Invasion Earth
Player Statistics
(Note: The following Character Creation information is out-of-date, view the character creation stand-alone file for up-to-date information; this is here solely for a placeholder)
Standard
Strength: 3D6+6
Bravery: 3D6+6
Stamina: 3D6+6
Speed: 3D6+20
Mind: 3D6+6
Firing Accuracy: 3D6+25
Throwing Accuracy: 3D6+15
Reflexes: 3D6+10
Stealth: (Reflexes + Speed)/2
Health: Stamina +2D6
Psi Defense: Equal to Mind
Action Points: Equal to Speed
Those are the basic stats of most characters. Strength is a measure that lets players determine how much equipment a character may carry before becoming encumbered. Bravery helps determine the effects on morale that different enemy (or player) actions may incur. Stamina is a measure of the character’s ability to stay standing through physical stress, whether it be violence or just hunger or dehydration after a long march. Speed is a measure of the character’s innate speed and movement ability. Mind is the stat looked at for modifiers on skill rolls or equipment usage, such as a first-aid kit or motion scanner. Firing Accuracy is the base to-hit for a character with a firearm that has no modifiers. If your rifle has 100% accuracy, and your firing accuracy with a rifle is 54, then you have a 54% chance to hit if there are no other modifiers such as partial cover, visibility, or movement. Throwing Accuracy is the base to-hit for a character attempting to throw an aerodynamic object, such as a grenade or flare. If the object is not aerodynamic or not designed to be thrown, there is a penalty at GM’s discretion. Reflexes is consulted when a character must react to a new situation immediately, such as Opportunity Fire or dodging enemy attacks. Stealth is how easily a character can be detected. Some enemies don’t go by sight and hearing alone. Health is a direct measure of a character’s health. If a character runs out of health, they are unconscious or dead and may take no more actions. Psi Defense is the only psionic skill that all characters share, and it is used to lessen the effects of or defeat outright enemy psionic attacks. Action Points are used up in a turn, and determine how many actions you may take in a turn. Their use is explained further in subsequent sections.
Archetypes
Scout
Scouts are the forerunners of most squads, prizing stealth and speed over all other abilities. They are mostly used as spotters for the rest of the squad, but they are fairly accurate with pistols. Scouts are most useful for entering a scenario where enemy strength is not known.
Scout Bonuses
Strength: -10
Bravery: +10
Stamina: +6
Speed: +1D6+6
Firing Accuracy: Pistol +10, Rifles -5 Heavy -15
Reflexes: +10
Stealth: +10
Health: -10
Scout Skills
Fade (Level 1): By concentrating very hard and not moving, a Scout can increase their Stealth rating by a number equal to their Mind rating for a number of turns equal to their level. The Scout can not fire while using this skill, but can still spot for other members of the squad. This ability does not drain Stamina, but a character may not regenerate Stamina while using this skill.
Speedy Stealth (Level 3): By focusing his mind on his surroundings, a Scout can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Scouts can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.
Unblinking Gaze (Level 6): A Scout using this skill allows their eyes to lose focus and has a MUCH better chance to spot an enemy stealthed (doubles the enemy’s Stealth roll), but the Scout’s Firing Accuracy is halved while using this ability. It does not drain Stamina, and the Scout may use this ability freely whenever and however long they want, but the Firing Accuracy penalty remains after the player stops using the skill for as many turns as the skill was in use. (Example: Walter has a feeling he’s being watched, and decides to use Unblinking Gaze. He uses the power for 3 turns, enough time to spot and kill the enemy. Upon turning off the skill, his Scout’s eyes are still trying to refocus and he suffers the same penalty to his Firing Accuracy for 3 more turns before his vision clears.)
Wary Prey(Level 9): A Scout attaining level 9 gains this passive skill. It is always on, and drains no Stamina. For the purposes of Opportunity Shots, Wary Prey doubles the Scout’s Reflex attribute. For the purposes of dodging enemy ranged attacks, the Scout’s Reflex attribute gains +10 permanently.
Grunt
Grunts are the backbone of any squad. They receive strength and marksmanship training, but are not used to situations where stealth is the prominent factor. Their training revolves around combat, but due to the harsh training regimen many recruits don’t have the same enthusiasm for the war as they did when they enlisted.
Grunt Bonuses
Strength: +10
Bravery: -5
Stamina: +15
Speed: -5
Firing Accuracy: Rifles +20, Heavy +5
Throwing Accuracy: +1D6
Reflexes: -5
Stealth: -15
Health: +20
Mind: -5
Grunt’s Skills
Unerring Aim (Level 1): Grunts using this skill will gain twice the to-hit bonus per each turn spent aiming. In addition, a called shot can be made against targets either prone or standing still without aiming at a penalty of -5% accuracy. This penalty is applied after all other modifiers applicable.
