sharp teeth. The eyes are located on the sides of the brain giving almost 360 degree vision. The Bectraa are difficult to spot in the wilderness but can be tracked by experienced trackers. Indoors they leave a noticeable trail of slime. Bectraa speak the common tongue of their home planet and can communicate to the Tenh-Ceredium through interpreter devices. The languages of Earth are difficult for the Bectraa to learn and most communication to Earthlings is done through an interpreter. Few Bectraa master the Drazilian language. The Bectraa wear clothing resembling cheese cloth. This clothing is also coloured green to aid in their camouflaging. Whenever possible the Bectraa avoid the use of any clothing, preferring to spend their time lying in bogs and water holes to protect themselves from the elements. The Bectraa are cold blooded creatures requiring thick clothing when in cold environments. On their home planet the Bectraa build wooden villages in heaths and wetlands only rarely establishing any type of permanent stone structures. Thus the Bectraa can move whenever the food supply is low and live within otherwise uninhabitable places. This practice has carried over to Earth. At the centre of these moveable villages an arena. The arena serves two purposes acting as a gathering point for meetings and sporting events. The Bectraa are hunters and gatherers. At home they follow after herds of water beasts and pick fruit from trees. Picking fruit is easy for the Bectraa who can keep one eye on the tree and one eye out for predators. When not on military campaigns, the Bectraa are hunting Earth animals. Their greatest pleasure comes from capturing grizzly bears or other large animals and fighting them in arenas. The Bectraa are quick to anger and challenges are common. The Bectraa do not fight to the death. Instead the loser must abdomen the village. Military and laborious jobs is what the Bectraa do best. To fight and cultivate food is to survive. Very few rise above this lifestyle as the Drazils place strict requirements on accepting Bectraa for advanced training. Every 100 Bectraa is headed by a leader called Okna. This leader is challenged each year by a strong male. The loser of the duel is usually killed. The military is under Drazil control for large invasions but is mainly lead by dominate Bectraa for small operations. All non-military Bectraa are involved in terra-forming, raising livestock and other large labour jobs. Harvest and the yearly fight for leadership is time for celebration. The Bectraa have even gone as far as to stop fighting in order to partake in festivities. The Drazils and Bectraa have a relationship that works and benefits both parties. The Drazils with all their knowledge design weapons, spaceships, and vehicles which enable the Bectraa to expand within a world. The Bectraa have the strength and numbers to conquer planets for the Drazils which expands their empire. Average Attributes Scores: Strength 12, Health 10, Endurance 11, Willpower 8, Observation 8, Perception 7, Intuition 8, Coordination 8, Agility 9, Dexterity 6, Learning Ability 7, Education 5. Special Traits: The Bectraa's skin is harder than humans skin giving them a natural protection equal to kevlar. The stomach is the most vulnerable spot, protection there being equal to leather armour. Add 5 metres when calculating the metres per action phase movement allowance. Bectraa cannot use Earthen drugs. Damage Points: Bectraa have 300 body damage points and have 30 times their endurance attribute score in endurance damage points. They have normal willpower and health damage points. Assault troops generally have 20 more body and 40 times their endurance damage points. Skills: All Bectraa have at least a skill level of 8 in foraging and 9 in camouflage and weather watching. The Bectraa have above average survival, combat and military skills but lack in educational and medical skills. Their size inhibits them from gaining any great ability in special skills. The Bectraa cannot swim. Okna (Leader): Rifleman 10, Unarmed Melee 10, Find Directions 10, Melee Weapon 9, Moving in Armour 8, Quick Draw 7, Language - Speak Earthen 6, Language - Speak Drazilian 7, Traditions 9 (as they relate to other Bectraa tribes), Throw Grenade 7. An Okna may have the following skills at a skill level of 5: Geography, Mechanic, First-Aid, Communications, Riding, Tracking, Disease. A Bectraa leader will have at least one other military skill at skill level 9. Assault Trooper (average soldier): Rifleman 9, Unarmed Melee 9, Moving in Armour 9, Quick Draw 7, Recon 8, Gunsmith 7, Throw Grenade 7. One in every five Bectraa has the heavy weapons skill (firing the AF-2) at skill level 9. The Bectraa have the following additional skills at skill level 5: Mechanic, Communications, First-Aid, Find Direction, Tracking. Explorer: Rifleman 8, Unarmed Melee 8, Quick Draw 7, Recon 10, Tracking 9, Caving 8, Find Direction 9, Tracking 9, Geography 7, Language - Speak Earthen 6, Communications 9, First-Aid 6, Set/Disarm Traps (outdoor traps, pits, trip wires, nets), Moving in Armour 4, and the following skills at level 5: Throw Grenade, Crossbow, Train Animals, Riding, Heavy Weapons, Ambush and Disease. Labourer: Agriculture 8, Ecology 7, Train Animals 8, Rifleman 7, Fishing 8, Moving in Armour 4. Demecian: Rifleman 6, Disease 8, General Medicine 8 and any of these three skills at skill level 7: Agriculture, Archeology, Astronomy, Biology, Chemistry, Geography, Language - Speak Earthen, Language - Speak Drazilian, Traditions, Gunsmith, Mechanic, Veterinary and Pharmacology. Stage III: DRAZIL The Drazils resemble a cross between a human and a lizard. Physically, the Drazils are larger than humans and have varying skin colours, from green to yellow to brick red. At 240 centimetres tall and 160 kilograms in weight, they are superior in strength and endurance to all humans. The Drazils are cold blooded and activity is slowed by a decline in temperatures as indicated by the following strength and endurance attribute score modifier. 25 degrees C +1 20 degrees C 0 15 degrees C -1 10 degrees C -3 5 degrees C -5 0 degrees C -7 Below freezing they become dormant. Drazils eyes are located on opposite sides of the skull. The long flexible neck they possess gives them near perfect peripheral vision. Their depth perception is quite poor. Drazils have their own complex dialect which is difficult for Earthlings and the Bectraa to learn. They can speak other languages, although it is not always easily understood. In the heart of the Drazil society is the fact that every member is utterly determined to surpass his or her peers. Disputes and duels amongst keenly ambitious rivals are frequent. The main influence keeping a lid on this explosive situation is simply the great variety of ways that the Drazils have found of achieving this individual excellence. In keeping with this situation, a bewildering list of awards and marks of distinction exist to give recognition to all sorts of achievements. The Drazils divide themselves into clans. These clans are very competitive and jealous of one another and conflicts, both great and small are continuous. Clans are headed by Sathahs, but are not governed by them. Order is kept by tradition regarding decorous behaviour and most other considerations are left to the chances of local and personal whim. Each Sathah tries yearly to gain a seat on the Council in the Concourse. Every Drazil sees the world as a series of circles radiating out from himself. Each successively more distant ring has potentially less trustworthy and more hostile characters in it. The first circle contains family and close allies, the second is the super-family and general associates. The third consists of Sub-Clan and/or neighbourhood and the fourth is the clan as a whole. The fifth circle is the home planet Hurth and the sixth circle is their galaxy. This circle philosophy extends to the outer reaches of space as well. From the Concourse, the universe is seen as multiple sections created from different diameter rings. The Concourse being the centre of all the rings. The Drazils are not overly intelligent and by sure luck have found the fantastic technology left to them by the beings who created the Concourse. Average Attributes Scores: Strength 11, Health 11, Endurance 11, Willpower 9, Observation 8, Perception 7, Intuition 8, Coordination 7, Agility 9, Dexterity 8, Learning Ability 7, Education 10. Special Traits: The Drazil's skin is very tough giving them an overall protection equal to leather armour. Drazils have infravision, allowing them to "see" temperature differences. Hot things are red, warm things are orange, cool things are gray and cold things are black. Thus they can track warm blooded creatures by this ability as well as view objects that are cooler or warmer than the surrounding temperature. Illumination from a torch or other light source spoils infravision. Drazils may switch between normal and infravision at any time. Drazils add 3 metres to the amount that they can move per movement action phase. Damage Points: Drazil's have 200 body damage points. They have normal endurance, and willpower damage points. Skills: All Drazil's have at least a skill level of 8 in camouflage and Language - Speak/Read Bectraa. Most Drazils will have a skill level of 7 in Language - Speak Earthen. The Bectraa have above average educational, medical and combat skills but lack in military skills. Professions: The Drazil's professions are almost all scientific or political related. A Drazil will have at least three education skills as well as one combat or military skill. The remainder of the skills are general and survival skills. Some Drazils are Shamans and have all the medical skills are a skill level not less than 7. EQUIPMENT The Aliens have a variety of standard equipment, tools, utensils, clothing. Special equipment is detailed below. Armour: The aliens have three types of armour, light, medium and battle. Drazils will wear light and medium armour and the Bectraa may wear any type. Unlike armour for humans, Alien armour is bought in sections and may not be combined atop each other (e.g. an Alien cannot have a battle and light middle armour). Light and medium armour or battle and medium armour may be worn by the same Alien as long as they are on different sections. An Alien may wear armour weight equal to his skill level in moving in armour. If the weight exceeds the skill level, then for each point over a -1 penalty is taken for body balance and unarmed combat and quick draw skill levels are lowered by one. Light Sources: Most of the Alien light is provided by fungi which gives off a distinct yellow glow. The light may be in lanterns, spotlights, flashlights, etc. The fungi lasts for about 8 hours. Communication: A backpack fitted for the Bectraa carry the communication device which allows them to communicate to the Tenh-Cerediums. Envirosuits: These suit are like exoskeletons and provide heat for the Drazils in cold climes. The Bectraa have a larger version but less form fitting. Drugs: The Drazils and Bectraa have three types of healing drugs. The small blue fungi, called Jokilop, heals 40 body damage points. An orange and red fungi, called Huethna, heals 20 body damage points and 40 endurance damage points. Dwesquar, a black and silver flecked fungus, restores 6 endurance damage points. Humans who consume these fungi lose 4d6 endurance damage point and become ill for 1d6 hours. Vomiting and dizziness accompany those who fail a health saving throw. SUPPRESSION GAS The suppression gas was discovered by accident. A fungi native to the Alien's home planet was exposed to the Earth's atmosphere. A strange gas formed immediately. The gas was discovered to have a drugging effect on humans and caused them to fall asleep. With further refinements the Aliens created the AG-2 grenade. The fungus was mounted in special bulk heads on the front of Newt class shuttles. The gas travels at a rate of 5 metres per phase. Any person caught in its path must make a willpower saving throw with a minus two penalty. Failing the save means the character has passed out for 3d6 minutes. A character may try to will himself up during this time period. The willpower save is made with a minus three penalty and the character loses 2d6 willpower damage points instead of 1d6 whether they make it or not (potent stuff!). The side effect of being exposed to the gas is that a character may develop Citriemia. See the Disease section for more detail. WEAPONS The Aliens have a limited variety of weapons, each one serving a distinct purpose. All weapons fire kinetic energy rounds and operate on one common principle. The barrels are made of a superconducting material producing a magnetic field. A "bullet" (a metal object shaped like a pencil) is placed in the breach and when fired, is accelerated down the barrel. The damage is inflicted when the bullet strikes the target and releases the kinetic energy. Since the bullet has no primer, there is no kick back from the gun. The power source required to operate the guns is usually attached to a belt around the Alien's waist. A cable connects the firearm to the power pack. All bullets are considered "bullet" damage type unless otherwise stated. Most Aliens fire left handed. FIREARMS AND MACHINEGUNS AF-1: "Buggun" This weapon first saw action on Earth during the initial invasion of 1992. The AF-1 is a standard issue rifle used by the Stage II assault troops. The Buggun rifle is 195 centimetres long and fires a 5.78 gram bullet. Two troughs extend upwards from the stock serve as the magazine. The troughs hold 40 rounds each. The appearance of the gun earned its nickname "Bugs Gun" as the trough look like bunny ears. The gun weighs 21.3 kilograms when fully loaded. AF-2: "Terminator" Every fifth Alien in carries one of these heavy weapons into battle. The Terminator is fired from the mid section of the Alien. The gun weighs 80 kilograms and is supported by two large shoulder straps which connect at the back to a belt around the Alien's waist. Two ammunition feeders follow the shoulder straps to the gun. The power supply is mounted on the straps and is placed between the magazine. The Terminator's standard load is 312 rounds. The AF-2 was first seen in late 1992 and is still in use. AF-3: "Desolator" The AF-3 is a demolition gun used to destroy installations. The AF-3 fires a ball 200 millimetres in diameter. Although highly effective against buildings, the gun can be used against vehicles and humans. Half the damage value against vehicles. An improved version of the round was developed with a tapered point for enhanced armour piercing capabilities. The gun is mounted on a tri-pod and can be fired from the rear of a Newt class shuttle. The AF-3 requires two Aliens to operate it, one to load and one to fire. The gun weighs 300 kilograms and usually carried by four Aliens. The gun can be fired indirectly using a suppression gas round. The range is 10000 metres and the round fills an area 60 metres in diameter. AF-3A: "Improved Desolator" The improved version of the Af-3 round is used on the Black Widow All Terrain Crawler. The round was modified to be used against Earthen tanks and does full damage when striking them. AF-4V: "Pulsar" The Pulsar is the standard light anti-personnel support weapon on vehicles. The Pulsar is actually an enhanced AF-1. The AF-4V is similar to a gatling gun in appearance and function. AF-5: "Ravager" This is the personal sidearm of a Drazil. The AF-5 is light weight, 1.9kg, and holds 23 bundles of ammunition. Each bundle contains 2mm diameter pins. When fired, the pins explode out of the bundles. The pins strike the target in an area 5 centimetres in diameter. The power source for this weapon is in the hand grip. AF-6V: The newest heavy anti-personal weapon used only on the Hunter Killer machines. The earlier models of HK's only had the AF-4V. The diameter of the round is 20mm. GRENADES AG-1: Upon exploding, the AG-1 releases a purple gas which instantly fills a 10 metre radius. After 10 phases the gas reaches its maximum radius of 20 metres. All humans within the area of effect who fail a health attribute saving throw lose 1d6 health damage points. Those who fail a willpower attribute saving throw become nauseous and succumb to the gas. The result of the failed willpower saving throw is that all combat tracks are moved one box to the right. The AG-1 is delayed before it explodes like regular grenades. AG-2: The AG-2 releases the suppression gas feared by humans. The orange gas fills a 15 metre radius over 3 phases (5 metres/phase). The AG-2 is used to suppress and capture the enemy (see Suppression Gas earlier). The grenade behaves like other grenades with respect to time delay. AG-3: The AG-3 is an experimental weapon and is one of the few explosive devices used by the Aliens. First introduced in 1998, the AG-3 has become extremely popular in its limited time. Most Aliens will not throw this rare grenade unless absolutely necessary. The grenade has a damage value of 12 per fragment. The primary radius is 10 metres and the secondary radius is 30 metres. The weapon has not been perfected and will fail to explode if a one is rolled on 1d6. The grenade has a delay time of 1d6+2 phases. VEHICLE LARGE CALIBRE GUNS V-1: 160mm gun fixed in the turret of a heavy tank. The V-1 is capable of firing an armour piercing round only. V-2: The 100mm guns are always connected together in a turret. The guns are designed for rapid fire and can be controlled by two separate gunners. The most common usage of the V-2 is on the light tank. The V-2 fires an armour piercing kinetic energy round but a new HEAT round is being tested. The HEAT fails to explode on contact if a one is rolled on 1d6. The HEAT round has a damage value of 15 per fragment. The primary radius is 15 metres and the secondary radius is 40 metres. ANTI-TANK AVRL: "Avrel" This hand held anti-vehicle rocket launcher fires a metal round that breaks away in stages much like an Earthen rocket. The smoke left from the rocket is leaves a distinctive signature. Unfortunately the high speed of the rocket makes it difficult for the target to spot it coming. The rocket is considered an armour piercing round. MISCELLANEOUS AM-1: "Claw" The AM-1 is a short range weapon used to capture specimens who elude the suppression gas. The AM-1 looks similar to a crossbow and is only 30 centimetres long. Released from the bow is a 3 finger claw tethered by a metal line to belt worn around the firer's waist. When the claw strikes the target it imbeds itself about 2-5 centimetres deep. The fingers of the claw expand to anchor itself. Should the claw strike the hand, forearm, ankle, foot, calf or other thin body part, it will exit the opposite side before expanding. A claw which does not pass through the victim may be pulled out. Removing the claw inflicts 20 damage value with a plus 1d6 effect of severity modifier. The AM-1 is not widely distributed amongst the Aliens and is usually reserved for the Drazils and high ranking Bectraa. VEHICLES Heavy Tank: A large wedged shaped vehicle with a turret mounted on a rail that travels the length and width of the tank. The turret houses a V-1 160mm gun. The gun has 360 degree field of fire. The tank has a crew of three Stage I Aliens and can carry two Stage II Aliens in a compartment in the rear. A few of these guns have been modified to fire suppression gas in cone 40 metres long and 5 metres wide at the end. The heavy tank uses eight anti-gravity disc to control its movement and can rises to 400 metres. The range of a heavy tank is 900 kilometres. Light Tank: A scaled down version of the heavy tank, the light tank has an exceptional range for its weight. The tank resembles a pyramid with the top cut off to support the turret. The turret is ball shaped and fits in a socket at the top of the tank. The gun has full 360 degree field of fire as well is straight up. The tank has a range of 1500 kilometre. The tank is flown by four anti-gravity disks that allow it to go to an altitude of 1000 metres. The tank is controlled by two Stage I Aliens. HK 900: The most advanced tracked vehicle built by the Aliens, the Hunter Killer series 900 proved to be the deciding factor in their winning the Second Alien war. Although the Aliens strongly favoured the tanks, the shock factor of the HK outweighed the speed and manoeuvrability of the tanks. The Hunter Killer is a large, five metre tall machine with two large tracks, supporting the weight, on each side. There are two sets of two AF-6Vs mounted about 1 metre from the top with full 270 degree field of fire. The remaining 90 degree is a blind spot on the opposite side. Two large search lights swivel above the guns and produce a yellow glow in the night. The lights will search randomly until something is spotted then will focus on the target until it is killed or evades the HK. The HK 900 is controlled by three Tenh- Cerediums. The Hunter Killers are anti-infantry vehicles and are unable to handle the large calibre rounds fired by Earth's Tanks. The HKs have little trouble travelling through forests and can submerge up to 30 metres deep. The Hunter Killers were initially vulnerable to anti-tank rockets. The Aliens designed a rapid fire gun to shoot the rocket in an effort to destroy it. If a 2 is rolled on a 1d6 the rocket is destroyed before reaching the target. The anti-rocket defence system has a 360 field of fire. The range of the HK 900 is 200 kilometres. HK 800: The Hunter Killer series 800 was an earlier version of the series 900. The machine lacked the heavy firepower of the 900 and was supported by three treads. The 800 also made considerable more noise than the 900 which added to the shock factor. Infantry was hard pressed to stay when a squadron of HKs would come rumbling through the woods. The Hunter Killers series 800 has the same anti-rocket close defence system as the series 900. Two Stage I Aliens command the vehicle. The range of the HK series 800 is 130 kilometres. Black Widow: The Black Widow B model looks like a spider and gained the nickname Widowmaker. There are six "legs" the extend up then down to support the anti-gravity disks. Two large power modules are encased in a orbs at the front and a large command centre is at the rear. The overall appearance is of a four metre long spider. A AF-3A is mounted behind the orbs and can fire a full 360 degrees. The Black Widow has a range of 80 kilometres and a crew of one Stage