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Colonial Marines: A Strategic Role-Playing Game

Abilities

Each ability is the determining factor for certain actions along with their dice roll. Which of the three abilities to be used for an action is dictated by Mother. Each player character starts with five ability points to be distributed freely at a minimum of one per ability.

Accuracy: The chance of hitting a target with an attack or a similar effect.

Intellect: Used to create, communicate, learn, perceive, repair, strategize, or otherwise use the mind.

Physique: Determines the outcome when utilizing fortitude, nimbleness, strength, or other physical attributes.

Actions & Turns

During combat, all gameplay becomes turn-based. When out of combat, characters may attempt actions freely at Mother’s discretion. A base of four actions may be taken during each character’s turn while in combat. Order during combat is determined by rolling 1d20 plus the roller's highest ability point for each character, with higher totals going earlier. Characters with tied numbers keep their overall order but roll another 1d20 to determine which character goes earlier among the tied numbers.

Typical Combat Actions

Activating Certain Equipment

Certain Asset-Granted Actions

Certain Environmental Interactions At Mother's Discretion

Certain Predator Weaponry Actions

Deactivating Certain Equipment

Most Attacks & Other Accuracy Based Action

Most Intellect Based Actions

Most Physique Based Actions

Moving

Picking Up an Object

Reloading Weapons

Swapping Weapons

Using Certain Equipment

Assets

At Mother's discretion, each player character may optionally start with a number of assets at no experience cost. These assets may be chosen by the player character or Mother can have players roll 1d20 to assign these assets randomly. An additional asset may be chosen if two liabilities are also chosen.

Agile: This player character can take any of their actions at any point after or equal to their rolled order number in each rotation of character turns during combat. This order can be changed each rotation.

Backpack: This player character has two additional equipment slots. Taking this asset multiple times further increases the number of additional equipment slots by one per instance that this asset has been taken after the first instance.

Camaraderie: As an action for this player character, the next four ally character actions that use ability points receive double the normally applied ability points, while this player character’s next two actions that use ability points receive half (rounded up) the normally applied ability points. Taking this asset a second time further increases the number of ally character actions affected by two. Taking this asset three or more times further increases the number of ally character actions affected by one per instance that this asset has been taken after the second instance.

Critical Strike: This player character has a two in twelve chance of dealing double the normal amount of damage. Taking this asset two to ten times further increases the chance in twelve by one per instance that this asset is taken after the first instance.

Dexterous: This player character can take up two additional actions on their turn during combat. Taking this asset multiple times further increases the number of additional actions able to be taken by one per instance that this asset has been taken after the first instance. Movement speed after the fourth action is lowered by 2'.

Efficient: Experience points earned from each character or equipment defeated in combat have a two in twelve chance of being doubled for this player character. Taking this asset two to ten times further increases the chance in twelve by one per instance that this asset is taken after the first instance.

Expert: All future ability and endurance point increases will cost six less than the normal amount for this player character. Taking this asset two to four times further decreases the cost for future ability and endurance points by three per instance that this asset is taken after the first instance.

Fast: This player character can move an additional 4' per movement action. Taking this asset multiple times further increases the number by an additional 2' per instance that this asset is taken after the first instance.

First-Aid: Once per turn, as an action, this player character may add 1d4 endurance points to a stable ally character up to their maximum endurance points. Taking this asset twice changes the number of endurance points added to 1d6. Taking this asset three times changes the number of endurance points added to 1d8. Taking this asset four times changes the number of endurance points added to 1d10. Taking this asset five times changes the number of endurance points added to 1d12.

Holster: This player character gains two additional weapon slots. Taking this asset multiple times further increases the number of additional weapon slots by one per instance that this asset is taken after the first instance.

Inventory Access: All future purchases of equipment and weapons will cost three less experience points than the normal amount for this player character.

Leader: As an action for this player character, this player character’s next three actions that use ability points receive double the normally applied ability points, while the next ally character action that uses ability points receives half (rounded up) of the normally applied ability points.

Lucky: This player character has a two in twelve chance of rerolling all failed actions. Taking this asset two to ten times further increases the chance in twelve by one per instance that this asset is taken after the first instance.

Mechanic: This player character can reroll twice when failing an attempt to repair an object. Taking this asset multiple times increases the number of reroll attempts by one per instance that this asset is taken after the first instance.

Modifications: Each of this player character’s non-grenade and non-predator weapon magazines can hold double the normal ammunition, though they can only carry up to three magazines per weapon. This ability only affects weapons while being held by this character.

Opportunist: This player character may reroll any action failed that is within two points of success. Taking this asset multiple times further increases the failed reroll threshold by one per instance that this asset is taken after the first instance.

Resourceful: All future assets will cost sixteen less experience points for this player character. Taking this asset two to six times further decreases the cost for future assets by eight per instance that this asset is taken after the first instance.

Self-Improvement: This player character no longer suffers from a single liability chosen by the player character. This asset can be taken a number of times equal to the number of liabilities this player character has.