Tunnel Vision (Level 3): Grunts using this skill may declare a called shot against a specific limb or area on an enemy no matter how fast/far the enemy moved, if the Grunt stayed unmoving. Can not be used in conjunction with Opportunity Fire. Tunnel Vision does double damage to an enemy, and if the shot already did double damage due to a critical hit, the damage is quadrupled. Tunnel Vision lasts for one turn only, and leaves the user slightly dazed for 3 turns afterwards, reducing running and sprinting speeds by 25%, and Reflexes are halved. After 3 turns, Tunnel Vision may be used again, but if used again immediately after the 3 turns, the penalties are doubled. After 4 turns, the penalties are completely gone and will not be doubled if the player decides to use Tunnel Vision again.
Experienced Shot (Level 5): At level 5 Grunts gain this passive skill. It is always on, and costs no Stamina. The penalty for indirect fire or using a Spotter instead of direct LOS is negated.
Stiff Upper Lip (Level 8): At level 8 Grunts gain this passive skill. It is always on, and costs no Stamina. Stiff Upper Lip halves any penalties to morale due to loss of comrades or personal wounds.
Never Alone (Level 10): At level 10, Grunts have lived through a lot, and have likely seen a lot of good friends die. They always make sure they never die alone. If a level 10 Grunt is killed in combat, their nearby comrades (those within 20ft radius or within line-of-sight) are inspired and their Firing Accuracy is increased by their Bravery rating. This lasts for a number of turns equal to the dead Grunt’s Bravery divided by 4.
Support
Support troops are the ones carrying the biggest, baddest guns available. Armed with autocannons, immolators, and other heavy weapons they are the strongest and most powerful troops, but also the slowest and most prone to enemy psionics.
Support Bonuses
Strength:+20
Bravery: -10
Stamina: +5
Speed: -8
Firing Accuracy: Rifles +5, Heavy +20
Throwing Accuracy: + (1D6+1)
Reflexes: -10
Stealth: -20
Health: +30
Mind: -15
Support’s Skills
Rock Steady (Level 1): Support troopers have trained long and hard with their heavy weapons, and it shows in their increased accuracy and ease of use. This skill allows Support troops to expend a point of Stamina to reduce recoil of rifles and heavy weapons by 1 for every Stamina point spent. Up to 5 points of Stamina can be spent in this fashion per turn.
Spot Flaw (Level 3): With experience heavy-weapons specialists gain a sort of insight into the structural integrity of buildings and structures. Does not work on vehicles, although would work from the inside of a large vehicle (such as a cruise liner) at GM’s discretion. The player has a 22% +4% chance per level of experience to spot a critical flaw in the design of the building, and any high-explosive attacks upon that location will do double damage and reduce its structural integrity. This ability can be used in conjunction with any explosives, from the rounds out of an autocannon to grenades to C4. A character may not use Spot Flaw in the same turn in which they’ve moved.
Doubler (Level 5) By this level the Support trooper has gained enough experience to know the TRUE limits of his weapons. With this skill active, the troop can fire his Heavy Weapons at twice the normal rate of fire for one turn. Immediately after firing he must roll to avoid a malfunction with the weapon. (1-20% no effect, 21-60% the gun jams, requiring 1D6 turns to fix, 61-98% the gun breaks and can not be fixed until returning to base, 99-100% the gun explodes doing damage to the troop and anyway within 5 feet of him when he fires. Damage depends on ammunition type and how many rounds were left in the gun. AP rounds will not do any damage, as their propellant is not expended. HE rounds do full damage, INC do double damage, Gauss rounds do no damage, NRG bolts do not cook off, but when the gun explodes it does damage equal to 4 times the damage from a single bolt from the gun) Doubler can not be used in conjunction with Spot Flaw. Doubler costs 10 Stamina to use, and the strain and effort of holding the gun during this forced firing drains the Strength of the trooper 1D6 Strength points until he has had 4 hours consecutive rest. Doubler can only be used once per 10 turns.
Boomer (Level 8): By this level of experience the Support trooper has learned how to maximize the effectiveness of his heavy weapons. All damage with Heavy Weapons receives a +5 bonus. This skill is passive, always on, and costs no Stamina.
Medic
Medics are the squad members with the ability to make field dressings very quickly, as well as use all the functions of medikits. With little combat training, they have no accuracy bonuses of any type, but are very efficient at using equipment that is not combat oriented.