I Alien. Earth Mover: There are many types of earth movers and construction vehicles. All are tread driven and have one AF-4V Pulsar for defence. Earth movers are controlled by one Tenh-Ceredium. The range of an Earth mover is 50 kilometres. SPACESHIPS It is beyond the scope of the game to include combat statistics for Alien ships as Earth did not develop crafts capable of fighting them in space. The descriptions provided give outlines for the types of ships the Aliens use. Chameleon Class Exploration Ship: This ship is sent to each galaxy and if necessary, build a gate their. The ships has all three types of Aliens aboard with a full range of exploration probes, Iguana Class ships and research facilities. Chancellor Ship: Used by only the higher members of the Drazilian Empire. Only Drazils are found on these ships, except for the Tenh- Ceredium pilots. Dragon Class Assault Ship: Heavily armed and armoured ship for space superiority. Iguana Class Ground Scout Ship: A small landing ship that carries three Stage II or III Aliens plus a Tenh-Ceredium pilot. Minimally armed and armoured. Used primarily for surface landings in early stages of a planets exploration. Newt Class Shuttle: A widely used shuttle craft. Most ships carry numerous shuttle craft to go from ships in orbit to the planet or between ships. The Newt can carry a group of nine Stage II or III Aliens. The Newt has combat statistics found on the alien vehicle reference sheet. The shuttle has two AF-4V, one on each side. The Newt also has a vent for suppression gas in the nose. Saurian Class Troop Ship: This ship carries two hundred Bectraa warriors for planetary sieges. ================ = CAMPAIGN = ================ RUNNING A CAMPAIGN A campaign can be described as characters adventuring through different scenarios over a lengthy period of time. Over this time period the characters develop attributes and personalities as well as form bonds to other characters and non-player characters. It is up to the players to enjoy their characters, but much of the duty falls on the gamemaster to provide interesting setting and flamboyant non-player characters. The world of Alien Dawn can provide unique and widespread role-playing if a few concepts are kept in mind. The characters should initially start in a community or group that sends them on mission. It is an easy way to get players going and slowly introduces the characters to the world through environments you control. Play may quickly break down if characters have no goals and simply travel aimlessly about the Earth. Another start is to have all characters belong to the military which could also send them on missions. Always have an equal (if not more) number of non-player characters that assist the players than hinder them. Not everyone in the world is out to get the characters. Part of the campaign structure is to have characters meet non-player characters they have meet previously. This provides cohesion in the scenarios. It may also prove ideal to have a arch enemy or nemesis which keeps the characters guessing and is always just out of their reach. The scenarios should link together in a logical order. It does not make sense to the characters to be sent away in a spaceship only to return to Earth, then go back to space to pick up some information that was missed. Change the scenario to follow the characters. This type of improvisation keeps the flow of play in one direction. If the characters are exposed to too much at once you may find yourself out of fresh scenario ideas. Look over the list scenario ideas presented as well as the scenarios within the game. Smaller detailed scenarios are much better than impressing the characters with extensive Alien technology and failing with a poor though out adventure. Keep the Aliens as secretive as possible. Occasional sightings or happening upon results of their destruction keeps the characters interested in the Aliens. Consistent attacks by the Aliens may only bore the players. You should also decide to include the Russians in the campaign, if only as a minor side line. They will definitely add confusion and suspense when a T-85 rolls down the road and the commander barks orders in a foreign language. The characters may think that there was no Alien invasion at all. A campaign takes time to organize and develop. If you keep one or two long term objectives in mind for the characters, the scenarios should be less difficult to prepare and run. Try different short scenarios to test the groups reaction to various situations. Listen to the players when they talk amongst themselves. They may give clues and ideas for scenarios they themselves would like to adventure in. Remember, do not become frustrated with the players when they do not follow your "plan". They have goals and ambitions to. The following sections deal with information that will assist in setting up your Alien Dawn world. TIMELINE 1961 Yuri Gagarin becomes the first man in space. 1969 Apollo 11 lands on the moon. 1972 Pioneer 10 is launched. Its mission is to seek out other life forms. Aboard is a plaque showing the Earth's location. 1977 Voyager 1 carrying messages to other life forms is launched. A record of the "Sounds of Earth" contains samples of music, languages, and nature. A message from the President of the United States says; "This is a present from a small distant world, a token of our sounds, our science, or thoughts, and our feelings. We are attempting to survive our time so we may live into yours. We hope someday, having solved the problems we face, join a community of galactic civilizations. This record represents our hope and our determination, and out goodwill in a vast and awesome universe." 1981 Space Shuttle Columbia successfully becomes the world's first reusable spacecraft. 1983 Pioneer 10 leaves our solar system. 1988 Voyager 1 accidentally passes into a drifting uncharted inter- system gate and arrives at the Concourse. The gate continues past our solar system. 1988 Deep space flight tracking station in Goldstone Lake, California losses contact with Voyager 1. Probe assumed destroyed in a meteor collision. 1994 Stage III Aliens, having decoded Voyager's message, decide to open diplomatic and economic ties with Earth. The Aliens send a Chameleon Class Exploration ship to construct an inter-system gate on the opposite side of the sun near Urainus. The gate will have a geopositional orbit and remain hidden from the Earth. The Aliens will wait until further studies on Earth's inhabitants and environment have been completed before requesting a Chancellor Ship. 1994 Gate construction completed but anchoring problems persist. 1995 NASA launches the space shuttle Atlantis and the Aliens witness Earth's space potential. After viewing aggressions in the Middle East, the Aliens request for Dragon Class Assault ships to provide protection while the gate is being secured. Stage III Aliens protest such buildup of military crafts but are helpless as gate construction is a military operation. 1995 Stage I Aliens view Earth as a threat to their galactic domination. Preparation for an Earth invasion begins as Saurian Class Troops ships carrying Stage II Aliens arrive. 1995 The inter-system gate which has been cleverly hidden behind the sun slips from its orbit and begins to drift towards Jupiter. The Bectraa, under command of Draconian Sauria, execute the Stage II Aliens aboard the Exploration ship. Evidence clearly shows they sabotaged the anchoring system of the gate. Draconian assumes command of system 22-7. Stage I Aliens have not yet completed the guidance system which would enable the gate to correct itself in case of such an emergency. Earth observatories in Chile view the gate as a bright star leaving astronomers perplexed. 1996 Iguana Class Scout ships begin to land in isolated areas on Earth. The Aliens are surveying possible targets and determining the safest route for the Assault ships. Alien sightings increase worldwide but the lack of evidence has quelled any action. The player characters decide to leave for a safe haven. 1996 More Alien ships begin to come through the gate. Some ships are destroyed upon entering the system due to the drifting gate. The Aliens are frantically trying to stop the gate but fear the worst. Present course - direct path to Titan, one of Jupiter moons. 1996 The government tracks down a finds a Scout ship. No Aliens found. A series of tests prove the craft could not have been made on Earth. Project GLOSUR begins. Its goal is to preserve human life. 1996 Sites for GLOSUR are established globally. 1997 The Aliens begin to land at key Earth locations in Florida, Texas, California, Hawaii, Spain, Australia, Africa and Russia. Their goal is to destroy Earth space centres. 1997 Aliens land ships in highly populated areas. The Earth begins a two year war with the Aliens. This war is called "The First Alien War". 1999 The Earth, under threat of Alien domination, agrees to use nuclear weapons. The Aliens unaware of such technology start to retreat to the safety of space after suffering heavy losses. 1999 The player characters remain in their retreats. Earth attempts to heal its wounds. Some Aliens are captured. Action for peace progresses slowly. 1999 The Aliens escape through the gate with specimens of Earth life forms. Some Aliens continue to work in the gate. 2001 A large Alien force returns with more Stage III Aliens to start scientific projects and oversee terra forming operations. 2001 The gate collides with Titan and is destroyed. 2001 The Aliens begin a second invasion of Earth. Thus begins "The Second Alien War". Some historians call this war "The Great Terrain Conflict". 2002 The Aliens make nuclear weapons obsolete with their advanced technology. 2003 The Earth is defeated in the final global war. 2003 Aliens start numerous projects on Earth. Terra forming, mining, experiments on flora and fauna, extraction of resources (wood, water, minerals and animals), and enslaving humans begin. 2005 Present Earth has succumbed to the Aliens. Resistance to Alien projects are mainly performed by partisans. Armies are scattered but still engage in battles. The Aliens view Earthlings as a nuisance. Stage III Aliens will not allow the total destruction of all Earthlings. Draconian is secretly fighting this. Characters belong to communities hidden in secluded areas and start their quest for survival. Work on a second gate begins. 2009 Future Project GLOSUR begins. A new hope for Earth. LIFE IN THE COMMUNITY It is recommended that the characters belong to a community of people. The size of the community should not exceed 200 inhabitants and should be isolated from any major urban centres. How the character arrived at the community should be included in his background. Within the community the characters lend their skills and ideas to ensure its survival. Each community has an elected/chosen/claimed leader who will send the characters on missions.These missions include foraging, scavenging, reconnaissance, rescue, military aid, search out alien sympathizers and help the Alien Resistance Force. The characters may also be involved in other day to day activities such as growing/harvesting crops, distilling alcohol, maintaining equipment and vehicles and standing guard. DISTILLING ALCOHOL If a character has obtained a still, he can make ethanol or methanol as a substitute for gasoline. For every 80 kilograms of grain or wood, 135 litres of ethanol (grain) or methanol (wood) is produced. The distilling of alcohol takes 3-4 days. On the first day the material must be turn into "mash". Mash is made by combing the material ground up with twice as much water. This mash must ferment for 48 to 72 hours as the yeast multiply and grow. During this fermentation the alcohol is created. The final day the alcohol is separated by the still. A typical hectare can yield 300 litres of alcohol. Ethanol burns 3 times as fast as gasoline and methanol burns 4 times as fast. No combination of gasoline, ethanol or methanol may be in the gas tank at one time. FORAGING AND SCAVENGING Part of a character's service to the community is to forage for food and scavenge for equipment and parts. When a character is using his foraging skill, he may make a skill saving throw every hour. If successful the gamemaster should roll on encounter subtable I for results of the foraging. If tracks are found and a successful tracking skill is made then the next foraging skill saving throw is made at plus one to the SST. If the party is scavenging a randomly chosen character in the group should make an intuition attribute saving throw. If successful, roll on the hourly encounter again for that hour but ignore animals, travellers, and weather. Thus if a 2-4 or 9 is rolled then the characters have found something along with the results of the normal hourly encounter check. Only one such intuition saving throw is made per hour. ENCOUNTERS The gamemaster should roll once on the daily encounter table per game day to determine if a special event will occur that day. A roll should be made on the hourly encounter table once per game hour to determine if a minor encounter will happen. These rolls may be made prior to the game beginning to avoid delays in setting up an encounter should one be rolled. Below are the explanations to the encounters. Aliens: The characters have come across the Aliens. A roll on subtable III will identify what the Aliens are doing at the time of the encounter. Most likely the Aliens will be 1-6 Bectraa who are scouting. Major Alien encounters should be preplanned. Alien Equipment: Weapons, enviro-suits, clothing, utensils or other general equipment may be found. The equipment may be left behind by the Aliens or destroyed in a battle or raid. The equipment should not be made usable by the characters. Alien Vehicle: Usually a Black Widow Support Pod or Newt class shuttle. Other normal type of heavy equipment may also be found. Vehicles left behind has either been destroyed or damaged naturally. When rolling on subtable I subtract 1 from the die roll. Any roll less than 1 is treated as 1. An entire scenario may be based on finding a interstellar craft. Alien Resistance Force: Besides the regular army fighting the Aliens, a group a trained individuals have banded together to form the Alien Resistance Fore (ARF). The main body of these skilled tacticians is made up of mercenaries but scholars, scavengers and others round out the force. There is no confirmed total to the number of people belonging to the ARF and there is no central power governing it. The ARF carry out missions to gather information for the army, rescue hostages, or disrupt the Alien's day to day activities by sabotaging key installations. The ARF will also try to find Alien sympathizers and exterminate them. The force is made up of units of 1-10 people called Wolf Packs. The Wolf Packs are found in communities, cities or alone in the wilds and their presence is known only by the leaders of other Wolf Packs close by. Common names of Wolf Packs are Thunder, Sabre, Flash, Sword, Delta and so on. When rolling on subtable II the ARF will never be hostile towards the party. Alien Sympathizers: These individuals think the best way to deal with the Alien invaders is to do as the Aliens desire. The sympathizers expose members of the Aliens resistance force who they believe only bring the wrath of the Aliens on the humans. The sympathizers give out locations of armies and point out caches of equipment and food. The Bectraa perform most of the communications with the sympathizers but a Drazil will be called in for important information. Animal: There is a 1 in 6 chance that the animal encountered is a bear, dog or other hostile creature. Otherwise the characters have stumbled across a dear, bobcat, coyote, caribou, etc. Roll on subtable I for the exact nature of the encounter. Army: The armies of Earth are dispersed and shattered. Air Forces were knocked out by fast moving Alien interceptors. Navies sunk by bombardments from high altitude crafts. Only land forces managed to survive as they sought refuge in cities and the countryside. Any member of the military caught by the Aliens is usually terminated. The characters will probably encounter a platoon with minimal equipment. Most units will not be hostile towards the characters. Bomb Crater: Nuclear weapons were used at the end of the First Alien War and early into the second war. It was these missiles that inflicted much of the damage on cities and rural centres. Characters may come across a crater made by a nuclear explosion. By the year 2000 the craters are hard to distinguish unless a Geiger counter is used or the terrain surrounding it gives obvious clues (dead vegetation, depression). Crater size is determined by rolling a 1d6 and multiplying it by 100 to yield the radius in metres. Any character within a crater will suffer 2d6 rads every 5 minutes. City: The characters have come across a city. The status of the city is determined by the gamemaster. Most damage to cities was caused by nuclear and conventional Earth weapons. The majority of people fled leaving only a handful of occupants. Goods of any kind a scarce within the cities although black market operations exist. In large urban centres "Lords" have divided the city into smaller communities fighting for control over certain areas. Characters run a high risk of catching diseases in a city. This is reflected on the disease presence table. Most cities are like large prisons with the Aliens watching to make sure no one escapes or enters. Community: A community much like the one the characters are from has been encountered. There are numerous types of occurrences within the community. The village may be diseased, harbouring members of an army, Alien Resistance Force or alien sympathizers, willing to help the character's community and so on. There is always a leader and inhabitants with a variety of skills. The population of the community is determined by multiplying a 1d6 die roll by 30. Equipment: The characters have stumbled across a piece of equipment. The type is determined by the gamemaster but the value should not exceed 2d6x100 barter points. Non-Player Character: The character have come across a unique person in the Alien Dawn world. The character may be a trader, leader, GLOSUR member and so on. See the section on NPC's for more information. Travellers: The travellers could be refuges, scouts for a community, a caravan, or simply people like the player characters searching the Earth. A second roll on subtable III will better define their purpose. Vehicle: The vehicles value should not exceed 2d6x10000 unless a high priced vehicle, like a tank, is required to be found. A roll on subtable II should be made to finds the state of the vehicle. An abandoned vehicle may be totally or partially stripped of parts and cargo. Weather: This indicates a moderate change on the hourly table and a sever change on the daily table. Moderate changes include an increase/decrease in temperature, cloud cover, wind, rain, snow, sleet, hail and so on. A severe change in weather could bring about a thunderstorm, gale winds, tornado, earthquake, flood, or blizzard. The type of weather change is dependant upon the region and season. GLOSUR In 1996 the government discovered an Iguana Class scout ship with no trace of the crew. After much experimentation, it was determined that the craft was of superior design and almost impervious to Earth's conventional weapons. A large number of these and other Alien ships could overwhelm Earth's forces. The government decided to set up sites to work on the craft and construct technology (weapons, vehicles) and training centres to combat the Aliens should they prove hostile. These sites were to ensure global survival - GLOSUR. With their knowledge of space travel it was determined that the Aliens could not travel to our galaxy in large numbers so quickly. The time-line for this project was 13 years. Unknowing to Earth was the Aliens use of inter-galactic gates to travel between galaxies. The Aliens launched their invasion in the year 1997, well ahead of the 2009 target date set for GLOSUR's completion. The projects were moved deep underground. There the teams continue to work for Earth's future. In the year 2009, when the Aliens have become lax in there dealings with the Earthlings and most of the warriors have left to conquer other planets, the GLOSUR teams will emerge and with them a new hope for Earth. RUSSIAN INVASION "Heads up, here they come" In present times, the mighty Earth military powers are quick to suspect each other. After "The First Alien War" armies were depleted which helped to escalate the mistrust and suspicion as home defence was minimal. In late 2000 when the Aliens were preparing for the big landing of 2001, they destroyed select military targets around the world. The military powers prepared to invade each others territories as they assumed for the most part, that it was the other side performing the destruction. But with no proof, all out war was averted. Still, special units were formed and strategically stationed ready to invade at a moments notice. In 2001 the special units moved out before they realized that it was not their Earth enemy who attack them, but the Aliens once again. In the spring of 2001 the Soviet's elite Spetsnaz special operations force crossed 80 degrees north latitude and landed on the Queen Elizabeth Islands. From these islands they launched attacks on large arctic islands and the mainland. The Soviets also launched an invasion of Alaska from the west. The Canadian Special Service Force and Canadian Rangers were sent to engage the invaders in the North. In the summer of 2001 fierce fighting continued along the 60 degrees north latitude. By the time the forces determined there was a second Alien invasion, the damage was done. Thousands of Russians and tonnes of equipment lay in North America separated from forces needed for home defense. The North American units were separated from the main force battling the Aliens to the south. With too little too late the North America fell in the cold winter of 2002. The Russian forces have remained in North America and are encountered with mixed results. Some may be friendly, others hostile. Some Russians believe there are no Aliens and continue to war against North America. These warring factions of the Soviet army are held together by charismatic commanders who will never surrender. It is up to the gamemaster to decide