Invasion Earth: Forum Version


            This is the game Invasion Earth streamlined for play on forums. It follows many of the same rules as the full game, but is simplified for ease-of-play. The rules for combat are the same as for the Forum Version, with the following changes:


1) A moderator or administrator performs the die rolls, unless the forum has a self-contained die roll generator.

2) Before attacking, a character must specify how many shots they will be firing in total, to speed up play. They can never attack more in one turn than their weapon will allow, with the exception of skills that allow them to do so.

3) The GM must update the maps after every turn and round, unless they are playing “blind”, and roleplaying their characters instead.


First, character creation.


Strength:3D6+6

Stamina: 3D6+6

Speed: 3D6+20

Firing Accuracy: 3D6+25

Throwing Accuracy: 3D6+15

Reflexes: 3D6+10

Mind: 3D6+6

Stealth: (Reflexes + Speed)/2

Health: (Stamina) +2D6

Action Points: Equal to Speed


In the Forum version, there are no Psionics. This is designed to keep the game moving without having to keep track of additional stats. For this reason, “Mind” is used only for the use of items and equipment. Bravery and Morale were also removed for these reasons.

Armor, too, has been removed for ease of use.


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

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

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

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

Stamina: -10

Speed: +5

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.





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Character Sheet For Players

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Name: ______________

Archetype: _______________

Experience/Level:_________________

Skills: ___________________


Attributes

Strength: ____

Stamina:____

Speed: ____

Firing Accuracy: ____________________

Throwing Accuracy:_______

Reflexes: _____

Mind: _____

Stealth: ______

Health: _________

Action Points: ________


Weapon

Damage

Ammo

Short

Medium

Long

 

 

 

 

 

 

 

 

 

 

 

 



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