Medic Bonuses
Strength: -5
Bravery: +10
Stamina: -10
Speed: +5
Firing Accuracy: Rifles -10, Heavy -30
Reflexes: +5
Mind: +15
Psi Defense: +10
Medic Skills
Stabilize (Level 1) After the shock of a wound, a character must first be stabilized before the healing can really begin. A Medic’s Stabilize is far superior to the basic one offered by the average Medikit. It reduces all wounds to 0 for the purpose of healing, and costs 5 Stamina. This prevents the bleeding damage from draining all the Health and Stamina of the wounded. Stabilize may be used once per turn.
Sprinter (Level 3): The lives of his friends and allies depend on him, and when he’s called upon speed is always of the essence. At the sacrifice of his own Stamina, he can rush to the scene and deliver needed attention to the wounded. Sprinter drains all Stamina from a Medic, but grants the Medic a short burst of speed that lasts for one turn and increases his Sprinting speed by half again it’s original value. At the end of this burst of speed, the Medic’s “Stabilize” is automatically applied to the target. After using Sprinter, it takes twice the amount of time to regain Stamina. Seeing a Medic utilize this power to save an ally always inspires the squad. All troops in line-of-sight of the sprinting Medic gain a temporary boost of +10 Morale, which remains for the remainder of the scenario. Multiple uses of Sprinter do not give boosts to Morale, nor do they subtract from it.
Inspiring Words (Level 5) Medics are highly respected by their peers, and are always listened to. If a Medic tells you you’re gonna pull through, well, you probably are. Medics can use Inspiring Words on one ally at a time, and must be standing within 5 feet of the target. Inspiring Words gives the target +15 Bravery for the remainder of the scenario, which helps mitigate the effects caused by low Morale.
Denial of Death (Level 8) Medics are almost at the peak of their craft by this level, and have honed their ability to heal to a fine art. Denial of Death can keep a fellow soldier alive, but the Medic MUST remain within 2 feet of them for the remainder of the scenario, and they must reach the fallen soldier in the same turn in which they go to 0 Health. Other actions may be taken while Denial of Death is active, but the Medic can not use Sprinter while it is active. Once activated, if Denial of Death is deactivated before the target has received medical attention at a hospital or medical bay, the target dies and the Medic suffers -10 Bravery permanently.
Boost (Level 10) Upon attaining this level of experience, the Medic knows well the limits of the human body. He can mentally boost his Strength, Stamina, Speed, and Reflexes at the cost of his Mind and Psionic Defense. The Medic gains a bonus of +10 to Strength, Stamina, Speed, and Reflexes each for the duration of Boost. Mind and Psi Defense each suffer an initial penalty of -10, and Mind decreases an additional -2 for each additional turn Boost is active. Mind and Psi Defense will return to normal after 2-3 hours uninterrupted rest.
Psionic Defender
Psionic Defenders are available only to players that have achieved the rank “Major” or higher. They are the military’s main defense against psychic attacks launched by aliens, and train very hard towards this mental defense, at the cost of the more physical. Most would say it is an even trade.
PSI Defender’s Bonuses
Strength: - 15
Stamina: -5
Speed: +6
Firing Accuracy: -30 Rifle, -40 Heavy Weapons
Throwing Accuracy : -15
Reflexes: +20
Stealth: +5
Mind: +30
Psi Defense: +20
Psi Attack: +5
Psi Defender’s Skills
Mental Screen (Level 1): Mental Screen is a passive ability available only to Psi Defenders, always on and costing no Stamina. Mental Screen provides a 5ft radius of protection from psionic attacks per level of experience of the Psi Defender, projected from the Psi Defender himself. Overlapping Mental Screens from multiple Psi Defenders do not stack. Friendly units within the radius of the Mental Screen receive a +20 bonus to their Psi Defense.
Masking (Level 3): When the Psi Defender concentrates, he can mask the psionic signal of a chosen ally for as long as he maintains mental contact with the ally. This ability is exceptional in providing Scouts with defense against Mental Sweeps from enemies, and can prevent their detection by sight as well. Targeted allies gain +40 to Psi Defense unless a psionic entity has direct line-of-sight to them. They also gain +5 Stealth to protect against that. Masking drains 1 Mind point for every turn that it is active, regenerating for every turn of rest thereafter at a rate equal to one-tenth of the Psi Defender’s max Mind rating, rounded up.
Misdirection (Level 6) This subtle skill has several uses and requires a direct line-of-sight from the Psi Defender to his target. The Psi Defender can make the target think that they see or hear something at a location the Psi Defender chooses. They can also cause a minor distraction with this, blurring the eyesight of the target and reducing their Firing Accuracy by half, and Throwing Accuracy by two-thirds. Misdirection can be used as often as every turn, but not in conjunction with any other skill other than Mental Screen. Misdirection costs 5 Mind points per turn active, which regenerate in the same fashion as points used in Masking.