whether or not the Russians are to be included in his campaign. SCENARIO IDEAS Presented here are a few examples of the scenarios the characters may partake in. Following this section are two scenarios so that you may begin play immediately. After you feel comfortable with the scenarios and gamemastering, return to this section and make your own scenario based one or more of these concepts. Kidnap Someone important has been kidnapped from the community. The characters must get him/her back at all costs. For example; the community and all near it have been infected with a disease and doctors are scarce. Only the character's community has a doctor and now someone has kidnapped him. Defense The community has elected to better its defenses. The characters have been called upon to give their input. Perhaps a special piece of equipment is needed or a trip to another community for ideas may be in store. Supply Run The characters are required to find a much needed supply. Such supplies could be food, drugs, weapons, fuel, livestock, etc. Escort A vital shipment of equipment must get through. Recon The characters may be required to scout the countryside and make a detailed report of all encounters, terrain, friendly and unfriendly peoples. War An interesting concept is to have the characters belong to the military. The characters could be right on the front lines battling the Aliens. Aliens The characters may encounter the aliens in a variety of settings or circumstances. Encountering Aliens should be kept to a minimum. Such adventures include capture an Alien for scientific reasons, attack on Alien outpost, disrupt Alien supply lines, defending the community or a nearby community against an Alien attack, explore a crashed Alien ship, sabotage Alien equipment and vehicles, free slaves or reconnaissance some of there projects. Discovery Characters find a unique installation, city, equipment or device (like a nuclear bomb undetonated). GLOSUR The characters may be a GLOSUR team. The present date would have to be moved to 2004. The characters' team could have prematurely come out as well. Russians Should the gamemaster decide to include the Soviets as an invading force, then the characters may have all sorts of adventures fighting or befriending them. There should be an equal number of Russians to characters with relatively the same amount of firepower. A BRDM or BMP vehicle could round out the force. Encountering the Soviets is an excellent means of introducing the players to the rules. ============= = CARDS = ============= HIT LOCATION CARD Whenever damage inflicted on a character, non-player character or creature requires the knowledge of a hit location, this card is drawn. Each player and the gamemaster should have a deck of these cards. The cards are shuffled and a single card is drawn each time a hit location is called for. After the hit location is determined, the drawn card is placed back in the deck. Hit location cards are numbered 01 to 60. Only cards 01 to 53 are used. Cards 54 through 60 are extra cards. Players may design their own hit location cards or unique combat results with these cards. High, Central or Low: When a hit from a melee attack or an attack which is aimed at a specific level occurs, this section of the card is used to determine the location of the hit. Random/Missile: This section of the card is used for random melee attacks, missile strikes or other undirected hits. Four Legged: This section is used to determine hits (random and melee) on four legged animals. If the creature attacked does not have that location (e.g. tail or wings), use the hit location in parenthesis. Effect of Severity Modifier: Following each hit location is a number which is used to modify the effective damage value. For example, if the high melee hit location result (left upper arm) has an effect of severity modifier of -3, the attack's damage value is lowered by 3. Stun: If a stun follows the hit location the recipient is automatically stunned. DAMAGE CARD Whenever a character, non-player character or creature receives damage from combat, spells or other mishaps, they must draw a damage card. Each player and the gamemaster should have a set of these cards. The cards are shuffled each time prior to drawing. After the damage is determined, the drawn card is placed back in the deck. Damage cards are numbered 01 to 30. Only cards 01 to 27 are used. Cards 28 through 30 are extra cards. Players may design their own damage cards or unique combat results with these extra cards. Severity: Each card has the severity of the injury expressed as 'L" light, 'M' moderate, 'S' serious or 'C' critical. Description: A few lines describing the seriousness of the wound. Players and gamemasters may embellish this. EDP: This represents the amount of endurance loss a character will receive. If the number has a + EDV following it, then add the effect damage value to determine the total amount of endurance damage points the target loses. The effective damage value is determined by subtracting hit location modifiers, resistance to damage value from armour and any other modifiers to the DV. BDP: This column represents the amount of body damage a character receives. If the number has a + EDV following it. then add the effect damage value to determine the total amount of body damage points the target loses. The effective damage value is determined by subtracting hit location modifiers, resistance to damage value from armour and any other modifiers to the DV. Effect of Severity: Due to the severity of the wound, characters may be stunned, knocked unconscious or killed. Take the final adjusted body damage a character received and apply it to the table. Stun: The effect causes the character to make a stability check and draw a stun card. Unconscious: A character is knocked unconscious for 2d6 turns. The target has the option of making a willpower attribute saving throw. If successful, they will not fall unconscious. Regardless of the outcome of the saving throw, the target will lose 1d6 willpower damage points for the attempt. Death: The character expires in 1d6 turns. The character is unconscious for this period. The target may decide to make a willpower attribute saving throw to stay conscious. Regardless of the outcome of the saving throw, the target will lose 2d6 willpower damage points for the attempt. A heal spell, mental blend or laying of the hands used at a level equal to the number of body points taken from the card which caused the effect will save the character. Any character knocked unconscious from an effect of severity and fails a willpower saving throw (or decides not to make one), can try a willpower attribute save on any 'M' movement action phase. The saving throw can be made anytime during the movement phase. Failure to make any willpower attribute saving throw while trying to regain consciousness will result in a 1d6 or 2d6 (if dying) willpower damage points loss. A character may never lose more than the 1d6 or 2d6 per attempt. **EXAMPLE** Marc strikes an alien high with his longsword. The sword has a damage value of 12 (based on the attack type and Marc's strength). Hit location card #24 is drawn, a head hit. The effect of severity modifier is +2. The alien has a natural resistance to edge attacks of -2 for edged weapons. The effective damage value is 12 (12 + 2 - 2). The alien is also stunned from the hit location as shown on the card. Damage card #21 is drawn. Critical. The amount of endurance damage points taken is 3 + 12 = 15. The alien takes 18 body damage points (6 + 12 = 18). Consulting the effect of severity table, the alien is unconscious (18 falls between the range of 14 to 23). The alien can decide to make an attribute saving throw versus willpower to stay conscious. The alien rolls a 12, a failure, and suffers 1d6 willpower damage and fails unconscious. The alien must wait until a movement phase to try to regain consciousness. PHASE SEQUENCE CARDS Whenever the sequence of events must be regulated (e.g. combat) the phase sequence cards are used. Only the gamemaster has this deck of cards. The cards are shuffled at the beginning of each turn and a single card is drawn. The gamemaster announces the number, M or R and all characters, non-player characters and creatures may react. The drawn card is placed in a discard pile. When all the cards are drawn, one turn has passed. The cards are shuffled and again drawn one at a time until combat has ended. Each card is considered one phase and is one second in duration. Each deck of cards is 1 turn and is one minute in duration. There is no time or actions for R cards. Phase sequence cards are numbered 01 to 75. Only cards 01 to 66 are used. Cards 67 through 75 are extra cards. Players may design their own cards these extra cards. Numbered Cards: These numbers are used to determine when a character can perform a skill or random action. This is called a skill or random action phase. The skill saving throw of the skill is the skill action phase number. For example, a skill saving throw of 7 in hafted weapon means a character may use that skill whenever a 7 is drawn from the phase sequence deck. There is only one 11 card. Skill action phases based on an 11 skill saving throw, do all their actions on the 10 cards and the single 11 card. The random action phase number is the dexterity attribute score of the character. Gamemaster should use logic and flexibility in determining the amount of actions a character can take during one action phase. For example, a character has a melee weapon drawn and is engaged in melee. The gamemaster should not allow the character to be picking locks, attacking and deciphering runes all on the same action phase regardless of skill saving throw numbers. M Cards: Movement. This represent when characters may move during a turn. R Cards: Recovery. This is a special card. The only thing done on this card is that combatants may move their body balance up one level, from prone to kneeling or kneeling to standing. STUN AND BODY BALANCE CARDS Whenever damage inflicted on a character, non-player character or humanoid creature results in a stun, a stun card is taken. Each player and the gamemaster should have a deck of these cards. Stun cards are numbered 01 to 10. If a character is on their knees or prone from a failed stability check, they can use the body balance card to indicate the position. The cards are numbered 01 to 05. Each player should have a at least 5 of these cards. The gamemaster should have about 30 of these cards. VEHICLE CARDS Whenever a vehicle receives damage from combat or other mishaps, they must draw a vehicle card. This card combines hit location and damage. Each player and the gamemaster should have a set of these cards. The cards are shuffled each time prior to drawing. Draw the vehicle cards for all damage of each attack without replacing the cards in the deck. After all damage is determined, the drawn cards are placed back in the deck and the deck shuffled. Damage cards are numbered 01 to 60. Only cards 01 to 59 are used. Card 60 is an extra card. Players may design their own unique combat results with this extra card. Armour Penetration: This number at the top of the card indicates the varying factors that are taken into account when firing on a vehicle (e.g. slope of armour, angle of impact, luck). For an armour piercing round to damage this device, the effective damage value must equal or exceed this amount. If the effect damage value is less, the device is not damaged and the number of hits scored is reduced by one. **EXAMPLE** A 240 DV armour piercing round hits a tank with armour rating of 125. The round will penetrate and the effective damage value is 115 (240 minus 125). Therefore the tank will take 3d6 damage cards. All damage cards drawn must have an armour penetration number of 115 or less or the device is not damaged. Devices not damaged still count towards the number of internal hits. Device Name: The device category damaged on the vehicle is listed here (e.g. power). If the category does not exist for this vehicle, or all devices have been destroyed, redraw another card. Device Numbers: Each device category has up to 6 devices associated with it (e.g. engine, battery). Each device is recorded on the vehicle record sheet under its own number (e.g. device #1 - engine, device #2 - battery). The device number damaged from the card is indicated on the top of the column. If the entire device for the first number is destroyed, the second number in the column is chosen as the device number, and so on. If the number of points exceed the available damage boxes, then the remaining points are applied to the next device number in the column. If no device number exists for that category, move down the column until a matching device number is made. Damage: A single number with a box around it. This is the number of damage points the device will receive. Cross off this number of damage boxes for that device. If all 6 boxes are crossed off, the device is destroyed. Cargo, Occupants and Structure: These are special cards. Follow the instructions on the card. **EXAMPLE** On card number 01, ammunition is hit. Depending on what device #1 was on the vehicle record sheet, it would receive 1 damage point (cross off one box). If device 1 was already destroyed, or did not exist, then proceeding down the column, device #2 would be hit. ============== = DAMAGE = ============== ENDURANCE DAMAGE POINTS Endurance damage points (EDP) indicates the loss of energy caused by bruises, exhaustion, cuts or hunger. It also represents damage taken from poisons and diseases. Magic spells can be powered from a character's endurance damage points. The character's maximum endurance damage points is equal to the endurance attribute score multiplied by 2 and adding the health attribute score. Any endurance damage sustained by the character is subtracted from this number. If the character's endurance damage points fall to a negative number, he or she will fall unconscious. They may also die of shock. The chance of surviving is shown on the table below. A 2d6 dice roll less than or equal to this number indicates the character has not died from shock. If the character's endurance damage points fall below -19, the character will die instantly from shock. A character may not be healed above their maximum endurance damage points. ENDURANCE SURVIVAL CHANCE -10 11 -11 10 -12 9 -13 8 -14 7 -15 6 -16 5 -17 4 -18 3 -19 2 BODY DAMAGE POINTS Each race has a certain amount of body damage points. Add the strength attribute score to the base number of 95. This will yield the maximum body damage points a character has. These points represent the amount of physical damage a character may receive in terms of bleeding, wounds and broken bones. Any body damage received should be subtracted from this number. When these points reach 0 or less the character will die in 1d6 turns. A character is unconscious during this period. No healing can increase the body damage points above the maximum. WILLPOWER DAMAGE POINTS A character has 3 times their willpower attribute score in willpower damage points (WDP). Effect of Severity: If a character is knocked unconscious from an effect of severity of 'unconscious', they will be knocked out for 2d6 turns. The target has the option of making a willpower attribute saving throw. If successful, they will not fall unconscious. Regardless of the outcome of the saving throw, the target will lose 1d6 willpower damage points for the attempt. If the severity is death, the character will expires in 1d6 turns. The character is unconscious for this period. The target may decide to make a willpower attribute saving throw to stay conscious. Regardless of the outcome of the saving throw, the target will lose 2d6 willpower damage points for the attempt. Negative Endurance: Should a character fall unconscious from negative endurance, he or she may use their willpower attribute to regain consciousness. If a successful attribute saving throw against willpower is made, the character becomes conscious regaining all negative endurance plus 5. The character then loses 1d6 willpower damage points. Failure of the saving throw will still reduce the willpower damage points by 1d6 and the character remains unconscious. Any character that is knocked unconscious from negative endurance, or an effect of severity and fails a willpower saving throw (or decides not to make one), can try the willpower attribute save on any 'M' movement action phase. The saving throw can be made anytime during the movement phase. Failure to make any willpower attribute saving throw while trying regain consciousness will result in a 1d6 or 2d6 (if dying) willpower damage points lose. A character may never lose more than the 1d6 or 2d6 per attempt. A character instantly dies when the willpower damage points reach 0 or less. Characters may also lose willpower damage points from psionic talents. Some spells, skills and invocations will also affect the willpower damage points. RECOVERING DAMAGE POINTS Characters may heal naturally or by medication. Whatever the type of healing, no character may have their damage points raised above the maximum damage points. Certain skills will add bonuses to the normal healing process. Only one try per skill per day on wounds received that day is allowed. Additional healing by medical aid is not cumulative. A character cannot receive first-aid and general medicine and gain the +1 and +2 per day. In that case, only the general medicine bonus would apply as it is the more effective type of treatment. A character recovers naturally or with the help of medical aid as per the following schedule. Normal Endurance: 1 endurance damage point per 10 turns of resting Body: 1 body damage point per day Willpower: 1 willpower damage point per day Medical Aid First-aid: +1 body damage point per day. General Medicine: +1d6+1 body damage points at the end of the first day (when the skill is performed) plus an extra +2 per day. Disease: +1d6 endurance damage points per week. Medication Antibiotic A: Used to cure blood poisoning. Antibiotic B: Used to cure typhoid fever or typhus. Antibiotic C: Used to cure the plague or dysentery. Antibiotics cure 1 endurance damage point per use. The type of drug used determines if the damage is recovered. For example, endurance damage caused by an infection will not be cured by antibiotics B. Markinol: Used to cure fatigue. Restores 1 EDP per pill. Pentaline: Cures body damage. Restores 5 BDP per pill RESISTANCE TO MEDICATION Characters may be using the medication to offset large amounts of damage and an immunity to them may occur. Players must keep track of how much medication a character has taken. Separate totals for Pentaline, Markinol and the three antibiotics should be kept. At the end of one week, divide these totals by 5. Any result less than one is treated as one. If a 1d6 die roll is less than or equal to this chance, the character has increased his or her resistance to that drug. The result of this resistance is that the BDP recovered by a pentaline pill is lowered by 1. Markinol and the antibiotics are lowered by half recovered per pill. After all dice rolls are made the checks are erased and new totals are started for the next week. The effectiveness of pentaline may never be brought to less than 1 BDP recovered per pill. Markinol and the antibiotics can keep going down. **EXAMPLE** During one week, Phillip "Gadget" Jameson took 13 Pentaline and 2 Markinol to restore damage incurred while encountering some Aliens. He has a 3 or less (13 / 5 = 2.6 round up to 3) chance to become resistant to Pentaline and a 1 in 6 chance of becoming resistant to Markinol. He rolls a 2 when checking for Pentaline resistance and a 5 when checking for Markinol resistance. Therefore his resistance to Pentaline has increased. The drug will only restore 4 BDP per pill. Markinol is left unchanged. The totals for the week are then erased and started over. WOUNDS Wounds must be bound or they will continue to bleed. Characters with open wounds will lose 1, 2, 3 or 4 body damage points per hour from a light, moderate, serious or critical wound respectively. Wounds may also become infected. If a character was wounded from an attack, then a health attribute saving throw should be made at the end of the week. Failing the saving throw indicates the character loses 2d6 from the maximum endurance damage points. This reduction can only be removed by curing the disease. BROKEN BONES If a character receives a critical or serious wound from an attack which physically strikes the character, (e.g. a mind blast and sonic disruption spells do not strike the character), there is a chance a bone will break. If damage card #27 is drawn, and a second damage card is a critical, the hit location's bone is broken. If a character uses general medicine or first-aid (with a -3 penalty) successfully, the bone will mend in 5 to 8 weeks with 3d6 days of recovery. If an unsuccessful setting occurs (failed the SST), the character will lose 1 point from the attribute which best suits the area of the break (legs agility, hand dexterity). DISEASE AND SICKNESS For a character to avoid sickness or disease a successful attribute saving throw against health must be made. The severity of the ailment will modify this chance. Certain diseases or ailments will temporarily lower the maximum endurance damage points. Any reduction to the maximum endurance damage points from a disease can only be cured by the disease skill, cure spell, remedy invocation or through the use of herbs. Depending on the type and duration of the sickness, the gamemaster may apply any amount of damage to a character. A list of a few common diseases are provided as a guide when designing other diseases. Atchim: If a character consumes contaminated water lilies, they could contact atchim if they fail there health attribute saving throw. The character will have a rash and itch for one month. The character also loses 1d6 endurance damage points mid way through the duration of the disease. Blood Poisoning: The section covering damage and wounds also covers infection and blood poisoning. Antibiotics A heals damage incurred from blood poisoning. Cholera: After drinking contaminated water, a character may receive cholera in 1 weeks time. The symptom of cholera is diarrhea. The illness lasts 2d6 days. The character must drink twice the normal amount of liquids to avoid dehydration. Failure to do so will result in a loss of 1 or 2 endurance damage points per day the diseases persists. Citriemia: Characters may catch this disease after being exposed to the Sleeper grenade AG-2 or the suppression gas. The disease is transmitted through the air and takes 1 day to incubate in the character. The symptoms are skin rash, discomfort in breathing, fever and restlessness. In 2 weeks the victim falls into a coma if a saving throw versus willpower is not successful. The coma lasts for 2d6 days. Upon awakening, a die should be rolled. A 1-5 means the character is normal, a 6 means the character will become an altered folk. Altered Folk are mindless people who travel the lands wreak havoc wherever they go. At present there is no cure for Citriemia. Dysentery: Bad food or water can give a character dysentery. The disease incubates 1 week before affecting the character. Symptoms are fever, abdominal cramps and diarrhea. The disease last about 10 to 12 days if treated. Pure food and water will help cure the person. The character losses 1 or 2 endurance damage points per day of duration. Green Fever: Characters may receive this disease from a mosquito bite. The character will turn green and have a high fever. The disease lasts 3 weeks and the character will lose 2d6 from their maximum endurance damage points per week until cured. To avoid this disease, a character must make a successful attribute saving throw versus health with a -3 modifier to the attribute score. Hepatitis A: Malnutrition and contaminated food or water can lead to hepatitis A. The disease will affect the character in 1-3 days. The character will have a fever, feel nauseous and loss their appetite and energy. After 5-6 days jaundice will set in. Hepatitis A last 6-12 weeks. Rest and proper diet will help the character recover. Failure to do so means that 1d6 endurance damage pints are lost per week. Hepatitis is contagious. Food Poisoning: By eating bad food a character may receive food poisoning. Symptoms include fever, vomiting,. abdominal cramps, diarrhea and loss of appetite. Food poisoning takes 1 day to incubate and lasts 2-3 days. The character should not receive food for 2-3 days and requires plenty of rest. Plague: A dreaded disease in medieval times. The source of the disease is from unsanitary conditions usually spread by rats. A character affected with the plague will be at half endurance damage points for one month. The character will suffer 6d6 endurance damage points at the end of the month if the saving throw versus health failed. There is a -3 modifier to the attribute score when making the save. Rabies: Being bitten by an animal with rabies can cause problems for the character if they receive rabies. After about 2 weeks the character will begin to have a fever, become restless, feel depressed and have painful spasms in the throat muscles. The character will lose 1d6 endurance damage points per day until given the rabies vaccine. Typhoid: Spread by contaminated food or by contact with an infected person, typhoid causes a fever, headaches and red spots to appear on the character. The duration of the disease is 6 weeks and the character will lose 1d6 + 2 from the maximum endurance damage points per week. To avoid typhoid, a character must make a successful attribute saving throw versus health. Typhus: Spread by fleas, typhus will last for 2 weeks and inflict 4d6 + 5 endurance damage points at the end of the period. The character will have a fever, headaches and a rash. The character may avoid the disease by making an attribute saving throw versus health modifying the attribute score by +1. POISONS Certain poisons attack the characters endurance damage points until the character dies or they have a cure, remedy or antidote. Other poisons may reduce the maximum endurance damage points and will remain in affect until cured by the above means. FALLING If a character falls over five feet they may be injured. A character suffers 1/2 damage value per foot fallen above five feet. A hit location card is drawn using the random result effect of severity modifier. A fall from a mount is a 1d6 DV random attack. Falling is impact damage type unless the character lands on something to dictate otherwise (e.g. spikes). FALLING OBJECTS For every 10 kilograms an object weighs, it inflicts 1 damage value. For every metre it is dropped it does 1 damage value. Therefore a rock weighing 40 kilograms and dropped 10 metres would inflict 14 DV on a random hit location. DROWNING Characters will lose willpower damage points when they are held under water or tire from swimming. The amount of damage should not exceed 6d6 WDP per turn. FIRE Any flammable clothing that is struck by flames has a 50% chance of catching on fire. A person who is on fire will take 2 DV attack per movement action phase. The hit location card is drawn using the level of attack where the fire is concentrated. ELECTRICITY Every 10 volts of electricity inflicts 1 DV upon a character. The hit location card drawn applying the random result effect of severity modifier. There must be at least 1 amp of current flowing to inflict the damage. RADIATION Even though there was limited use of nuclear weapons, characters may come upon areas of radiation. Radiation is measured in rads. The more rads a character is exposed to the more chance a character has of dying. Radiation damage is also permanent with no sure way of cleansing the body after it is exposed. Players are required to keep track of how many rads their characters have been exposed to as each new exposure will add to rads accumulated already. Unlike diseases and poisons, characters do not get a saving throw versus health to avoid radiation but do make one when avoiding the illness which accompanies it. The amount of rads present are determined randomly by the gamemaster. The gamemaster may, for example, predetermine that if the characters pass within 100 metres of a crater made by a tactical nuclear weapon they would receive 2d6 rads. When a character's accumulated rads reach 100, and every 50 thereafter, the character must make a health attribute saving throw. Failing the save indicates the character will suffer headaches, nausea, vomiting and the strength and endurance attributes will be halved for the duration of the illness. The symptoms will occur 1d6 hours after the contact with radiation and will last 1 to 3 (1d6 / 2) days. A successful save indicates no illness is suffered by the character. Once the total rads reach 400, and every 50 thereafter, the character will automatically become nauseous, vomit, experience headaches plus the loss of endurance and strength as above. The illness will begin 1d6 days after exposure. If the character fails the health attribute saving throw, the illness will last 1d6 plus 3 days, otherwise, it will last 1d6 / 2 days. The character will lose 1-2 endurance damage points per day of the illness. If the total rads reach 600, and every 50 thereafter, the health attribute saving throw is to avoid taking 10d6 endurance damage points. The damage will come in 4d6 days accompanied by the symptoms for 400 rads. A successful saving throw will still bring on the illness for 2d6 days with full symptoms as for 400 rads. Any exposure over 900 rads is death in 3d6 days with full symptoms. TRANSFUSIONS Characters may require a transfusion to replace a large amount of lost blood. A successful first-aid or general medicine (with a +1 to the SST) indicates the transfusion was successful. Consult the table below to determine which type of transfusions are acceptable. Transfusions Donor Recipient O+ O- A+ A- B+ B- AB+ AB- O+ + +* + +* + +* + +* O- + + + + + + + + A+ - - + +* - - + +* A- - - + + - - + + B+ - - - - + +* + +* B- - - - - + + + + AB+ - - - - - - + +* AB- - - - - - - + + + transfusion possible - transfusion impossible +* transfusion possible but may only be given once STARVATION Each character must consume 3000 food points (FP) per day. About 1700 should be meat, 500 dairy, 400 grain and 400 fruits and vegetables. A military ration will supply all four food requirements (3000 FP). For each day a character goes without food he or she lose 10 from their endurance damage points. For each day he or she goes without water they lose 30 from his or her endurance damage points. A character may not recover this endurance loss by normal means until sufficient food and water has been consumed. AGING Characters will age throughout the play of the game. Characters do not age within real time, but age as their characters adventure and live in their campaign world. Some characters may have been aged already when they were created receiving extra starting wealth and skill points. As characters age, attributes scores change. Most physical attributes are reduced. Some mental attributes are increased. When an attribute score reaches 0, the character is permanently dead. Aging Level Attributes Affected 30 END -1 40 HLH -1, EDC +1, INT +1 50 STR -1, OBS -1, END -1, DEX -1, AGL -1, LAB +1 60 PER -1, STR -1, HLH -1, AGL -1, COR -1, EDC +1 70 OBS -1, PER -1, STR -1, END -1, WIL -1 80 PER -1, HLH -1, END -1, COR -1, AGL -1, STR -1 +1 HLH -1 DEATH OF A CHARACTER A character may expire from many circumstances. All is not lost though as a player may simply create a new character and rejoin the gaming session at the gamemaster's discretion. ======================== = TIME AND ACTIONS = ======================== There are two types of time that occur within a gaming session. The first is real time and the second is game time. Real time is the time that passes for the player of the game. Game time is the time that passes for the characters. For example, a group of characters encounter a party of orcs and a battle ensues. From the character's point of view the battle may only have taken two minutes but to the players, an actual half hour has passed. Each game turn is one minute in duration and is divided into 60 phases of 1 second each. Each character is capable of performing a number of actions during a turn as described below. ACTION PHASES There three types of actions that may occur during a turn: skill actions, moving actions and random actions. Each action takes one complete phase to perform and all action within a phase is simultaneous. Recovery phases take up no time and no actions may be performed during a recovery phase. PHASE SEQUENCE CARDS Mass confusion can occur during a turn due to characters and non-player characters performing a variety of activities, especially during combat. To alleviate this problem The Guide to Adventure: Alien Dawn utilizes phase sequence cards to regulate the sequence of actions during a turn. The phase sequence cards consist of numbers, M and R cards. Each number and "M" represents one second (phase). R (recovery) cards are special phases. When a card with a number is drawn and it equals a character's skill or random action phase number, he or she may use that skill or perform a random action. When an "M" is called out creatures may move. When the last card is drawn from the deck, one turn has passed. The deck is shuffled and the cards are again drawn until all actions have stopped. RECOVERY PHASE This is a special phase used to remove a single stun card from all characters and non-player characters involved in combat, etc. No actions can be performed. SKILL ACTION PHASE The points during a turn in which a character may perform an attack or utilize a skill is called a skill action phase (SAP). A character's skill action phase number is different for each skill and is equal to the skill saving throw number. Certain skills (such as draw weapon, swimming, climbing, riding) are not performed on their skill action phase but used in conjunction with another action phase. If more than one character is using a skill on the same action phase, the character with the higher skill level will go first. MOVEMENT ACTION PHASE The points during a turn in which a character may only execute movement is called the movement action phase (MAP). All things may move up to their maximum rated distance when an "M" card is drawn from the phase sequence deck. The order of movement is based on the intuition attribute score plus a 1d6 die roll. Characters move in order from the lowest number to the highest. A character retains this intuition movement number for one week, at which time he must reroll for a new number. If a character is being chased by something with a faster movement rate, the character will be caught. Common sense will dictate when to ignore the intuition movement number restriction. If the character is kneeling or prone and not engaged in melee combat, may, after standing up, move half of their movement allowance for that phase. Some skills may be performed on a movement action phase if they involve movement. Such skills are acrobatics, swimming, diving, riding, climbing, and stealth (moving silently only). Swimming: A character swims 15 feet per movement action phase. Multiply the endurance attribute score by the skill saving level to determine the number of turns a character may swim for. Climbing: A character climbs sheers surfaces at a rate of 10 feet per movement action phase. Climbing ropes is faster at 15 feet per movement action phase. RANDOM ACTION PHASE There are times during a turn when a character wishes to perform a non-skill, non-movement related action. These random actions are performed whenever the character's dexterity attribute score is called on the phase sequence chart. Such random actions include: untying a rope or pulling a lever. If a character's random action phase number falls on a skill action phase, they can perform both the skill and the random action in any order such as opening a door and firing a gun. SURPRISE It is up to the gamemaster to determine advantages gained from surprising a target due to a superior tactics (such as sneaking up from behind). If the gamemaster feels the attacker has the advantage, then the turn will begin on their skill action phase number. ============== = COMBAT = ============== This following sections covers missile (bow), melee, firearm and passive combat and the rules of engagement. Although most situations are covered in this section, players (and gamemasters) will come up with unique tactics and approaches not entirely presented herein. The rules should not disallow heroic play or override logical decision making and actions. The combat rules are designed to combine realistic, yet playable battles. Combat takes into consideration the skill of the player, not just the skills of the character. MINIATURES AND SCALE It is highly suggested to use miniature figures (25mm) and a playing surface that has squares or hexes drawn on it when conducting combat. The square should be 3/4 of an inch (20mm) in size and each humanoid figure occupies one square. The game scale is one metre to the square. Thus if two miniatures are beside each other they are engaged. If one of the combatants has a two handed weapon, quarterstaff or pole-arm then being one square away is still considered engaged. WEAPON READINESS It can be assumed that all combatants will have a weapon ready when they engage in combat. If they are engaged in melee combat and must produce a weapon (surprise, fumbled previous weapon, etc), the must use their draw weapon skill. When a character's weapon skill action phase card is drawn, they can use the draw weapon skill to pull out a weapon and ready it. If the skill saving throw is successful, the weapon is ready and can be used to attack. If the saving throw fails, the attacker suffers a -2 penalty on the to-hit chance. Drawing a weapon and having it ready also applies to missile weapons. Missile weapons incur a -2 penalty on the draw weapon skill saving throw. A character can draw a weapon during a movement action phase if they are not engaged in melee combat and not have to make the draw weapon skill saving throw. A character may also draw a weapon without having to use the draw weapon skill, if the gamemaster indicates the situation does not warrant such pressured readiness. PRIMARY AND SECONDARY WEAPONS It is assumed that a character will attack with the weapon in their primary handiness. Characters may choose to attack with a weapon in their off hand or choose to attack with a weapon in each hand. Off-Hand weapon attacks occur on half the skill action phase of the primary weapon. They also incur a to-hit modifier of -1. If a character is fighting with a weapon in both hands, the each weapon will incur a -2 to hit penalty (a total of -3 for the off-handed weapon). The primary weapon skill action phase is unaffected but the secondary weapon still attacks at half the primary weapon skill action phase. APPLYING DAMAGE If the attacker has successfully struck a target, they will draw a damage card. Beside each hit location is an effect of severity modifier. Subtract this modifier from the base damage value of the weapon for the attack employed (missile, slash, hack, thrown, etc.). The base damage value is determined by the strength of the attacker and modifiers based on the weapon. The Archaic Combat section covers the damage value of weapons. From this modified damage value, subtract the resistance to damage value of the armour where the attack hit. This total yields the effective damage value. If the effective damage value is 0 or less, the defender takes one endurance damage point. If the effect damage value is greater then 0, a damage card is drawn. Consulting the damage card there are three things that will happen to the defender; endurance and body damage loss, and an effect of severity result. If the endurance or body damage loss is a number, the target will lose that number of damage points. If the number has a +EDV following it, the target will lose the amount of points indicated plus the effective damage value. Using the total amount of body damage points taken, look this number up on the effect of severity table. Stun: The effect causes the character to make a stability check and draw a stun card. Unconscious: A character is instantly knocked unconscious for 2d6 turns. Death: The character expires in 1d6 turns. The character is unconscious for this period. A heal spell, laying of the hands invocation or mental blend used at a level equal to the number of body points taken from the card which caused the effect will save the character. **EXAMPLE** Marcus strikes an alien high with his longsword. The sword's damage value is 12. Hit location card #13 reveals left shoulder, with a -3 effect of severity. The alien's natural armour has a resistance to damage value of 2 for edged weapons. Therefore the effective damage value is now 7 (12 - 3 - 2 = 7). Drawing damage card number 20, a critical, the orc takes 10 endurance damage (3 + 7), 15 body damage (8 + 7) and is knocked unconscious as 15 falls between 15-25 on the effect of severity table. SEVERING LIMBS (optional) A character must have a skill level of 10 in the weapon to inflict this type damage. The base chance to severe a limb is 2. For every 5 skill levels above 10, the chance is increased by 1. A 2d6 dice roll less than or equal to this chance severs the limb. This special rule comes into affect when a critical damage card is drawn on a vulnerable hit location. The areas that can be severed are hands, lower arm, elbow, upper arm, should (arm), foot, calf and knee. If the hit location is neck or head and the severe dice roll is successful, the defender is instantly killed. If a defender has a limb removed they must make a willpower attribute saving throw to remain conscious. If successful they will lose 2d6 willpower damage points. The injured character will also lose 3 body damage points and 1d6 endurance damage points per turn. The target will probably die from system shock after losing a limb. STUN A character may be stunned from combat hit locations, damage effect of severity, spells and other mishaps. When a character is stunned they take a stun card. All modifiers and effects from being stunned are applied immediately. All modifiers are cumulative. To remove a stun card, an 'R', recovery card must be drawn from the phase sequence deck. There can be no actions taken during an 'R' recovery phase. The following modifiers are applied for each stun card. Attacker to-hit chance -1 Shield base defence chance -1 Body balance checks -1 Missile SST -1 When a character is stunned they must make a body balance stability check. If they fail this 2d6 dice roll, they will fall to their knees. If the character is already at their knees, they will fall prone. Should a character fall prone as a result of a failed body balance check, they are still considered engaged in melee if within weapon reach of the attacker. The attacker is also considered engaged in melee as well. BODY BALANCE Body balance is the character's ability to remain stable while fighting. It is used to determine if a character is knocked to their knees or fallen prone from stuns. It also used to determine successful dodges, retreats, advances and if the character disengages from combat. There are body balance numbers for each type of body balance checks. Each body balance number is based on the moving in armour skill saving throw minus a modifier as indicated below. A character must also subtract the moving in armour modifier based on their skill and amount of armour (encumbrance) worn. This information and table is found in the Armour section. Stability Moving in Armour SST Dodge Moving in Armour SST - 1 Retreat/Advance Moving in Armour SST - 2 Disengage Moving in Armour SST - 3 When forced to make a body balance check, the character must roll 2d6. A total equal to or less than the body balance number will indicate the character has succeeded in that type of body balance manoeuvre. This chance may be modified from stuns and other situations. There is space on the combat data sheet to record these body balance numbers. RIDING ABILITY Once aspect of the skill riding ability is the character's ability to remain stable while fighting on a mount. It is used to determine if a character is disadvantaged or 'unhorsed' from stuns or other combat results. It also used to determine successful dodges, retreats, advances and if the character disengages from combat. There are riding ability numbers for each type of riding ability checks. Each riding ability number is based on the riding ability skill saving throw minus a modifier as indicated below. A character must also subtract the moving in armour modifier based on their skill and amount of armour (encumbrance) worn. This