Stimulate Healing (Level 8): When used, Stimulate Healing closes all Wounds on a target over a number of turns equal to the number of Wounds received. Broken bones can not be healed with Stimulate Healing, so they must be set first if a compound fracture is to heal properly. Stimulate Healing costs 15 Mind points to use, and can be used once every three turns. Mind points used in this fashion recover in the same way as Masking.
Telekinesis (Level 10) Telekinesis can be used to hurl objects, close doors, hit an enemy physically like a blunt object, or a number of other uses up to GM’s discretion. Telekinesis costs 10 Mind points to use. (See Masking for Mind point regeneration)
Advancement and Training
Upon attaining a new level of experience, a soldier may opt to train upon returning to base. The available training regimens depend upon the facilities available at the base they are stationed at. Players may opt to wait to train until new facilities are available if they so desire. Regardless of whether they choose a specific training course, the player rolls 2D6, and adds 4 to the total. The modified total is the amount of attribute points the player has to spend on that specific trooper’s stats, spending no more than 1/3rd of the total of those points on any one stat.
Physical Regimen
The Physical Regimen takes approximately one month, and soldiers put through this training process gain additional strength, stamina, and health. Add 1D6+3 to Strength, 1D6+2 to Stamina, and 2D6 to Health. The addition of Stamina does not by itself add to a character’s Health rating after character creation.
Psionic Principles
This training class takes two full months to complete, but greatly helps the trooper’s understanding of Psionics. Grunts, Scouts, and Support troops may only take this class once, as they would not have the innate prowess to gain additional bonuses from multiple classes. Psionic Principles will raise a trooper’s Mind attribute by 1D6+6, Psi Defense by 1D6+6, and Psi Attack (only if applicable) by 1D6+6.
Scout’s Training
The Scout’s Training takes approximately 6 weeks, and soldiers that take this training will gain speed, stamina, and a new appreciation for the uses of stealth. However, the depredations suffered during this wilderness training will probably weaken the character’s Health as well (50%). Add 1D6+6 to Speed, 1D6+4 to Stamina, and 2D6 to Stealth. Roll 1D6 if you take this training course. If you roll 1-3, you lose 1D6 Health. If you roll 4-6, change nothing.
Marksmanship
Marksmanship training is not as broad as it might sound. After deciding upon this training, choose Pistols, Rifles, or Heavy Weapons to improve. After 3 weeks, the trooper will be noticeably improved with weapons of that type. Add +8 to accuracy with the weapon type chosen.
Equipment Handling
Training in the use of equipment is a handy skill for many troopers, giving the chance to use motion scanners, medikits, and other equipment more easily and accurately. It’s especially useful for those of the Medic profession, letting them heal for more and faster as well. Add 1D6+3 to the Mind attribute, and player gains the special skill “Equipment Usage”, equal to the now-modified Mind Attribute. Subsequent increases to the Mind attribute will increase Equipment Usage, but subsequent training in Equipment Handling will only increase the Equipment Usage skill instead of the Mind Attribute. However, it will be by 2D6+1 after the first training.
History
By far the lamest-sounding training package, this one is dedicated to the learned knowledge of past events, and evokes patriotism and renewed purpose in troops. +1D6 Mind, +1D6+6 Bravery.
Combat
Combat in Invasion Earth is fairly straight-forward. Your base to-hit with firearms is determined first by the weapon’s accuracy rating and by the firing character’s Firing Accuracy level. So, if Troop A is firing against Enemy B at short range with a rifle (Accuracy 50%) and their firing accuracy is 50, their base to-hit would be 25%. This number will not change unless the character has taken damage or switches to a different weapon with different accuracy. So, to recap, base to-hit is calculated by (FA)x(Weapon’s Accuracy).
This base to-hit will only be changed by range modifiers, movement modifiers, recoil modifiers, or visibility modifiers. If a weapon has additions that improves its accuracy, that bonus is already directly applied to its accuracy rating.
A critical hit occurs when a character rolls 1-5% on their to-hit roll. Certain weapons may have different critical ranges. For instance, a Razorwind and Razorwhip both have a 1-10% critical range. Unless stated in their description, however, the critical range for all weapons is 1-5%.