information and table is found in the Armour section. Stability Riding Ability SST Dodge Riding Ability SST - 1 Retreat/Advance Riding Ability SST - 2 Disengage Riding Ability SST - 3 When forced to make a riding ability check, the character must roll 2d6. A total equal to or less than the riding ability number will indicate the character has succeeded in that type of body balance manoeuvre. This chance may be modified from stuns and other situations. There is space on the combat data sheet to record these riding ability numbers. All rules regarding body balance numbers and checks also apply to riders. The only exception, a rider will not fall to their knees but will suffer the penalties imposed by this disadvantage. If the rider falls prone, they will be 'unhorsed' and fall to the ground. The rider will receive a 1d6 DV attack to a random hit location from the fall. The example below shows a character with a moving in armour skill saving throw of 5, a riding skill saving throw of 10, total armour encumbrance of 140 and a wooden round shield (30 encumbrance). STABILITY This type of body balance check occurs when a character is stunned. The first time a character fails a stability check they will fall to their knees. If the character fails a stability check while they are already on their knees, they will fall prone. There is a card to help keep track of a characters stability during combat. A prone character may move to kneeling during a recovery action phase. A character may move to standing from kneeling during a recovery action phase. DODGE Dodge is a special defensive tactic that moves the character one metre (one square ) to the right or left of the attack. When a character is defending, they can announce they are going to dodge. If the defender makes a successful dodge body balance check (with modifiers) the attacker will suffer a -2 penalty to the to-hit chance. If they fail, the defender is disadvantaged, and the attacker gains a bonus of +2 to the to-hit chance. In order to use the dodge defence, the defender must have ample room on either side to accommodate the character. Thus dodging on a narrow ledge is probably not a good idea. ADVANCING AND RETREATING There are two cases where a character may move from his or her position even though it is not a movement action phase. These are advances and retreats. An advance move can be performed when a character is not engaged in melee combat and wishes to move to engage another enemy. He or she can only advance on their primary or secondary weapon's (i.e. weapon in hand) skill action phase. For every metre the character moves, they must make an advance body balance check. The movement must be made to a specific target insight and every metre travelled will prompt a body balance stability check. As soon as the character fails the check, they must stop moving and may not try again until their next skill action phase. As a defence in melee combat, a character may retreat. A character may only call the retreat defence when attacked. Like advance, every metre a character retreats will prompt a retreat body balance check. The retreat must be in a straight line away from the attacker and will prompt a body balance check for each metre moved. The primary reason for retreating is to better position the attacker for using a pole-arm or similar lengthy weapon. If a character fails to retreat, attack are considered disadvantaged and the attacker gains a +2 to-hit chance bonus. DISENGAGE For a character to be considered not engaged in melee combat, they must be one metre or more for short weapon and two metres or more for pole-arms, two-handed and quarterstaves away from the attacker. A character may not move during a movement action phase or cast spells during a skill action phase unless he or she is disengaged from the attacker. To disengage the character must announce they are doing so. They do not have to wait until being attacked to initiate this type of manoeuvre. When disengaging, the character must make a disengage body balance check. If successful, the character will move 3 metres away from the attacker. If they fail the disengage, the character is considered disadvantaged for the next attack only. The opponent gets to attack the defender while they are disengaging. It does not have to be the attackers weapon's skill action phase to initiate this type of attack. Opponents may still advance and retreat once a character has made the successful 3 metre disengage to re-engage each other. **EXAMPLE** After a movement phase, Athen, with longsword drawn, finds himself 3 metres away from an alien. The gamemaster draws an 8 from the phase sequence deck which happens to be his longsword skill saving throw. He must make two advances to bring him within weapon range and engage the alien. He has an moving in armour SST of 8 and must roll less than 6 (8 - 2) for each metre travelled. If he fails either roll he must stop his advance. If he makes both rolls he can attack the alien with a -2 modifier. ====================== = ARCHAIC COMBAT = ====================== WEAPON TABLES Explained below are the terms found on the missile/thrown and melee weapon tables. Weapon Name: The common name for that type of weapon. Weapon Skill: The skill used to wield that weapon. Similar weapons are grouped by a common skill name. Damage Value Modifier: This number is added or subtracted from the character's strength to determine the damage value for each attack type. Attack Type: There are four types of attacks which can be used in melee combat. Not all weapons can use each type as indicated in the column. The attack types are: Hack (H): a nearly vertical upswing or downswing. Slash (Sl): a horizontal attack performed by one-handed weapons or long weapons within one metre. Swing (Sw): a horizontal attack performed by two-handed weapons at a range of 1 to 2 metres. Thrust (T): an attack which comes straight towards the opponent with the point of the weapon. Damage Type: All melee weapons inflict their damage by different methods. The three methods of causing damage are: Edge: damage is caused by a sharp cutting edge. Impact: damage is caused by a blunt striking surface. Puncture: this type of damage is usually inflicted by arrows and bolts. Parry Modifier: The parry modifier is a relative indication of the weapon's defensive capabilities. This number is subtracted from the weapon's skill saving throw to determine the chance of parrying. Break Save: After a successful parry, all weapons must check for breakage. A 2d6 dice less than or equal to this number indicates the weapon has broken. Range: A missile or thrown weapon's chance to successfully hit a target varies with range. All ranges are given in metres. Notes: Weapons which require two hands are indicated here. WEAPON NOTES Bastard Sword: A bastard sword used one handed loses the swing attack type. Bola: If a bola hits a target in the legs, the target is entangled and falls down. Anywhere else results in normal damage. Crossbow: A light crossbow takes one complete skill action phase to reload while a heavy crossbow takes 2. The damage value of a crossbow is not adjusted using the character's strength. It uses a preset value. Pole-Arms (P): All pole-arms have a range of 10 feet. Quarter Staff: A quarterstaff may swing and hack a target that is ten feet away. Two-Handed Sword: The two-handed sword may be used up to 2 metres away. DETERMINING THE DAMAGE VALUE All weapons have a damage value (DV) used to determine the amount of injury the target receives after a successful hit. The higher the damage value the greater the chance of injuring the defender. Regardless of how the damage value is calculated, all damage values are adjusted by the effect of severity from the hit location card prior to applying the results from the damage card. See the Card and Combat sections. To determine the damage value a melee, missile or unarmed (punch or kick) weapon inflicts, add or subtract the damage value modifier found on the melee weapon table from the character's strength attribute score. This result is the damage value of the weapon. Secondary weapons use only half of a character's strength attribute score and two handed weapons use one and a half times the strength attribute score. For every 3 skill levels above 10, the character will inflict an additional 1 DV on all attack types. WEAPON QUALITY A character may purchase weapons of varying craftsmanship. Weapons may be inferior, average or superior in construction and balance. An inferior weapon indicates the blacksmith failed his or her smithing SST. A superior weapon means the smith rolled a 2 when making the SST. To reflect this varying craftsmanship, break and parry modifiers are indicated below. Smithing Parry Modifier Break Modifier poor -1 +1 average 0 0 superior +1 -1 A weapon forged of exceptional or inferior metal may incur bonuses or penalties to the base DV. Bonuses or penalties to the base DV may never exceed plus or minus 3. A weapon's cost increases or decreases per DV change. For example, a titanium metal sword would increase the DV of a weapon by +3 and raise the cost by 2000 bp. **EXAMPLE** Assume that Peter has a 10 strength and employs an average bastard sword. The damage value modifier is +1 for hack (11 DV), -3 for slash (7 DV), and +3 for thrust (13 DV). If used two handed the DV would be: hack 16 (15 + 1), slash 12, swing 16 and thrust 18. If used as a secondary weapon the DV would be: hack 6 (5 + 1), slash 2 and thrust 8. MISSILE (BOW) COMBAT Combat involving any type of weapon which leaves the attackers hand, for example arrows, sling stones or thrown axes, are resolved as follows. The weapon must be ready and the attacker's weapon skill action phase card is drawn from the phase sequence deck. To hit the target, the attacker must make a successful skill saving throw in the type of weapon being employed, modified for range or other applicable bonuses or penalties. All successful missile/thrown skill saving throws require a hit location card to be drawn using the random/missile section to determine the hit location. There should be no penalties to the skill saving throw for cover. If the location hit is behind impenetrable cover, such as a stone wall or similar material, the attack misses. After drawing the hit location card, the attacker draws a damage card and the results are applied to the defender. An attacker may choose to fire "general" or "aimed" instead of the "random" method above. If an attacker chooses the "general" method, they may pick the level of attack, high, central or low, and if the skill saving throw is successful, scores a hit at that level as shown on the hit location card. This method incurs a -3 penalty. If the attacker chooses the aimed method, he incurs a -5 penalty. If successful, he or she may choose the exact hit location and rolls 1d6 + 1 to determine the positive effect of severity modifier. If the target has a shield facing the attacker, then it may stop a missile. The chance to stop the attack is based on the shield size and any shield modifiers in effect. The RDV of the shield should be taken into consideration if the missile strikes the shield. Should a player rolls a 12 when making a skill saving in bow or crossbow the string breaks. The shot does not go off. A character may not fire or use a missile weapon if they have been attacked (successful or not) in melee combat. For every 5 skill levels above 10, an attacker may add +1 to the skill saving throw chance. This bonus does not alter the skill saving throw with regards to action phases (i.e the maximum of 11). Missile and thrown weapon skill saving throw modifiers are as follows: Point Blank Range +3 Short Range +1 Medium Range 0 Long Range -1 Maximum Range -3 Random Hit 0 General Hit -3 Aimed Hit -5 Per attacker stun card -1 Per attacker 5 skill levels above 10 +1 MELEE COMBAT When all movement during a movement action phase is completed, a character is considered engaged in melee combat when an attacker is capable of using armed or unarmed attacks at a range of approximately one metre. metre. Pole-Arms and other long weapons (two-handed swords, quarterstaves, etc..) have a range of 2 metres and thus a character may, at certain times, attack and not be attacked by a character without such a weapon. For example, a character is using a pole-arm and moves up to an enemy using a shortsword but remains 2 metres away. The enemy has already performed their movement for that phase. The enemy is held (engaged) in melee combat even though they cannot attack the character with the pole- arm. RESOLVING THE TO-HIT If a character is engaged in melee, within weapon range, has their weapon ready and it is their weapon's skill action phase, they may attack the target. Consulting the Combat Reference Sheet, the attacker picks a level of the attack, high, central, low, or random and cross indexes the attack type, hack, slash, swing, or thrust to yield a base to-hit chance. For example, a hack high has a base to-hit chance of 5 against humanoid defenders. This chance may be modified based on actions of the attacker, defender and other factors in effect. For example, a character who slashes central (base chance of 8) who is kneeling (reduced to 7) and the defender successfully dodges would have the base chance reduced to 5 (7 - 2). A 2d6 dice roll less than or equal to this modified to-hit chance indicates a successful hit at that level of attack. The base to-hit chance cannot be adjusted below 2 or above 11 regardless of modifiers. Certain attack types yield different damage values as indicated in the table. Therefore, it is up to the attacker to determine the best combination of attack types and level for their desired combat outcome. It can be assumed that the defender is doing everything to avoid being hit (ducking, leaping, pivoting, dancing around, etc.). A defender can choose some special defences to reduce the chance of being struck. These are dodging, retreating, parrying, disarming and using a shield. The defender may also try to disengage from the attacker. These rules are covered later. If the attack to-hit roll is successful, the attacker draws a hit location card to yield the exact location of the hit under the high, central, low or random section. After drawing the hit location card, the attacker draws a damage card and the results are applied to the defender. LONG WEAPONS Any weapon that has the swing attack type listed, is considered to have a range of 2 metres. This provides advantages for engaging targets at a range that may be out of reach for their weapon. This also produces greater damage from two handed strength bonuses. The disadvantage to a two-handed or long weapon is that the must use the slash attack type if the defender is within one metre.They will also lose the slash attack type when the defender is from one or two metres away. UNARMED COMBAT A character may opt to kick an opponent or use their hands during their unarmed skill action phase. Only one type of unarmed attacked may be performed on the unarmed skill action phase. Grapple and tackle are a special type of unarmed melee attack. Grapples are holding manoeuvres applied to some part of a defenders body. The type of hold is depended on the melee hit location card result. A head hit yields a head lock, a stomach hit yields a bear hug, etc. If the character being held makes a successful skill saving throw in unarmed melee they have freed themselves. A successful tackle hit indicates the defender has a chance of being knocked over. The defender must make a successful attribute saving throw versus agility with a minus 2 penalty to remain standing. If a character has the martial arts skill, they may use their feet like a secondary (off-hand) weapon. All the rules for primary secondary weapons apply when using martial arts. SHIELDS If a character is using a shield, they may choose to block the attack. The chance to block an attack is based on the size of the shield. This base chance is modified by -1 per stun card the defender has. If the attacker is using a flexible weapon the base chance is lowered by -3. A 2d6 dice roll is made and if the total is less than or equal to the modified base shield block chance, the defender has successfully blocked the attack. In doing so, the defender must make a stability body balance check. If the defender fails the shield block check, the combat proceeds as normal with the attacker using the to-hit chance. Each time a blow strikes a shield, it will become damaged. The number of strikes a shield can take before becoming useless is indicated below Shield Base Chance Hits to Destroy Small 5 10 Round (wood) 7 15 Round (metal) 7 30 Large 9 50 PARRY If a weapon is ready, an defender may choose to parry. The chance to successfully parry is equal to the weapon's skill saving throw minus the parry modifier as found on the melee table. This chance may never exceed 9 regardless of the character's skill saving throw. A 2d6 dice roll equal to or less than the parry chance indicates the parry was successful and the attacker suffers a -4 penalty to-hit. If a defender fails his or her parry dice roll, the attacker gains a +2 bonus on the to-hit chance. After the parry the defender's weapon must check for breakage. A 2d6 dice roll is made and if the total is less than or equal to the weapon's break number, it shatters. If a 12 is rolled the attacker must roll to see if their weapon breaks. DISARMING A character may wish to disarm an opponent. This can be used as a defence or an offence. Defence: When attacked, the defender must make a skill saving throw in disarm. A successful dice roll means the attacker's weapon may become dislodged from their hand. Should the character being disarmed make a successful dexterity attribute saving throw, they will not drop the weapon. The saving throw is reduced by one for every five disarm skill levels. The weapon will land 1d6 metres away in a direction determined from the scatter table. An attacker using a two-handed weapon induces a -4 penalty to the disarm skill saving throw. If the disarm saving throw fails, the to-hit chance is raised by +3 and the attack proceeds as normal. The defender trying the disarm may not use a parry, dodge, retreat or disengage defence for the attack in which an disarming attempt was made. Shields blockage will still be in effect. Offence: A character may opt to disarm their opponent instead of attacking them on their weapon skill action phase. The base chance to do this is the disarm skill saving throw. All to-hit modifiers are applied to this chance. A successful skill saving throw means the defender's weapon may become dislodged from their hand. Should the character being disarmed make a successful dexterity attribute saving throw, they will not drop the weapon. The saving throw is reduced by one for every five disarm skill levels. The weapon will land 1d6 metres away in a direction determined from the scatter table. An defender using a two-handed weapon induces a -4 penalty to the disarm skill saving throw. If the disarm saving throw fails, the attacker misses their next weapon skill action phase. MOUNTED ATTACKS If the attacker is on a mount they gain a +1 bonus to strike any target on the ground. Any attack on the ground has a -1 penalty to strike at a defender on a mount. An attacker on the ground may choose to attack the mount instead on their weapon skill action phase. If the character is riding a warhorse, the warhorse can also attack on the horse's 'hooves' attack skill action phase. SPECIAL COMBAT RULES Ambush: If a target is struck unknowingly from behind, the attacker may use his or her ambush skill. A successful SST in ambush indicates the defender receives double the normal endurance and body damage. The damage value of the weapon is increased by 3 when determining the effect of severity only. Attacks from behind: Any character attacked from behind uses the stand defence unless he or she is aware of the attacker. To turn around outside a movement action phase requires a successful advance body balance/riding check. Multiple Attackers: When more than one attacker is attacking a target within a skill action phase, the defender resolves each attack separately. SCATTER TABLES Use these tables to determine random directions (e.g. for disarming, fumbles, etc.) The distance an object will travel is equal to 1d6 metres (1d6 squares). EXAMPLE OF COMBAT Matlock the thief and Dagor decide to rescue Barb. After searching through the alien complex, they come across a room 15 metre square. There is a passageway directly across from their entrance. On the left wall about 8 metres away is Barb. Barb's feet are shackled to the wall with a chain and are locked and her hands are bound by rope. Before the two could act, an alien enters through the opposite passageway. The gamemaster decides to use the phase sequence cards to regulate the actions of the characters and non-player characters. Below are all pertinent data required for the battle. NAME MOVEMENT SKILL SL SST Matlock 9/12 Hafted Weapon 6 7 Pick lock 10 8 Draw Weapon 5 7 Dagor 10/15 Hafted Weapon 9 10 Moving in Armour 8 9 Alien 12/22 Pole-Arm Weapon 5 6 Moving in Armour 4 7 Dagor already had his longsword drawn and shield ready while the alien is carrying a halberd. Matlock does not have his shortsword drawn but gets his lock picking kit out instead. The gamemaster starts drawing cards from the phase sequence deck. A "5" is drawn. Since nobody can perform an action, he continues. An "M" is drawn next. This is a movement action phase and the person with the lowest movement number reacts first. Thus Barb would move first because of his 8 but cannot as she is tied to the wall. Matlock will move with his 9 and proceeds to Barb. Matlock easily makes the 4 metres with his 12 metres per MAP movement. Dagor moves next and crosses the 15 metre room and stands in front of the alien (this does not engage the alien as all movement is simultaneous). The alien makes his move last because of his 12 and backs up 2 metres out of the reach of Dagor's longsword but still within range of his halberd. Dagor is held engaged in melee combat. All movement is completed and the gamemsater continues drawing cards from the phase sequence each. Next number drawn is an "8" and Matlock can use his pick lock skill because of his 8 skill saving throw. He rolls a 5 on 2d6 and successfully picks the lock holding Barb's legs. A "6" comes next and the alien attacks. He chooses to thrust central. There are no modifiers to the to-hit chance so it remains unchanged at 3. Dagor has a shield (round-metal) and decides to block the attack. He needs a 7 or less on a 2d6 dice roll to block the thrust. He rolls 7 and the halberd strikes the shield. The shield's 'hits to destroy' number is reduced from 30 to 29 from the hit. Since the attack hit the shield, Dagor must make a stability check. His moving in armour skill saving throw is 8. Consulting his body balance section, he needs an 8 for this type of 'stability' check (Dagor has enough skill in moving in armour to negate the weight of the shield). He rolls a 5 on 2d6 on does not fall to his knees. A "3" is drawn next, then a "10", Dagor's longsword skill saving throw. Dagor must advance towards the alien to get within his weapon's range. He only needs to move one metre, prompting an advance body balance check. His moving in armour skill saving throw is reduced by 2 for this type of check. The chance is 8 (10 - 2) and he rolls an 6 on 2d6, and makes the check. Dagor decides to slash high. The to-hit chance is 6 but reduced to 4 because of the advance (-2 modifier). He rolls an 8 and fails. The next number drawn is "7", Matlock's skill saving throw in shortsword. Since he is drawing the weapon in a pressure situation, he must use the draw weapon skill. He rolls 11 on 2d6 failing the skill saving throw of 7. Since he is not engaged in melee, the -2 failed draw weapon modifier does no come into effect. A "10" is called next and Dagor can attack the alien. Dagor picks thrust high but the alien decides to parry. The alien must roll a 3 or less (his weapon SST minus the parry modifier) to successfully parry the thrust. The gamemaster rolls a 7 and the parry fails. Dagor's chance for the thrust high is raised from 2 to 4 from the +2 modifier for failed parries. Dagor rolls a 4. The successful hit! A hit location card is drawn, #32, and the high location is used. This is a neck hit plus 3 effect of severity modifier. Dagor draws card #23 for damage and critically hits the alien with his 10 DV sword. The adjusted 10 damage value to 13 is reduced to 11 from the alien's natural resistance to damage value for edged attacks. The final 11 effective damage value is applied to the damage card. The alien receives 15 endurance damage points, 20 body damage points and the effect of severity is unconscious. The alien fails the willpower attribute saving throw and falls to the ground unconscious. The alien loses 1d6 willpower damage points for the attempt. A 7 is drawn which is Dagor's random action phase number on he bounds and gags the alien. Since all combat has ceased the gamemaster stops using the phase sequence deck. All drawn phase sequence cards are placed in the deck and the deck reshuffled. ====================================================================== | Damage Value | M | Modifiers | o | T | D d S | S S h | a P i B k | H l w r | m T a f r S i | a a i u | a y r i e a l | c s n s | g p r e a v Name l | k h g t | e e y r k e Notes ----------------------------------------------------------------------- Axe, Broad W +1 0 n/a -2 Edge -3 4 Axe, Hand W -2 -2 n/a -2 Edge -3 4 Ball and Chain F -2 -2 n/a -5 Impact -3 4 Bayonet H -3 -1 -5 -1 Edge -3 3 2H Club W -2 -2 n/a -4 Impact -3 3 Dagger H -3 -2 n/a -1 Edge -2 3 Furniture U -2 -2 n/a -1 Impact -5 5 Javelin S 0 -3 n/a +2 Edge -3 5 Kick U -4 -5 n/a -2 Impact -5 n/a Mace W 0 0 n/a -2 Impact -3 5 Mace & Chain F -1 -1 n/a -4 Impact -4 3 Morning Star W +1 0 n/a -1 Impact -3 3 Nanchuka F -1 +1 n/a -5 Impact -1 4 Pole-Arm P -1 -5 -1 +1 Edge -3 5 2H Punch U -5 -5 n/a -3 Impact -4 n/a Quarterstaff Q -3 -3 -3 -1 Impact -3 5 1/2H Sai H -3 -3 n/a +1 Edge 0 4 Sap U -2 -3 n/a -1 Impact -4 n/a Scythe P -2 -6 -2 0 Edge -3 5 2H Shield Smash U -2 -2 n/a 0 Impact n/a n/a Shield Smash U -1 -1 n/a +1 Impact n/a n/a Shield Smash U 0 0 n/a +2 Impact n/a n/a Spear S 0 -3 n/a +2 Edge -3 5 1/2H Sword, Bastard H 0 -3 +1 +3 Edge -2 3 1/2H Sword, Broad H +1 -3 n/a +3 Edge -2 3 Sword, Long H +2 -2 n/a +4 Edge -2 3 Sword, Short H 0 -4 n/a +2 Edge -2 3 Sword, 2 Handed H +2 -2 +1 +3 Edge -3 3 2H Tonfa W -1 0 n/a +1 Impact -1 4 Trident T 0 0 n/a +2 Edge -3 4 2H War Hammer W -1 -1 n/a -3 Impact -2 4 2H Whip Wh -3 -3 -3 -5 Impact -5 3 ====================================================================== ====================================================================== M - Range in Metres - o M d D M a S D i a P B S e x k f m T o l h d L i i V i a y i a o i o m l e g p n n r u n u Name l r e e t k t m g m ----------------------------------------------------------------------- Axe Tw -2 Edge 2 5 10 15 20 Bola Bo -2 Impact 2 5 10 15 20 Blow Gun Bg -4 Edge 2 5 10 15 20 Bow, Heavy Bow +1 Puncture 10 45 90 170 250 Bow, Light Bow -1 Puncture 10 45 90 145 200 Crossbow, Heavy CB 15 Puncture 5 25 50 170 250 Crossbow, Light CB 10 Puncture 5 20 40 145 200 Dagger Tw -3 Edge 2 5 10 15 30 Furniture Tw -5 Impact 2 4 5 7 8 Javelin S 0 Edge 4 10 20 30 40 Net Ne -6 Impact 4 5 10 13 17 Sling Sl -2 Edge 5 25 50 75 100 Spear S 0 Edge 4 10 20 30 40 Trident T +1 Edge 4 8 13 20 27 Weapon Tw -5 Edge 2 4 7 10 17 Skill: Bg - blow gun Bo - bola Bow - bow CB - crossbow F - flexible H - hafted Ne - net S - spear Sl -sling P - pole-arm T - trident Tw - throw weapon U - unarmed W - weighted Wh - whip Notes: 2H two handed 1/2H one or two handed ========================= = SMALL ARMS COMBAT = ========================= WEAPON TABLES Below is an explanation of the terms found on the firearm, machinegun, grenade table. Ammo: The maximum number of rounds that a clip can hold. If a weapon has more than 1 number it indicates a variety of clips. Damage Value: The damage value of each bullet the weapon inflicts. Range: The chance to hit varies with the range. All ranges are given in metres. ROF: Rate of fire. The number of times a weapon may be fired per skill action phase. When two numbers are listed the first number is the single shot ROF and the second number is the automatic ROF. FIREARMS AND MACHINEGUNS Combat involving rifles, pistols, revolvers, submachineguns, machineguns and shotguns are resolved in the same manner as bow combat. The weapon must be ready and the attacker's weapon skill action phase card is drawn from the phase sequence deck. To hit the target, the attacker must make a successful skill saving throw in the type of weapon being employed, modified for range or other applicable bonuses or penalties. All successful missile/thrown skill saving throws require a hit location card to be drawn using the random/missile section to determine the hit location. There should be no penalties to the skill saving throw for cover. If the location hit is behind impenetrable cover, such as a stone wall or similar material, the attack misses. After drawing the hit location card, the attacker draws a damage card and the results are applied to the defender. An attacker may choose to fire "general" or "aimed" instead of the "random" method above. If an attacker chooses the "general" method, they may pick the level of attack, high, central or low, and if the skill saving throw is successful, scores a hit at that level as shown on the hit location card. This method incurs a -3 penalty. If the attacker chooses the aimed method, he incurs a -5 penalty. If successful, he or she may choose the exact hit location and rolls 1d6 + 1 to determine the positive effect of severity modifier. If the target has a shield facing the attacker, then it may stop a missile. The chance to stop the attack is based on the shield size and any shield modifiers in effect. The RDV of the shield should be taken into consideration if the missile strikes the shield. A character may fire if they have been attacked (successful or not) in melee combat. For every 5 skill levels above 10, an attacker may add +1 to the skill saving throw chance. This bonus does not alter the skill saving throw with regards to action phases. Firearm skill saving throw modifiers are as follows: Point Blank Range +3 Short Range +1 Medium Range 0 Long Range -1 Maximum Range -3 Random Hit 0 General Hit -3 Aimed Hit -5 Per attacker stun card -1 Per attacker 5 skill levels above 10 +1 Scopes and Bipods If a rifle has a scope increase its range by 20% and provide a plus one saving throw bonus when targets are beyond the short range. Bipods increase the range by another 20%. Ports Firing out of firing port halves all ranges. Single Shot With single shot rates of fire, the attacker may shoot up to the maximum ROF per skill action phase. Thus if a pistol rate of fire was 2, the attacker could shoot twice per skill action phase each requiring separate skill saving throws. Automatic With automatic weapons the attackers has two choices, fire single shot or full automatic. Single shot firing is the same as detailed above. When firing automatic there is little if no control as to the amount of bullets leaving the gun. In return for this increased number of rounds the chance to hit is increased. For A1 type automatic weapons the attackers gains a +1 to hit bonus and if a successful SST is made, the target is hit with 1d6 bullets. The ammunition expended is 6 bullets. If the gun has less than 6 bullets the difference is subtracted from the number of bullets which could strike the target. If there were only 4 bullets in the gun when fired in full automatic, then only 1d6 - 2 bullets could strike the target. The +1 bonus is still gained. For A2 and A3 ROF's the bonus is +2 and +3 respectively. The number of bullets which strike a target are 2d6 for an A2 and 3d6 for an A3. The amount of ammunition expended is 12 for an A2 and 18 for an A3. A character may never fire single shots and full automatic in the same action phase. Shotguns A shotguns damage value diminishes with ranges. The damage value is 15, 10, 8, 5 and 2 for point blank, short, medium, long and maximum range respectively. For a double barrel shotgun firing both barrels at once the DV's are 20, 15, 12, 7 and 3. Reloading The random action phase is when the character may re-load his or her weapon. The entire phase is used to re-load the weapon. Damage Type Due to the high velocity of the ammunition, bullets have their own damage type called "bullets". **EXAMPLE** Bert has an SST of 7 in the rifle skill and employs a C7 automatic rifle. A "7" comes up from the phase sequence deck and Bert can fire the gun. The target is 270 metres away. Consulting the firearm table the target falls within long range. We do not use the medium range (200 metres) as the target is beyond that increment. Bert will receive a -1 penalty to the SST for the range. The gamemaster also lowers the chance by -1 as the target is running. The target is behind cover of a wall but no modifier is applied as any hit locations that are low strike the wall not the target. Bert's adjusted SST is 5 (7 - 1 - 1). He still attacks on the skill action phase of 7. If Bert decided to fire a general shot his chance would be lowered to 2. Since the odds are low, he will fire normally. He fires single shot and rolls a 2 and a 3, totalling 5, which means he hit the target. He draws hit location card #9, a left foot hit. Since the target is behind a wall the shot does not strike the target. He fires again this SST (the C7 has a 2 ROF for single shot) and rolls a 4 on 2d6. This time he hits the head (card #43) with a +4 effect of severity modifier. The DV of the C7 bullet is 6 but is adjusted to 10 because of the head hit. Drawing damage card #23 the target takes 14 endurance damage, 19 body damage and is knocked unconscious. SPRAYING AND SUSTAINED FIRING All automatic weapons may "spray fire". At the attacker's option, instead of firing at a single target full automatic, he may spray at multiple targets within an area of effect. An A1 automatic weapon has a 3 metre wide by 1 metre deep area of effect. An A2 has a 6 metre by 3 metre area of effect and an A3 has a 9 metre by 9 metre area of effect. Each target within the area of effect has a chance to be hit by 1d6 - 3 bullets. Each target requires a separate skill saving throw without the +1 bonus for automatic fire. If there are more than 6 people within the area of effect then a special crowd rule should be used. No skill saving throw is made to hit the targets. Instead each target is hit with 1d6-4 rounds. When spray firing the round loss is the same as automatic firing. A character may random and general fire only in conjunction with spraying fire. When using the phase sequence cards the effectiveness of automatic weapons is greatly reduced. The following situation may occur. A character has set up an M249 and is waiting to fire down a corridor. Since he has no target, he elects not to fire on his skill action phase. A movement action phase comes up and an Alien steps out of a hallway, crosses the corridor, and disappears from view. Right after movement, the character's skill action phase comes up again but the opportunity has past him. To alleviate this problem a character may announce sustained fire on his or her skill action phase. In doing so the character has elected to fire full automatic until they decide to stop. Each phase that passes while firing, including the phase in which sustained fire was announced, expends one round of ammunition. Two rounds are expended for an A2 and three rounds for an A3 per phase. Any target crossing within the twice the area of effect of spraying fire may be hit. A skill saving throw for each target is made (including +1 for automatic fire). If the save is successful the target is hit by 1d6 bullets for an A1, 1d6 + 3 for an A2, and 1d6 + 6 for an A3. Only random locations may be hit. A character may only stop continuous fire on weapon's skill action phase. GRENADES AND GRENADE LAUNCHERS Hand grenades are tossed on the throw grenade skill action phase. The characters picks the target location where the grenade will land and if a successful skill saving throw is made, the grenade will land on that spot. The SST is modified for range as per firearms. If the characters fails his or her skill saving throw the direction of the miss is determined by the scatter table. The distance away from the location chosen is equal to 2d6 metres. After a hand grenade lands it will explode in 1d6 - 1 phases. If a 1 is rolled, the grenade will explode in 0 phases or immediately upon landing. If a movement action phase comes before the time of explosion a character may run away or dive for cover. A character may also pick up the grenade (if their movement allows them to reach it) and toss it back on their throw grenade skill action phase. This is risky manoeuvre. A character may also advance towards the grenade on his throw grenade skill action phase. Grenade launchers fire on the rifle or rifleman skill action phase. A character may not fire the rifle and the grenade launcher on the same skill action phase. Like regular grenades the character decides the target location, makes a skill saving throw in rifle or rifleman and if successful, the grenade hits that location. Otherwise, the grenade will land 2d6 x 5 metres away from the target in a direction determined by a 1d6 roll consulting the scatter table. The skill saving throw is modified for range as per firearms. The damage value and explosion radius of a grenades are determine by using the explosion rules under the Passive Combat section. White phosphorous and incendiary grenades inflict twice the DV but half all radius. Grenade fragments are considered edge damage types. Fragments hit randomly. Hit locations behind cover hit the cover first. Stun grenades inflict no damage but all targets within the primary blast radius will take 1d6 stun cards. The perception and observation attribute scores are lowered by 8. Targets within the maximum blast radius will take 1d6 - 3 stun cards and lower their perception and observation by 4. The stuns recover normally (on recovery phases) and the attribute scores recover 1 per 10 phases. Anti-Tank grenades must land right on target to cause damage. The small arms section under vehicle combat detail anti-tank grenades and their damage on vehicles. The M203 may not fire MKHE or MKWP grenades but the Mark-19 may fire all rounds of the M203. ====================== = PASSIVE COMBAT = ====================== EXPLOSIONS Explosions from AP, HE, HEAT, WP, launched and thrown grenades and anti- tank weapons all use the same rule for determining explosion radii and damage. To find the primary explosion radius in metres divide the millimetre diameter of the round by 5. To find the maximum radius in metres multiply the primary radius by 3. For WP, incendiary, HEAT and HEDP rounds halve the above radii. For AP rounds quarter the explosion radii. To determine the damage value of each fragment device the diameter of the shell by 10. If the round is WP or incendiary multiply the DV by 2. 1d6 fragments will strike a target within the primary radius. 1d6 - 3 fragments will strike any target outside the primary radius but within the maximum radius. A hit location card is drawn using the random result for each fragment which strikes a target. Locations drawn that are behind cover take into account such cover. All fragments are edge damage types. If the diameter of the round is unknown, use 50mm for the M72 and RPG- 16, 84mm for the MAW M67 and 90mm any ATGM. For a hand grenade use a diameter of 40mm. There is an explosion table in the reference section that lists all types of rounds, their primary radius, maximum radius and DV of each fragment. **EXAMPLE** A 40mm HE grenade will have a primary radius of 8 metres (40/5). The maximum radius of the explosion will be 24 metres (8x3). The damage value of each fragment is 4 (40/10). A character within 8 metres of the grenade will take 1d6 4 DV random attacks and any character within 8-24 metres will take 1d6-3 4 DV random attacks. EXPLOSIVES There are two types of explosives which can be used, dynamite and plastic explosive (C4). The damage value of a stick of dynamite is 125 and a kilogram of C4 is 700. To properly set a charge the character must make a successful explosives or combat engineer skill saving throw. A roll of 12 in the skill explosives means the device goes off while being set. Any other failure in that skill or in combat engineer skill should be rolled for on the table below. Both the skill saving throw and the skill failure table roll should be made by the gamemaster. 1 Device explodes in 1d6x10 phases after being triggered. 2 Device explodes 1d6x20 phases after being triggered. 3 Fails to trigger. 4 Fails to trigger. 5 Explosives do only 2/3 their DV. 6 Explosives do only 1/3 their DV. If the charge is merely touching the wall, bridge, etc., use only half the DV. If the character has tampered the charge use the full DV of the explosive. Tamping consists of packing the charge tightly to direct the force of the explosion in one direction. Total the damage value for the charge based on DV per stick/kilogram, failed skill saving throw and placement. The DV will be used to determine the effect of the explosion. The damage value consumption table lists the DV consumed per millimetre of material. Divide the total DV by the consumption rate to yield the millimetre amount. Apply this millimetre amount to the depth of the hole first, and if a breach is made, to the diameter of the hole. **EXAMPLE** Twenty kilograms of C4 is placed against a stone wall 1000 millimetres thick (1 metre). The combat engineer sets the charge correctly (made his skill saving throw in combat engineer) so no roll is made on the failure table. The total DV the charge will inflict on the wall is 7000 (20x700/2=7000). The DV is divided by two because the charge is not tamped. The stone consumes 4 DV/mm. The total millimetre amount is equal to 1750 (7000/4=1750). 