Situation |
Modifier |
Character kneeling |
+5 |
Character prone |
+10 |
Target behind partial cover |
-5 |
Target behind heavy cover |
-10 |
Target barely visible |
-20 |
Target stationary |
+5 |
Target moved slowly |
0 |
Target moved quickly |
-5 |
Character using indirect fire (spotter) |
-15 |
Target sprinted/ was a blur |
-10 (more, at GM’s discretion) |
Character using alternate visual mode |
-5 |
Character injured (arms) |
-3 (-5) |
Character wounded (arms) |
-5 (-8) |
Situation |
Modifier |
Character moved cautiously |
0 |
Character walked |
-3 |
Character ran |
-8 |
Character sprinted |
-15 (Cannot fire, unless GM approves) |
Short Range |
0 |
Medium Range |
-5 |
Long Range |
-10 |
Recoil |
-3 per point of Recoil |
Opportunity Fire |
-5 |
Character Took Aim |
+10%(ACC) per “Take Aim” action* |
|
|
*- Taking Aim increases a player’s chance-to-hit by 10% x (ACC). So if their Accuracy with a certain weapon is 50, each “Take Aim” action will increase their to-hit for that round by 5%.
Turn Composition
1) Initiative Roll: Players roll 1D6 for each of their characters, and add their Reflexes value to it. Highest Initiative decides who goes first and who Reacts.
2) Movement and Combat
3) Line of Sight description/adjusted (in other words, if they see an enemy, tell them)
Then it starts over. I will detail the events in each phase as follows:
1) Initiative Roll: Players roll 1D6 for each of their characters, and add their Reflexes value to it. The player of the character who gets the highest initiative score decides if they will go first, or if their side will get to react to enemy movements instead. To choose to react can be dangerous, because if the enemies fire and kill one of a player’s squad before the player himself has moved and fired, the dead character is taken out of the game before they can react (unless they got to use Opportunity Fire, however). If a player decides to have their side move first, he dictates the order in which their units move. However, in between their turns the enemies have their turns. If one side outnumbers the other, the difference will be noted in the number of units that move .
Example: Walter’s Scout has an initiative score of 40, his Grunt has 24. His friend, Steve, has rolled an initiative score of 34 for his Medic, and 17 for his Support. The known enemies on the field have rolled for initiative as well, and gotten scores of 15, 18, 20, 24, 24, 28, 39, and 38. There are twice as many enemies as player-controlled troops, so Walter decides it might be best if his side goes first. Walter decides to have Steve’s Support move first, since his weapon is by far the most damaging and most capable of taking out more than one enemy at a time. After Steve moves his Support, the player or GM controlling the enemies will then decide on their order of play.
2) Movement and Combat. This is the time when players and enemies move and fire.
2a) Skill declaration: If a player has a skill that they wish to activate, they may choose now to do so.
2b) Movement: Before a character moves, their Action Points fully refresh from the previous turn. When it’s your turn, move your character to the point which you want them to be. See the section “Movement” for more specifics. If an enemy lies in wait, they might use Opportunity Fire if they have Action Points available. During an enemy’s turn, a player may use Opportunity Fire if they so choose.
2c) Skill declaration: If a player has a skill that they wish to activate, they may choose now to do so.
2d) Combat: This is the phase that if you have sufficient Action Points left, you may fire your weapon(s) or throw a grenade, or use equipment. You may fire as many shots from a weapon as your Action Points and weapon’s Rate of Fire allows.
2e) Damage application: Directly after Combat is finished, all damage done during 2a-2d is then applied to their specified targets.
3)Line of Sight Update: At the end of each turn, everyone’s Line of Sight is updated due to the events of the turn.
Opportunity Fire
Opportunity Fire represents combat actions taken during another player’s turn, or during an enemy’s turn. If a player has Action Points left after their previous turn, they may make use of Opportunity Fire. Opportunity Fire may not be used if the character or enemy has not previously had a turn during the scenario.
Action Points
Action points are used up for every action taken. As long as a player has 1 Action Point left, they can take another action during their turn, but if they do not have enough Action Points for the shot they wish to take, they may not use Opportunity Fire. If for any reason a player’s Action Points are reduced to a negative number during their turn, they’ll lose those Action Points for the next turn. (Shots should take 3 AcP for a pistol, 5 for a Rifle, and 10 for a Heavy... at least, for now)
Example: Walter’s Scout has 30 Action Points, and he ran 15 feet and knelt for his movement phase, costing him 15 AcP for running, and 4 more for kneeling. He has 11 AcP left. 2 enemies are in his line of sight, and he decides to shoot at the closer of them. His rifle is already unslung, so he does not need to worry about the AcP penalty to unslinging/arming a weapon. The rifle has a rate of fire of 3, so he could fire 3 shots if he had 15 AcP left. His Firing Accuracy with Rifles is 42, and his Rifle has an inherent accuracy of 75%, so he has a base 32% to-hit. However, he ran, so a -8 modifier applies. He is kneeling, so a +5 partially cancels that out. Further, his enemy is within medium range for the rifle, applying another -5 to his to-hit. His final modified to-hit is 24%. He misses his first shot with a roll of 82%. His second shot will have a recoil modifier of -3, reducing his to-hit further to 21%. He gets lucky and rolls 5%. His second shot hits, for 15 damage.