1000 millimetres of the 1750 will be used to breach the wall while the remaining 750mm is used to make a hole 3/4 of a metre in diameter. When using explosives as anti-personnel the primary explosion radius in metres is equal to the total DV divide by 250. The maximum radius is equal to the primary radius multiplied by 3. Any target within the primary radius will be hit 6 times and any target within the maximum radius will be hit 3 times. The DV per hit is equal to the total DV divided by 100. **EXAMPLE** Ten sticks of dynamite equal 1250 (10x125) damage value. The primary explosive radius is equal to 5 metres (1250/250). The maximum radius is equal to 15 metres. Targets within the primary radius take six 13 DV (1250/100) random attacks. Targets within 5-15 metres will take three 13 DV random attacks. INDIRECT FIRE Mortars and howitzers usually fire their rounds without seeing the target location. This is known as indirect fire. A forward observer is used to spot where the rounds fall and radio back corrections to the gunner in an effort to re-direct the fire. Based on map coordinates or forward observation, the gunner picks a spot where the round will land. He or she then must make a skill saving throw in indirect fire with a base -5 penalty. If the forward observer makes his or her skill saving throw the base penalty is -4. Failure in the forward observation roll increases the base penalty to -6. A successful indirect fire skill saving throw indicates the round has landed on target and the job of the forward observer is over. The mortar or howitzer can fire without penalty on ever second skill action phase. At this point a failed indirect fire SST indicates the round has missed but no corrections are needed. Should the initial round be off target the forward observer must radio back corrections on his or her skill action phase. Every successful forward observer SST decreases the base penalty by 1. A forward observer failure increase the base penalty by 1. The penalty may never go above 0 or beyond -6. A mortar or howitzer must spend one complete indirect fire skill action phase reloading and making adjustments before it can fire again. Whenever a round misses the target, roll 1d6 and consult the scatter table for the direction. The distance away depends on the round size. The maximum distance a mortar or howitzer cab fire is listed in the reference sheets. **EXAMPLE** Fred is forward observing for Ivan who has a 81mm mortar and lies 2000 metres to the south of him. Fred is looking down on a small encampment 500 metres away. Freed makes a skill saving throw in forward observing and fails. Ivan has an 8 skill saving throw in indirect fire but is lowered by 6 because of the fail forward observation. He rolls a 10 on 2d6 and misses. Fred calls back corrections. He makes his skill saving throw and the penalty is reduce to -5. Ivan rolls an 11 and misses the target again. Fred calls in corrections and make his forward observer SST. The penalty is lowered to -4. Ivan needs a 4 or less and rolls a 3 making the skill saving throw. Fred does not have to call in corrections unless Ivan decides to switch targets. Ivan may bow fire on every other indirect fore skill action phase and use an unadjusted skill saving throw of 8. Fire for Effect Usually large batteries of indirect fire weapons will only fire a spotting round. Once they are on target, the forward observer will call out "fire for effect". All guns will then bombard the target when this happens. MINES A character has a 3 or less chance and a vehicle a 4 or less chance on 2d6 of triggering a mine per 5 metres travelled in a minefield. Anti- Personnel mines will not damage a vehicle and a person cannot set off a anti-tank mine. Claymore mines are planted above ground and detonated by a trip wire. It is up to the gamemaster to determine if a claymore is trigger depending on where the character walks. Anti-Personnel mines inflict 25 DV to any low hit location when triggered. Anti-Tank mines inflict one damage card automatically to the locomotion which touched the mine. As well, the mine explodes for 125 DV. Apply this damage value towards the rear armour RDV (treat as a HEAT round). If the mine penetrates the vehicle it inflicts internal damage as a HEAT round. When a claymore mines explode they send fragments down a cone 100 metres long by 50 metres wide at the end. All within 10 metres of the mine will take 1d6 10 DV random attacks. All within the maximum range and area of effect will take 1d6 minus 3, 10 DV random attacks. The fragments are edge damage type. ====================== = VEHICLE COMBAT = ====================== VEHICLE RECORD SHEET The vehicle record sheet is used for any type of land, sea or air craft. Information for the vehicle record sheet can be found in three areas. Non combative information (crew, fuel capacity and consumption and on and off road speed) is found in the Equipment section. Armament, armour, combat speeds and structures points are found on the vehicle combat table. Type and amount of main armament ammunition carried, large calibre gun to hit modifiers and penetration found and the vehicle weapon table. Space is provided on the vehicle record sheet for the vehicle's name, its speed (both normal and combat), the crew compliment and barter point cost. The main guns' to hit modifiers and penetrations should be recorded in the appropriate location on the sheet. Armour, structure points and fuel information is noted in the space provided. Area is reserved for cargo not covered by the main systems (e.g. firearm ammunition is recorded under ammunition but backpacks and tents are cargo). The cargo should be written down in the area (forward, middle, rear) corresponding to its position on the vehicle. There are ten damage boxes for cargo unlike 6 for other systems. The largest space on the sheet is for the vehicles main systems. Almost all vehicles will have these systems which are vital to its operation. Listed below are the devices associated with the main system. Only the devices found on a vehicle should be record on the record sheet. Device are written in column one proceeding to column six. If the vehicle has a device not listed below, the gamemaster should decide which system it falls under. Ammunition: Each device column should hold one type of ammunition (AP, HEAT, etc.). Small arms ammunition may be grouped together by personnel rounds and vehicle secondary rounds. If there are no large calibre rounds then the small calibre rounds may be separated by owner. The maximum number of large calibre rounds plus the type of round fired by the vehicle is found on the vehicle combat table. Communications: Any vehicle, hand held or manpack radios, night fighting equipment, radar or other communication equipment is recorded here. Control: Brakes, steering, throttle and turret control. Fuel: In tank, reserves, jerry cans and stills and exhaust system. Locomotion: Transmission, drive shafts, suspension, tires, boogies, road wheels, and treads. Occupants: Occupant A are usually crew while B, C and D are passengers. If there is not enough spaces to record each individual occupant then group them under common headings such as engineers, officers, etc. Power: Any type of powered device. Engines, batteries, electrical or other special equipment. Weapons: Record here the primary (P) and secondary (S) weapons. If space permits, personal firearms are recorded here instead of the cargo area. Smoke dischargers are primary weapons. COMBAT A vehicle fires its large calibre gun on the gunner's large calibre gun skill action phase. Any small calibre guns (e.g. machineguns, A/A guns) are fired on the rifleman, machinegun or similar skill action phase. To successfully hit the target the gunner must make the skill saving throw in large calibre gun. Unlike firearms which use point blank, short, medium, long and maximum ranges for modifiers, large calibre guns have modifiers for specific ranges. The large calibre gun table shows the modifiers to the skill saving throw for different range increments. For targets between ranges use the next highest increment. Due to an inherent quality of HEAT rounds a -1 penalty is taken when firing at targets 1500 metres or more away. **EXAMPLE** John is a gunner of a Leopard II MBT. His SST in large calibre gun is 8. He can fire when an 8 is drawn from the phase sequence deck. John is looking for some Alien sympathizers riding in a cougar W.F.S.V. He spots the vehicle stopped 800 metres away from his position. His SST is modified to 9 because at 1000 metres (the next highest increment) shows a +1 bonus. John still fires on every 8 on the phase sequence deck but his chance to hit is 9. RESOLVING COMBAT When a successful hit is scored on a vehicle from an anti-tank weapon or large calibre round, the type of round determines the method of applying damage. The first three steps and steps #5 and #6 are common to all types of rounds. If the round is armour piercing or kinetic energy then proceed with step #4A. If it is a HEAT round skip to step #4B. STEP #1: DETERMINE HIT AND LOCATION If a successful skill saving throw is made by the gunner, then a hit has been scored on the vehicle. Depending on the where the attacker is firing from the gamemaster must determine which facing (front/side/rear) of the vehicle was hit. If the vehicle has a turret, roll 1d6. A roll of 1-4 indicates the hull was hit and a 5-6 is a turret hit. This is important as armour is weaker on the sides and rear and the turret may be facing in a different direction from the body of the vehicle. STEP #2: DAMAGE VALUE OF THE ROUND Consult the large calibre gun penetration table, anti-tank table or Alien anti-vehicle weapon table to retrieve the damage value of the round based on the size of the gun, type of ammunition fired and the range. If the gun is an auto-cannon, then multiply the damage value by 1d6. For example, a 105mm gun firing a APDS round at 1500 metres has a damage value of 325. STEP #3: PENETRATION On the master vehicle table (or record sheet) lists the resistance to damage value of each vehicle. Find the value depending on the target facing hit and type of round. Armour piercing and kinetic energy rounds use the value before the slash and HEAT rounds use the value after the slash. If the damage value from step #2 is less than or equal to the vehicle's armour the round has failed to penetrate and the procedure stops. If the damage value is greater than the armour then subtract the armour resistance to damage value from the damage value of the round. This yields the effective (penetration) damage value. Proceed to step #4A for armour piercing and kinetic energy rounds and step #4B for a HEAT rounds. For example, the M1 MBT has a side armour resistance to damage value of 150 for armour piercing rounds and 300 for HEAT rounds. STEP #4A: NUMBER OF INTERNAL HITS FOR ARMOUR PIERCING AND KINETIC ENERGY ROUNDS There is a chance the round may exit the opposite side of the vehicle before inflicting more damage. Therefore the number of internal hits varies. The number of internal hits a vehicle may take before the round exits is equal to 3d6. Perform steps #5 and #6 this number of times to determine the damage inflicted on the vehicle. STEP #4B: NUMBER OF INTERNAL HITS FOR HEAT ROUNDS HEAT rounds explode upon entering a vehicle and usually do not exit the vehicle. Divide the effective (penetration) damage value by 20. This represents the number of internal hits to scored on the vehicle. Perform steps #5 and #6 this number of times to determine which systems are hit. **EXAMPLE** A carl gustav inflicts 400 DV at any range. If it strikes the front of a BTR-70 the effective (penetration) damage value is 400 - 25 (25 RDV for front armour). The number of internal hits is ((400 - 25)) / 20 ) = 18.75 rounded up to 19. STEP #5: DEVICE HIT PROCEDURE Draw the number of vehicle cards depending on the amount of internal hits as calculated in step #4 above. On each vehicle card consult the vehicle section to determine which main system category (e.g. power) was hit. If a hit location card is drawn which hits a main system that the vehicle does not have, then redraw. Armour piercing and kinetic energy rounds only: If the effective (penetration) damage value is less than the number on the top of the card, the system is not damaged. The card drawn counts as one internal hit. Each main system category has up to 6 devices associated with it (e.g. engine, battery, lights). Each device is recorded on the vehicle record sheet under its own device number (e.g. device #1 - engine, device #2 - battery, #3 - lights). The device number damaged from the card is indicated on the top of the column. If the entire device for the first number is destroyed, the second number in the column is chosen as the device number, and so on. If no device number exists for that category, move down the column until a matching device number is made. If all devices have been destroyed or none exist, draw another card. **EXAMPLE** Vehicle card number 24 is drawn. This is a locomotion main system hit. Consulting the device column on the card it indicates that device #2 is damaged first. If device #2 does not exist on the vehicle or has been destroyed, proceed down the column to the next number. In this case it is a 4. Therefore device #4 on the vehicle is damaged. STEP #6: DAMAGING DEVICES Beside the device numbers on the card is a single number with a box around it. This is the number of damage points the device will receive. Cross off this number of damage boxes for that device. If all 6 boxes are crossed off, the device is destroyed. If the number of points exceed the available damage boxes, then the remaining points are applied to the next device number in the column from the card. **EXAMPLE** John rolls a 3 on 2d6 and hits the cougar with an armour piercing round. John's tank is pointing towards the front of the cougar but the cougar's turret it turned to the side. If a 1-4 is rolled the round hits the hull using the front armour. A 5-6 means the turret is hit and the side armour value is used. John rolls a 1, a hull hit. The damage value of the round is 375 at the range of 1000 metres. The round easily penetrates the 25 resistance to damage value of the front armour. The effective (penetration) value of the round is 350 (375 - 25). Since it is an armour piercing round the number of internal hits is equal to 3d6. John rolls a 7. All seven vehicle cards are drawn in a row without replacing the cards in the deck. Hit location card 03 is drawn scoring a fuel system hit. The number at the top of the card is 380. This device system is not damaged as the 350 effective damage value is not equal to or greater than this number. This counts as one internal hit and John has 6 more cards to draw. The structure of the vehicle is damaged by card 30 for the second internal hit. The vehicle's structure points are reduced by 1750 points (350 x 5). The third internal hit is primary weapon as shown on card 48. The 350 effective damage value is greater than the 15 number on the top of the card so this hit counts. Consulting the device column on the card the first number is device #1. The 76mm gun is device #1 on the vehicle. The number of boxes crossed off is 6, completely destroying the gun. The control is damaged with card 20 for the fourth internal hit. Consulting the card device #2 is the first number in the column. On the vehicle sheet, device number 2 is steering. Three boxes are crossed off for steering. The secondary weapon (card 27) was damaged and 3 boxes are checked off for the CMG. The CMG is device #2. The next hit is on occupant A, the commander. He takes a 15 DV random hit in the left hip joint (hit location card 12). The 15 DV is lowered to 12 DV from the effect of severity of the hip joint. The commander loses 15 EDP, 19 BDP and is knocked unconscious from damage card 19. The final hit is locomotion from card 10. A rear tire was lightly damaged as two boxes are checked off. The rear tires are device #6. ANTI-TANK WEAPONS There are five different types of anti-tank weapons usable by the characters in the game. They are: the anti-tank guided missile (ATGM), the recoilless rifle (RCL), the disposable light anti-tank weapon (LAW), reusable medium anti-tank weapon (MAW) and the rocket propelled grenade (RPG). All weapons use the heavy weapons skill except the M72 which uses the rifle or rifleman skill. To determine if a hit is scored with LAW's, MAW's and RPG-16 a successful skill saving throw in the applicable skill modified for range and other situational modifiers constitutes a hit. The range modifiers are as for firearms. Recoilless rifles and ATGM's have the skill saving throw modified at particular ranges like large calibre guns. All rounds are considered HEAT rounds with respect to explosions and armour. Unlike the other anti-tank weapons, ATGM's warrant special rules because of the slow moving nature and firing signature. When an ATGM is fired it produces smoke and flash which may be spotted. When a missile is fired the commander of the target vehicle may make an attribute saving throw versus his or her observation at -2 to determine if they spot the missile. The saving throw is modified by +1 for every 1000 metres the launcher is away from the vehicle. If the missile spotted the commander may make one of three defences. The defense chosen must be made immediately at time of spotting and cannot be changed. Move An ATGM travels at 200 metres per phase. If a movement action phase comes up before the missile reaches the target the vehicle may duck behind suitable cover. If a missile were 1000 metres away it would take 5 phases to reach the target. Should a MAP come up within 5 phases the vehicle may move for cover or back in to its smoke generators. Smoke generators invoke a -5 penalty to hit. Swerve The second defence is to swerve at the last possible moment. The driver must make a successful skill saving throw in the driving skill to swerve correctly. To hit a swerving vehicle is a -3 penalty to the skill saving throw of the attacker. Smoke A commander may order the discharge of smoke. If a 7 comes up on the phase sequence chart the smoke has been successfully discharged. If the missile has not struck the vehicle prior to this, a screen of thick smoke will hinder his view of the vehicle. If half of the smoke is discharged the attacker suffers a -2 penalty to hit. If all the smoke is discharged a -4 penalty to hit is incurred. ATGM's hit last in the phase allowing defences to come first. SMALL ARMS AND VEHICLES Vehicles can be fired upon by firearms or assaulted with grenades. A machinegun firing full automatic still hits with a number of rounds based on its A rating (A1=1d6, A2=2d6, etc). If the damage value of the round is less than or equal to the armour piercing resistance to damage value then the round cannot penetrate the vehicle's armour. If the DV is greater, subtract the damage value of the round from the RDV to yield a modified damage value. A running total of this modified damage values are kept and when this reaches 20, an internal hit is scored. A vehicle card is drawn and a device is damaged. If an occupant is hit a second hit location and damage are drawn using a damage value of 15. An anti-tank grenade penetrates when its damage value exceeds the resistance to damage value of the armour (use armour piercing RDV). If an anti-tank grenade penetrates it will damage one device. Draw a vehicle damage card to determine the device and amount of damage. An attacker may fire at a person in the vehicle or any other specific visible object (tires, external fuel tank) by taking a -3 penalty to hit. **EXAMPLE** A C6 rifle fires at the side of an M113. The rifles damage value is 7. The side armour of the M113 is 7 as well. Therefore the C6 cannot penetrate the M113's armour and inflicts no damage. An M2HB firing at the M113 can penetrate the armour as its damage value is 11. The modified damage value is 4 (11-7). The machinegun is firing full automatic (A1) and hits with 1d6 rounds. A 3 is rolled and the total hits equal 12 (4 x 3), not enough to cause device damage. The same machinegun fires and a 4 is rolled equalling 16 (4 x 4=16). A device can be damage as the 12 plus 16 equals 28. Since the total has reached 20 an internal hit is scored. The remaining 8 are still used towards small calibre hits when the gun fires again. EFFECTS OF DAMAGE The boxes checked off under each device is an abstract representation of severity of the damage to that device. Should the characters request detailed information as to the exact nature of the damage, the gamemaster will have to improvise. If all 6 boxes are crossed off the device is destroyed. After a combat has been completed a die should be rolled for every device that was damaged. If the roll was less than or equal to the number of checked off boxes the device ceases to operate until repaired. Otherwise the device continues to operate at a reduced state until repaired. Listed below are the main systems and the effects damage has on devices within the system. When a percentage is used in the description, 1, 2, 3, 4, 5 and 6 boxes checked is 10, 20, 40, 60, 80 and 100 percent respectively. Ammunition The number of boxes checked off is the percentage of that type of ammunition that was destroyed. If all 6 boxes are checked off a die should be rolled. On a 1-4 the ammunition explodes in 3d6 phases damaging another 2d6 devices and inflicting 1d6 plus 1, 15 damage value random attacks on all occupants. Cargo Cargo has ten damage boxes as indicated on the sheet. Each box checked off is equal to ten percent of the cargo destroyed. Communications The range of the communications is reduced by percentage equal to the number of boxes checked off. If the vehicle has its radar destroyed, then a -1 penalty to hit with large calibre guns is incurred. Control The drivers skill saving throw is reduced by the number of boxes checked off when that device when making skill checks. Destroyed throttle, brakes, steering means the vehicle is out of control and will crash in 1d6 movement action phases unless preventative action is taken. Fuel The percentage of fuel lost is equal to the number of boxes checked off as detailed above. Should the fuel have all six boxes checked off it will explode in 3d6 phases if a 1-4 is rolled on 1d6. If it is internal all occupants will suffer 1d6 + 1 15 damage value random attacks. The vehicle will also suffer 2d6 internal hits. Locomotion The vehicle's tops speeds are reduced by a percentage equal to the number of boxes checked off. Power The percentage represents a reduction in the power output of the vehicle. The top speed, lights battery life may be reduced as a result of damage. Weapon The gunner's skill saving throw is reduced by the number of boxes checked off. **EXAMPLE** The cougar from the last example surrenders. The device damage must now be accessed. The status of the damaged devices are: 76mm gun 6 boxes, steering 3 boxes, CMG 3 boxes, rear tires 2 boxes and some structure damage. The commander was also knocked unconscious. The 76mm gun is destroyed beyond repair. A roll of 1 has left the steering inoperative and will not work until repaired. The steering needed a 4-6 to remain operational. The cougar was not moving so it is not out of control. The CMG suffered three boxes of damage and needs a 3 or more to remain operating. A 2 is rolled so the CMG ceases functioning until repaired. The last device is rear tire with two boxes checked off. A 4 is rolled indicating the device still works but is operating at a reduced state. With 3 boxes checked off, the top speed is reduced by 40%. REPAIRING DAMAGE A device can be repaired if a 2d6 dice roll is greater than twice the number of boxes checked off. Failing this roll indicates the device is damaged beyond repair but salvageable for parts. When a device has all 6 boxes checked off it is destroyed beyond repair and no parts may be salvaged from it. The character may repair a device with the skill that best suits it. Radios, radar would be electronics while engine, control would be the mechanic skill. A successful skill saving throw erases one checked box for a particular device. The time to perform the work is equal to 11 minus the SST plus one to three hours (1d6 / 2). The time is expended even if the saving throw failed. The character may continue to work on the same device repeating the above process until all check marks are erased. Cargo cannot be repaired. If the device ceased to function from the effect of damage then a vital part has been destroyed. The gamemaster must decide what part that was based on the severity of the hit. The characters will have to find replacement parts before repairs can be made. A character may also repair structure points. For each day spent working on the structure, 10% of the beginning structure points may be added back to the vehicle. If more than 25% of the structure is destroyed then replacement parts are needed. A successful use of welding will add on another 5% per day. **EXAMPLE** The devices of the captured cougar are to be repaired. The radio was discovered to be inoperative from a previous battle with one box crossed off. Parts will be needed. The chance it cannot be repaired is equal to 2 (1 box times 2). A roll of 11 on 2d6 means the radio can be repaired. Clayton's electronics SST is 7 and he spends 4 plus 2 (a 4 was rolled for time) hours fixing it. He rolls a 6 and can erase one box. He cannot repair the 76mm gun as it is totally destroyed. He can repair the control without parts using his mechanic skill. Since the rear tires are still operating, they do not need parts but will require a mechanic SST to erase the boxes. The CMG is in need of parts as it is inoperative from the effects of the damage. A gunsmith skill must be used to repair this device. QUICK COMBAT The detailed vehicle combat may be avoided for large battles or simply because a desired effect is wanted (the vehicle explodes from the rocket hit). The gamemaster is encouraged to ad lib as much as possible to keep the flow of the game going and the excitement level high. This type of quick kills should be kept to a minimum though and remain within logic. A table has been provided for quick resolution of combat in the reference section. ================= = CREATURES = ================= A gamemaster should make encounters with creatures exciting, challenging and different each time. By using creatures sparingly and having each encounter well thought out, the level of role-playing and game play will greatly increase. The best method of accomplishing this is to place yourself in the creature's position. Give the creature a purpose, goals, a personality, habits, flaws, and so on. Try to treat each creature as an individual being. Although this can be hard during large encounters, you only have to look at any party of characters to see that they do not always act will similar motives, in unison and with perfect timing. All creatures of the same species do not act the same. When planning encounters, do not make the creatures simple cannon fodder. In doing so, the players gain a level of arrogance and power that will alter the balance of play. The party may find themselves in a worse position had they not though out and respected the power of the creatures. Creatures do not always fight to the end. Animals retreat and lick their wounds while intelligent creatures may surrender. Animals will rarely attack a large group of people. Intelligent creatures should have a goal they are trying to accomplish. These goals could be: patrols simply reporting all they find but no contact, searching looking for food, lodging, money, information, or they play a larger purpose (they are part of the character's enemy force whose purpose is to slow down or defeat the party). Powerful monsters should only be encountered on special occasions. Sometimes a direct encounter is not always desirable. Tracks and occasional sightings keeps player on their toes just as effectively as needless combat. Legends and the evidence of a creature should be enough to place the characters on edge. By being creative with the encounters and creatures the scenario and campaign will be more enjoyable. THE CREATURE TABLE After each creature and animal is a common set of parameters describing each creatures' abilities. Encounter: This is an indication of how often a creature may be encountered by the characters. A 2d6 dice roll equal to or less than the number indicates the group has found tracks, the lair, sighted or actually encountered the creature. Very Rare (VR) 3 Rare (R) 5 Uncommon (UC) 7 Common (C) 10 Number Encountered: This indicates the number of creatures usually encountered. Attribute Scores: The average attribute score for each of the 12 attributes. Some attribute scores may be 0 reflecting this attribute does not apply to the type of creature. Movement: The land, air and water movement rates given in metres per movement action phase. Movement Number: The average movement number for that type of creature. Attack Level: Determines which row on the combat reference chart to-hit table under the humanoid heading to use when attacking. Random means the creature uses the random row. All means the creature has some intelligence and may pick the level of attack (high, central, low or random). Defence: Determines which row the creature will use when defending. Extraordinary, fierce, average and weak creatures use that row when being attacked. Humanoid creatures defend normally (i.e. the attacker may pick the level of attack, high central, low or random). Effect Modifier: The effect of severity given on the damage cards are for human-sized opponents. Due to the size or mass of some creatures, they can lower or ignore the effects of the severity on the damage card. Normal: The creatures takes the effect as stated on the damage card. Lower: The creature takes the next lower effect (dead becomes unconscious, unconscious becomes stun, stun becomes no effect). Ignore: The creature ignores all effect of severities. RDV: The bullet, impact, edge and puncture RDV of the creatures natural skin, hide, shell, etc. Certain creatures may wear armour which will add to their natural resistance to damage value. Damage Points: Almost all creatures have endurance (EDP), body (BDP), and willpower (WDP) damage points. Attacks: The first number is the amount of attacks, followed by the attack type, the damage value, the damage type (edge, impact, puncture) and the skill saving throw. For example: 1xclaw 10DV edge 8 Skills: A list of possible skills the creature may have. Following the skill name is the skill level and skill saving throw. Example, foraging 8/9 has a skill level of 8 and a 9 skill saving throw. CREATURE SHEET A reference sheet is provided to record most of the data and scores for a creature. Space is available for weapons and skills. Additional information like armour and equipment may be recorded on a separate piece of paper. CREATURES IN COMBAT Creatures that are humanoid or beasts with great intelligence will fight to the best of their abilities. All creatures, where applicable, will use the same combat rules as found in the combat section. Creatures, whether they are using natural weaponry or a weapon, attack using the standard to-hit table found on the combat reference chart. Creatures that use weapons pick their attack type based on the weapon. Those creatures without weapons may attack unarmed or with natural weaponry. Natural weapons have the following attack types. Weapon Attack Type Bite Hack Branch Swing Claw Slash Hooves Hack Horn Thrust Tail Swing The 'Attack Level' parameter determines what row to use. All means the attacker may choose the level (high central, low or random). Random indicates the attacker must use that row. For example, a tiger (cat, wild) bite attack would be a random 'hack', to-hit chance of 7. Like other skills, there is a skill saving throw for each attack indicating when a creature may utilize their weapons in combat. A creature may perform as many attacks per turn as it desires (e.g. a creature that bites, uses claws and has a tail may employ any of these attacks per turn when the skill action phase number is drawn). Creatures with multiple attacks can strike multiple times (e.g. 2xClaw can strike twice) within the same action phase and may attack different opponents with each attack. The 'Defend As' parameter determines what row the creature will use when being attacked by a humanoid (e.g. the player characters). There are five types of defences a creature may be classed as: humanoid, weak, average, fierce and extraordinary. Creatures defending as humanoids use the humanoid column. Therefore, the attacker can pick the level of attack. If a creature is not humanoid, it will use the row based on the toughness (weak, average, fierce and extraordinary). The attacker need not pick a level (high, central, low or random), but simply uses the appropriate row to determine the to-hit chance. Beasts do not have to make body balance track number checks when advancing or retreating (backing off). When determining the hit location area on the hit location card, creatures of extraordinary, fierce, average and weak toughness will use the creature section. All other humanoid creatures will use the section depending on the level of attack. A creature section that has a second hit location in parenthesis will use this alternate hit location if the first location given does not exist for that type of creature. Some creatures are larger and more tenacious than the characters and can withstand the effect of being damaged to a greater degree. To reflect this, the effect of severity may be lowered to the next effect or totally ignored. Listed in the creatures statistics under effect modifier, is normal, lower or ignore. Normal: The creatures takes the effect as stated on the damage card. Lower: The creature takes the next lower effect (dead becomes unconscious, unconscious becomes stun, stun becomes no effect). Ignore: The creature ignores all effect of severities. Stun: If a creature is not humanoid, then the result of stun means it will forfeit its next attack. Unconscious: Creatures may use their willpower to regain consciousness. They lose 1d6 willpower damage points every attempt. THE CREATURES The creatures presented below are of many origins. Some are natural earth beasts, some have been brought by the aliens, and some have been altered by the alien gas or radiation. It is up to the gamemaster to decide on which creatures they will use based on their own campaign. ALTER BEINGS These evil creatures devour carcasses left to rot. Altered stand 5 feet tall, are humanoid in appearance and are pale green in colour. They wear tattered and decaying clothing. Altered beings have long claws and sharp teeth. When an altered being touches a character with its claw, they will lose 1d6 - 2 willpower damage points. If a character is struck by the creature's bite, they will lose 1d6 + 1 endurance damage points and 1d6 - 2 willpower damage points. There will usually be more than one found when encountered. Altered beings are immune to radiation and may (1 in 6 chance) inflict 2d6 RADS to anyone who comes within 3 metres. Encounter: rare Number Encountered: 2+ STR: 10 HLH: 0 END: 8 WIL: 6 COR: 7 DEX: 7 AGL: 7 OBS: 6 PER: 8 INT: 8 LAB: 0 EDC: 0 Movement (ft/MAP) Land: 15 Air: Water: 3 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: normal B-RDV: 1 I-RDV: 2 E-RDV: 2 P-RDV: 0 EDP: 30 BDP: 100 WDP: 15 1xbite 10DV edge 5 (+ 1d6 + 1 EDP, 1d6 - 2 WDP) 1xclaw 11DV edge 8 (+ 1d6 - 2 WDP) BEAR Bears vary from brown to black and weigh 500-1500 pounds. They usually eat berries or small game, but when pressed for food will attack a human. Bears are found in every clime, except the desert, and are active for only half of the year. Bears mate yearly with 1-2 cubs commonly encountered with a parent. Encounter: uncommon Number Encountered: 1-2 STR: 10 HLH: 7 END: 9 WIL: 5 COR: 6 DEX: 5 AGL: 7 OBS: 6 PER: 10 INT: 7 LAB: 4 EDC: 0 Movement (ft/MAP) Land: 17 Air: Water: 8 Movement Number: 13 Attack Level: random Defend As: average Effect Modifier: lower B-RDV: 0 I-RDV: 0 E-RDV: 1 P-RDV: 0 EDP: 40 BDP: 350 WDP: 12 1xbite 10DV edge 5 1xclaw 10DV edge 6 foraging 10/8 CAT, WILD This description represents only the big cats which pose a threat to the characters. Such felines include tigers, lions, panthers and cougars. Each has a specific area in which they inhabit. A lion on plains or grasslands, tigers in forests and cougars in mountains or arid places. If a cat makes a successful ambush SST, they will receive 4 claw attacks instead of 1 for the first attack. Cats mate yearly with 1-6 kittens commonly encountered in the spring. Encounter: uncommon Number Encountered: 1-2 STR: 9 HLH: 7 END: 10 WIL: 4 COR: 8 DEX: 6 AGL: 10 OBS: 10 PER: 10 INT: 7 LAB: 5 EDC: 0 Movement (ft/MAP) Land: 30 Air: Water: 5 Movement Number: 15 Attack Level: random Defend As: average Effect Modifier: lower B-RDV: 0 I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 20 BDP: 150 WDP: 6 1xbite 11DV edge 7 1xclaw 8DV edge 6 ambush 10/10 tracking 9/9 foraging 10/8 camouflage 7/6 DOG, WILD Many dogs have reverted back to their natural instincts or driven mad by rabies. Dogs will usually travel in packs and search for food daily. There is a 1 in 6 chance a dog will be infected with rabies. Encounter: common Number Encountered: 1-10 STR: 9 HLH: 7 END: 10 WIL: 4 COR: 8 DEX: 6 AGL: 10 OBS: 10 PER: 10 INT: 7 LAB: 5 EDC: 0 Movement (ft/MAP) Land: 23 Air: Water: 5 Movement Number: 15 Attack Level: random Defend As: average Effect Modifier: lower B-RDV: 0 I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 20 BDP: 120 WDP: 6 1xbite 7DV edge 7 ambush 7/7 tracking 8/9 foraging 9/8 camouflage 8/6 DRACOSAUN These giant reptiles were brought to Earth by the Stage II Aliens who kept then as pets. Some got lose when their master was killed and now they roam the countryside searching for food. A dracosaun is 3 metres long with a 1 metre tail. They travel on all fours but will rear up on the two hind legs to attack using their tail to provide balance. The dracosaun looks much like an Earth lizard but have 30 large spikes of varying sizes protruding from their backs. Dracosauns are dark green and difficult to spot in the woods. Dracosauns are carnivorous. Encounter: rare Number Encountered: 1 STR: 30 HLH: 14 END: 15 WIL: 9 COR: 9 DEX: 6 AGL: 7 OBS: 9 PER: 8 INT: 6 LAB: 3 EDC: 0 Movement (ft/MAP) Land: 25 Air: Water: 5 Movement Number: 11 Attack Level: random Defend As: extraordinary Effect Modifier: ignore B-RDV: 3 I-RDV: 4 E-RDV: 5 P-RDV: 2 EDP: 150 BDP: 300 WDP: 30 1xbite 17DV edge 9 2xclaw 12DV edge 6 1xtail 10DV impact 7 foraging 7/9 FROG, GIANT Giant frogs average 7 feet in height and weigh hundreds of pounds. If a character is struck by the tongue of a frog they will travel 5 feet per 8 action phases towards the frog. The tongue has a range of 20 feet. The tongue can take 40 body damage points before the frog will release the target. The target may break free if they successfully make a strength attribute saving throw with a -6 modifier. They may make this attempt on a random action phase. If a character is swallowed they will begin to take 10 damage value attacks per movement action phase. Encounter: uncommon Number Encountered: 1-3 STR: 12 HLH: 12 END: 10 WIL: 6 COR: 9 DEX: 5 AGL: 6 OBS: 7 PER: 7 INT: 7 LAB: 2 EDC: 0 Movement (ft/MAP) Land: 17 Air: Water: 20 Movement Number: 11 Attack Level: random Defend As: average Effect Modifier: lower B-RDV: 2 I-RDV: 6 E-RDV: 3 P-RDV: 2 EDP: 40 BDP: 300 WDP: 18 1xtongue 5DV impact 8 (sticky) foraging 7/6 GORILLA, CARNIVOROUS This powerful animal stands six feet tall, has huge shoulders, a broad chest and weighs 400 pounds. Black or brown hair covers the entire body except for its face, palms and bottom of the feet. Gorillas travel in rain forests in groups of 2-30 and one adult male always leads. This dominant male will protect the group against danger. Gorillas live 25 years on the average. Encounter: rare Number Encountered: 2-30 STR: 14 HLH: 10 END: 12 WIL: 7 COR: 6 DEX: 6 AGL: 11 OBS: 8 PER: 9 INT: 6 LAB: 2 EDC: 0 Movement (ft/MAP) Land: 18 Air: Water: 5 Movement Number: 11 Attack Level: random Defend As: humanoid Effect Modifier: normal B-RDV: 0 I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 35 BDP: 225 WDP: 20 1xbite 8DV edge 8 2xclaw 8DV impact 6 foraging 8/9 GREENDEATH Greendeath grows in cold damp places and resembles the fungus commonly found in alien complexes. Only a successful attribute saving throw versus observation, at a -3 penalty, will reveal the true nature of the fungus. Any person walking within 2 metres of the greendeath will cause the spores to release a poisonous gas. Those within a one metre by one metre area of effect must make a successful AST versus health to avoids taking 1d6 endurance damage points per hour. Only taking 5 Markinol pills and making a successful willpower saving throw will fend off the effects of the fungus. Greendeath may only be destroyed by fire and is encountered uncommonly in alien ships and complexes. The fungus may fill any amount of area. MUD MONSTER Mud monsters are humanoid shaped beings made of mud, grass, twigs and leaves. They have two arms and legs and a barely recognizable head. Mud monsters fear very few things and are summoned by powerful forces. Mud monsters can be found in the forest, swamps or large mud pools. Mud monsters ignore stun effects. Unconscious and dead effects are treated as an additional 4 and 6 body damage points damage respectively. Magic weapons inflict an additional 1 DV. Encounter: rare Number Encountered: 1+ STR: 12 HLH: 8 END: 12 WIL: 7 COR: 5 DEX: 5 AGL: 8 OBS: 6 PER: 6 INT: 7 LAB: 2 EDC: 0 Movement (ft/MAP) Land: 15 Air: Water: 6 Movement Number: 11 Attack Level: all Defend As: humanoid Effect Modifier: special B-RDV: 3 I-RDV: 4 E-RDV: 3 P-RDV: 5 EDP: 30 BDP: 250 WDP: 0 2xclaw 12DV edge 8 ambush 8/10 camouflage 9/10 stealth 7/9 RAT, GIANT Giant rats average 4 feet in length and weigh 120-130 pounds. Giant rats can be found anywhere normal rats inhabit. A bite from a giant rat inflicts 12 damage value and causes the target to lose 1d6 - 1 endurance damage points. There is a 2 in 6 chance the rat has rabies. Encounter: uncommon Number Encountered: 3+ STR: 6 HLH: 9 END: 7 WIL: 4 COR: 4 DEX: 2 AGL: 6 OBS: 6 PER: 9 INT: 9 LAB: 8 EDC: 0 Movement (ft/MAP) Land: 18 Air: Water: 6 Movement Number: 11 Attack Level: random Defend As: weak Effect Modifier: normal B-RDV: 0 I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 30 BDP: 80 WDP: 20 1xbite 12DV edge 8 foraging 9/10 SNAKE There are many varieties of snakes. Some bite and/or poison while others constrict inflicting 5 endurance damage points per its skill action phase (7) and successfully hit a target on a 6 or less (using 2d6). Poisonous snakes vary greatly with minor or major poison strengths and effects. There could be 1d6, 1d6 per turn, 2d6 etc., health damage points taken depending on the snake. Snakes do not always attack and can go months without food. Encounter: rare Number Encountered: 1 STR: 14 HLH: 10 END: 10 WIL: 6 COR: 6 DEX: 0 AGL: 8 OBS: 5 PER: 10 INT: 7 LAB: 2 EDC: 0 Movement (ft/MAP) Land: 16 Air: Water: 5 Movement Number: 10 Attack Level: random Defend As: average Effect Modifier: ignore B-RDV: 0 I-RDV: 2 E-RDV: 2 P-RDV: 2 EDP: 50 BDP: 350 WDP: 10 1xbite 15DV edge 4 foraging 3/5 SPIDER, GIANT Lurking within dark forests or hanging within caverns, giant spiders are a serious threat to all who tread beneath them. Giant spiders average 6 feet in length and resemble their smaller cousins. Not all spiders are poisonous. Those that are, inflict sleep or endurance damage (1d6, 2d6, 3d6 endurance damage points or 1d6 endurance damage points per turn). The web of the spider is very sticky. Those walking in it are slowed by one fifth and if wrapped in it, only a strength of 12 or better is sufficient to free oneself. Encounter: uncommon Number Encountered: 1 STR: 4 HLH: 4 END: 7 WIL: 6 COR: 7 DEX: 9 AGL: 8 OBS: 8 PER: 8 INT: 5 LAB: 2 EDC: 0 Movement (ft/MAP) Land: 20 Air: Water: 1 Movement Number: 14 Attack Level: random Defend As: average Effect Modifier: normal B-RDV: 0 I-RDV: 0 E-RDV: 1 P-RDV: 2 EDP: 30 BDP: 170 WDP: 12 1xbite 11DV edge 8 ambush 10/8 TURTLE, GIANT These twenty foot long creatures were brought by the aliens. They are green, brown and yellow in colour and large white spikes project outwards from their shells, head and tail. Giant turtles are extremely aggressive carnivores constantly searching for food in swamps, lakes, rivers, and on land. Encounter: uncommon Number Encountered: 1 STR: 24 HLH: 12 END: 10 WIL: 6 COR: 4 DEX: 3 AGL: 7 OBS: 6 PER: 8 INT: 7 LAB: 5 EDC: 0 Movement (ft/MAP) Land: 13 Air: Water: 10 Movement Number: 9 Attack Level: random Defend As: fierce Effect Modifier: ignore B-RDV: 5 I-RDV: 5 E-RDV: 9 P-RDV: 4 EDP: 70 BDP: 200 WDP: 12 1xbite 21DV edge 7 1xtail 15DV edge 3 foraging 6/7 WOLF, GREATER These are larger counterparts of the typical timber wolf. Greater wolves stand 3-5 feet at the shoulders. Wolves usually follow potential victims for days disturbing their sleep by howling. Encounter: uncommon Number Encountered: 1-8 STR: 10 HLH: 9 END: 12 WIL: 9 COR: 7 DEX: 7 AGL: 7 OBS: 5 PER: 10 INT: 9 LAB: 5 EDC: 0 Movement (ft/MAP) Land: 20 Air: Water: 3 Movement Number: 10 Attack Level: random Defend As: average Effect Modifier: lower B-RDV: 0 I-RDV: 0 E-RDV: 0 P-RDV: 0 EDP: 35 BDP: 250 WDP: 12 1xbite 11DV edge 8 foraging 10/9 COMBAT EXAMPLE After completing a movement action phase, Gilbert finds himself engaged with a bear. Gilbert's skill saving throw in longsword is 9. Drawing a card from the phase sequence deck, the gamemaster announces a 3. Drawing another card, the gamemaster announces a 5. The 5 is the bear's bite skill saving throw. The bear attacks using the random row (Attack Level: random) and a bite is a hack attack type. The to-hit chance is 7. The gamemaster rolls a 5 on 2d6 and hits Gilbert. Drawing hit location card #33, the random result is left lower arm with -3 effect of severity modifier. The bear's bite inflicts 10 damage value but is lowered to 7 from the -3 effect modifier. Damage card #01 is drawn and Gilbert is lightly wounded. He loses 1 endurance damage point and 7 (0 + 7) body damage points. The effect of severity is none as 7 falls between 0 and 24 on the effect of severity table. The next number drawn is "6", the bear's claw skill saving throw. The claw attack type is slash, therefore the to-hit chance is 9 using the random row. Gilbert decides to parry. The chance to parry is equal to the skill saving throw of the weapon minus the parry modifier. Since Gilbert is using a longsword the chance to parry is equal to 7 (9 - 2). He rolls a 4 on 2d6 and successfully parries the blow. The weapon does not break on a 2d6 dice roll of 9. An "8", "10", and "9" is drawn. Nine is Gilbert's weapon skill saving throw. Since the bear is an average (Defend As: average) creature we use that row of the to-hit table to determine the outcome of the strike. Gilbert slashes and the chance is 8 or less. He rolls a 5 and hits the bear. The sword inflicts 8 damage value (10 for his strength attribute score and -2 for the damage value modifier for slash). Hit location card #43 is drawn and yields a head +4 hit under the creature heading. Four is added to the damage value bringing the total to 12 before drawing the damage card. Card #74 is a critical hit. The bear loses 17 endurance damage points (5 + 12) and 22 body damage points (10 + 12). Normally the creature would be killed on this attack but the bear's effect modifier lowers the result to unconscious instead.