Action Taken |
Action Point Cost |
Movement |
1 per ft. traveled |
Kneeling (and returning to standing from Kneeling) |
4 |
Going Prone |
2 |
Standing up from Prone status |
8 |
Firing Pistol |
3 |
Firing Rifle |
5 |
Firing Heavy Weapon |
8 |
Taking Aim |
Same cost as firing weapon |
Use Item |
As per item description |
Experience Gained Through Combat
Experience is gifted to two targets through combat: The player (base commander/squad leader) and to the individual troopers involved in the kill. When a player/base commander/squad leader gains a level of experience, more resources are alotted to their base and command. More soldiers, more equipment, and more money from financial backers. Experience earned by the individual troopers can raise them to new levels of experience (and higher ranks), allowing them new options of training and generally improving their ability to fight.
When more than one player is playing, they must decide which of them is the Commander. Only the Commander gains full Command experience, and they are the only ones that may use Command Skills. They may use their Command Skills on any of the soldiers, however, including the ones their allies use. They are considered to be the officer-in-command, although other players don’t necessarily have to do what they say. Other players will still receive Command experience, but only twenty-percent of the total. In this way they will not advance as quickly as the main Commander, but they are still rewarded.
Action |
Reward |
Eliminated minor threat |
+25 |
Eliminated moderate threat |
+50 |
Eliminated major threat |
+100 |
Eliminated extreme threat |
+1,000 to 2,000 (or more, GM discretion) |
Used environment to advantage |
+15 |
Equipment successfully used (ex., medikit) |
+20 |
Secondary objective achieved |
+75 (players only, not troops)(Command Experience) |
Primary objective achieved |
+100 (player only, not troops)(Command Experience) |
Mission accomplished (all objectives) |
+200 (player only, not troops)(Command Experience) |
Mission partially accomplished (2/3 atleast) |
+100 (player only, not troops)(Command Experience) |
Mission Completed |
+200 (troops) |
Experience Tables
Player |
Trooper |
Level |
Experience |
Rank |
Level |
Experience |
Rank |
1 |
0 - 1,250 |
Squad Commander |
1 |
0 - 500 |
Private |
2 |
1,251 - 2,999 |
2nd Lieutenant |
2 |
501 - 1,250 |
Specialist |
3 |
3,000 - 6,000 |
1st Lieutenant |
3 |
1,251 - 2,000 |
Sergeant |
4 |
6,001 - 10,000 |
Captain |
4 |
2,001 -3,000 |
1st. Sergeant |
5 |
10,001 - 16,500 |
Major |
5 |
3,001 - 5,000 |
2nd Lieutenant |
6 |
16,501 - 25,000 |
Lieutenant Colonel |
6 |
5,001 - 7,500 |
1st Lieutenant |
7 |
25,001 - 40,000 |
Colonel |
7 |
7,501 - 11,000 |
Captain |
8 |
40,001 - 60,000 |
Brigadier General |
8 |
11,001 - 15,000 |
Major |
9 |
61,000 - 85,000 |
General |
9 |
15,001 - 20,000 |
Colonel |
10 |
85,001 - 110,000 |
Commandant |
10 |
20,001 - 30,000 |
General |
Movement
I probably should have put this before “Combat”. Your Speed stat is what determines how far you can move in a turn. To determine your characters’ movement, take their Speed and apply the following: Walking: 0.3(Speed) Running: 0.6(Speed) Sprinting: 1.0(Speed). Walking takes no Stamina, and while Walking you regain Stamina slowly. Running drains Stamina though not by a lot. Running will drain 8 Stamina per turn you run. Sprinting drains Stamina very quickly. You will lose 18 Stamina per turn spent Sprinting, and you can not regain any Stamina for a number of turns equal to the number of turns you spent Sprinting afterwards. To regain Stamina, if you stand (or kneel, or lay)still, you will regain Stamina at the rate of 20% of your max Stamina per turn. While Walking you regain Stamina at the rate of 10% of your max Stamina rating. If you run out of Stamina, your character becomes tired, short of breath, and develops a “stitch” in their side. Reduce all Walking and Running by half, and the character can not Sprint until their Stamina is fully recharged, at which point the Walking and Running penalties are also negated. Movement takes an amount of Action Points equal to the amount of distance covered, measured by the foot. Sprinting, even if the character does not move the full Sprint distance, still uses all available Action Points.
Example: Walter is controlling a Scout that has been spotted by the enemy. His Speed rating is 30. He could walk 9 feet per turn, run 18 feet per turn, or sprint 30 feet per turn. He decides to sprint this turn. Walter’s Scout’s Stamina rating is 25. This turn he loses 18 Stamina, leaving him with 7 for the next turn, not enough to Run without tiring himself out. His next turn he will not be able to regain Stamina or Stealth either, so with his last bit of mobility he moves behind a stump and kneels, to give himself better cover. He has Sprinted, and so used up all his Action Points as well.
Stealth
Stealth is consulted in determining whether a character has been seen when he enters an enemy’s LOS. It also is consulted when an enemy might chance to hear a character. GM’s discretion on modifiers to the Stealth ability, or whether or not to even utilize it. It is highly useful for characters that want to see without being seen, and is of major value to the Scout soldiers. Walking reduces your Stealth attribute by 5 per turn you Walk, and it returns by 5 for each turn you stand still. Running reduces your Stealth attribute by 15 per turn, and it returns by 5 for each turn you stand still. Sprinting reduces your Stealth attribute to 0, and you cannot regain Stealth for a number of turns equal to the number of turns spent Sprinting. Afterwards, Stealth is regained by 5 for each turn spent standing still. Some enemies may track by scent, or by heat signature, and Stealth is useless against these enemies unless the character has special abilities or equipment to counter. Actions taken while stealthed take twice the normal amount of Action Points, including movement and combat.
Example: Walter’s Scout has remained hidden and still long enough to both be sure he has lost his pursuers, and to regain his Stealth to its original value of 40. He feels confident that he may escape detection if he continues to move while crouched and to get in a better position to spot for his squad mates.
Stealth Modifiers |
Situation |
Modifier |
Player is |
|
|
|
|
|
|
|
Equipment
While a soldier can be the best there is at their field, without the right equipment they’re worm food. From Motion Scanners to Medikits to grenades, the modern soldier must at least have a minor understanding of how to work them to be of a benefit to the team.
Motion Scanners : Motion Scanners can be a Scout’s best friend. They detect movement (both enemy and friendly) in a radius around the scanner, and display it on a small LCD screen. There are a few models available, all very useful. The Model A Motion Scanner costs 10 action points to use, and has a scanning range of 30'. It is the most common motion scanner in use with our troops. Resembling a 5' TV screen on a short stick, it is easy to use (Mind Rating 5 or higher) and quite effective. Cost: $15,000 .... The Model B Motion Scanner is more compact than the Model A, and more complicated to use. While its range is shorter than the Model A at 20', it is available as a large flexible armband with the display mounted on the back of the hand and the wrist. This distorts the picture, making its use slightly harder. It costs 4 AP to use and has a scanning range of 20'. It also requires a Mind Rating of 15 or higher to use effectively. Cost: $30,000 ..... The Model C is a different horse all together. It can be mounted on a rifle or heavy weapon as a flattened scope, the end on the same end as the barrel contains the scanning equipment while the end facing the soldier has a small display. It is very simple to use, though it takes brains to hook it up correctly in the first place (Mind rating 5 to use, Mind rating of 40 to connect). It does not detect movement in a radius like the Models A and B, but it detects motion in a cone emitted from the tip of the Model C. The cone’s range is 15', and at that distance it is 10' wide. The distance/width ratio is maintained at all ranges below that at a 3:2 ratio. The Model C requires 2 action points to use, unless you actively scan (i.e., swing the weapon in a 180-degree range of motion in front and to the sides) which uses 6 action points.. Cost: $50,000
Medikits: Medikits are first-aid kits distributed to front-line and special operations units. They have several uses: 1) to Stabilize wounds 2) to Heal wounds 3) to augment perception of the recipient 4) to give a short boost of “Adrenol” to a target. The average Medikits contain enough supplies for 5 applications of each use.
1)Stabilize: Stabilizing a soldier’s wounds requires 10 AP, and applies a field dressing that stops the bleeding of one Wound or can heal one Injury. Multiple Wounds and Injuries require multiple uses of Stabilize.
2)Heal: By injecting painkillers and laying a rapid-regeneration salve on Stabilized Wounds, a user may Heal a fellow trooper by 1D6 Health. It takes 10 AP for one use of Heal, and Heal may only work once per Wound.
3)Augment Perception: Prescription eyesight drugs for the elderly concentrated into Battle Drugs help a soldier’s sight and Reflexes for 2 turns. They can see two times as far, their firing accuracy is increased by 5%, and their Reflexes are increased by 2D6. After the two turns expires, their eyes will momentarily fog up and muscles will ache for a single turn as the effects wear off. For one turn they will suffer -10% Firing Accuracy, and -10 Reflexes.
4)Adrenol: Adrenol is another Battle Drug created by Alliance scientists that offers lasting bonuses and only moderate side effects. All effects last 4 turns. When used, increase a soldier’s Health and Stamina by 10. Increase Speed by 10. Increase Reflexes by 10. After the 4 turns, the soldiers Health and Stamina will fall back down by 10, though if the soldier had received damage that would make this decrease in health fatal, decrease the health instead to 1. Speed will be reduced by 5 for 1 turn. Reflexes will be reduced by 20 for 1 turn.
Medikits cost $25,000. Each use of a Medikit will cost $1,000 to replenish.
Medic’s Kits :
TAG : Target Acquisition Gear is a dream come true for units with fire support capable of indirect fire. For TAG to work, one soldier must use it (20 action points) and perform a to-hit roll using their base Firing Accuracy rating, and any applicable movement/terrain/visibility modifiers. The targeting information is then fed to a TA-R, or Target Acquisition Receiver. The TA-R then helps the operating soldier aim by calculating air speed, target movement, and visibility. Use of the TA-R takes 10 Action Points. Only soldiers with a Mind rating of 20 or higher may use TAG, and soldiers with a Mind rating of 5 or higher may use TA-R. When firing indirectly with TAG and TA-R, movement and visibility modifiers are negated, and the penalty for indirect fire no longer applies. TAG does not work with direct-fire weapons. TAG Cost: $30,000 TA-R Cost: $10,000
Upcoming in near-future Versions: Armor errata, new movement rules
Version 1.0
Original version.
Version 1.01(August 23rd, 2004)
Changes:
Base Attributes: Speed changed from 3D6+6 to 3D6+20
Scout: Changed Health penalty from -15 to -10. -5 to Rifle use added.
Grunt: Speed penalty changed from -10 to -5. Rifles changed from +10 to +20.
Support: Sped penalty changed from -15 to -8. Heavy weapons use increased from +15 to +20.
Medic: Health penalty removed.
Equipment Handling and History training packages added.
Version 1.02(August 24th, 2004)
Changes
Skills added for most archetypes.
I remembered to actually detail the Combat and Turn sequence of the game. Go me!
Experience Reward for Mission Accomplished for troops doubled.
PSI Defender Archetype added, with skills.
Version 1.03 (August 24th, 2004)
Changes
Modified “Movement” and “Stealth” sections to better emphasize the effects and penalties of Stealth.
Modified “Combat” section to reflect Recoil modifiers and references to Rate of Fire.
Added descriptions for “Basic Pistol, Basic Rifle,” and “Autocannon” to Weapons.
Introduction of “Action Points”
Modified Scout’s “Speedy Stealth” Skill.
Version 1.04 (August 25th, 2004)
Changes
Modified wording of Scout’s Skill “Unblinking Gaze”, so that it actually HELPS the Scout.
Introduction of Armor
Version 1.05 (August 29th, 2004)
Changes
Modification of Weapons and Armor including the altering of weapon damage and clarification that “Gauss” is essentially armor-piercing ammunition, and grouping Incendiary damage with energy damage.
Version 1.06 (September 4th, 2004)
Created “Forum Version” of the game
Version 1.07 (September 10th, 2004)
Modified “Combat Rules”
Creation of a separate Character Creation file to make character creation much, much easier.
Modified Experience rules.
Added new Training Regimen, “Psionic Principles”.
Version 1.08 (September 13th, 2004)
Uploaded unfinished Character Creation. This file was created to eventually replace the current rules for character creation, simplifying character creation while allowing for rules for enlisting new soldiers for the Commander.
Uploaded Commander file, in its rough and unfinished state. It is my hope to get feedback and suggestions for the Commander skills and possibly the experience table as well.
Uploaded unfinished short story to better explain the background and motivation of the game.
Version 1.09 (September 18th, 2004)
Reduced Heavy Weapons Action Point cost, previously they cost 10 AP to fire, now they will cost 8 AP to fire.
“Taking Aim” rules are now described better and more intuitive.
“Equipment” section started.
Added new Weapon with Description.
Version 1.10 (September 29th, 2004)
Fixed Armor weights and added new Terrain Hopper armor.
Added new weapons and weapon descriptions.
Further work on character creation, in file CC2. Work with templates.