Strategist: This player character deals triple the normal amount of damage against any target that has not yet been targeted with an attack whether the attack is successful or not. Taking this asset multiple times further increases the affected damage dealt by an amount equal to the normal damage per instance that this asset is taken after the first instance.

Triage: As an action, this player character can add 1d2 stability points and remove 1d2 loss points to one destabilized ally player. Taking this asset twice changes the number of loss points removed to 1d4.

Characters

Damage from weapons without armor piercing ammunition is halved (rounded up) against non-human, non-predator, and non-synthetic characters with armor.

Humans

All human characters have an area of 4'x4', a 4' bodily range, and 8' of movement speed. All human characters deal 1d2 physical damage at bodily range when not using a weapon.

Designation: Armor Endurance Experience Weapons

Accuracy Intelligence Physique

Civilian: None 4d2 11 None

1 2 1

Cultist: A.-Res. 4d2 14 None

2 2 1

Demolitionist: I.-Res. 5d2 42 Exploding Grenades, Flamethrower, & Laser

1 2 3

Hacker: None 4d2 28 Laser, Pistol, & Shock Grenades

1 3 1

Mercenary: Bal. 5d2 40 Explosive Grenades, Shotgun, & Submachine Gun

2 1 3

Scientist: A.-Res. 4d2 38 Flamethrower, Laser, & Pistol

2 3 1

Security Officer: Bal. 4d2 38 Pistol & Sonic Grenades

2 1 3

Sniper: None 4d2 45 Plasma Rifle & Sniper Rifle

3 2 1

Specialist: I.-Res. 5d2 43 Plasma Rifle & Smartgun

2 2 2

Survivor: None 5d2 15 None

3 2 3

Other Characters

Species: Area Armor Damage Endurance Exp. Range Speed Type

Accuracy Intelligence Physique

Special.

Arachnoid: 6’x6’ Armor 1d6 14d2 37 8' 12’ Acid Or Physical

3 2 4

Begemot: 10'x10' None 2d4 16d2 25 6' 10' Physical

1 2 4

Bhuhlagh: 12'x12' None 2d4 18d2 27 10' 12’ Physical

1 2 4

Blue Moon Centipede: 4'x4' Armor 2d2 11d2 30 4' 10' Physical

2 1 3

Boney Lizard: 6'x6' None 2d4 14d2 26 6' 12' Physical

2 2 2

Acid Damage against this Boney Lizard is halved (rounded down to a minimum of one).

Briar Wolf: 4'x4' None 1d6 9d2 19 4' 10' Physical

2 2 2

Condor Dragon: 6'x6' None 1d4 8d2 18 4' 14' Physical

1 2 2

Earth Truck: 22'x22' None 2d6 30d2 37 16' 10' Physical

2 1 5

Engineer Trilobite: 8'x8' None 1d12 20d2 28 10' 4' Physical

2 1 5

Exo-Beetle: 2'x2' None 1d2 1d2 9 2' 4' Physical

3 1 1

Fire Spite: 2'x2' Armor 1d4 4d2 25 4' 8' Incendiary Or Physical

2 1 1

Fire-Walker: 2'x2' Armor 1d6 5d2 23 2' 4' Physical

1 1 3

Giant Hawk: 6'x6' None 2d2 4d2 18 6' 14' Physical

3 2 20

Gro’Tye: 14’x14’ None 1d10 24d2 36 14' 14’ Physical

2 2 5

Successful attacks from this Gro’Tye against characters and equipment with a smaller area have the option to push the target back a distance equal to the target's movement speed.

Hammerpede: 2’x2’ None 1d6 5d2 17 4' 6’ Acid Or Physical

2 1 3

This Hammerpede deals 1d2 acid damage on loss in a 14'x14' area.

Harvester: 20'x20' Armor 2d8 27d2 47 16' 8' Physical

2 1 5

Attacks by this Harvester ignore the effects of all armor.

Hell-Horse: 8'x8' None 2d2 10d2 21 6' 12' Physical

2 2 4

Hell-Hound: 4’x4’ None 1d8 9d2 22 2' 10’ Physical

2 3 4

Humped Gish: 2'x2' None 1d2 2d2 7 2' 4' Physical

1 1 1

Jack-Lizard: 2'x2' None 1d2 2d2 11 2' 6' Physical

2 1 2

Kite: 6'x6' None 1d6 8d2 20 6' 12' Incendiary Or Physical

1 2 2

Kopat: 4'x4' None 1d2 4d2 12 4' 8' Physical

2 2 1

Kriltic: 4’x4’ Armor 1d6 11d2 31 4' 8’ Physical

3 1 4

Kurn: 4’x4’ None 1d6 9d2 21 2' 10’ Physical

2 3 4

K'Yipsas 2'x2' None 1d2 1d2 9 2' 6' Physical

2 1 2

Lev Polosku: 6'x6' None 2d4 10d2 23 6' 12' Physical

2 2 3

Lion-Worm: 8'x8' None 2d4 7d2 21 6' 8' Physical

2 1 4

As its first attack, this Lion-Worm makes an acid type attack that deals 1d2 damage in an 24'x24' area. Characters and equipment hit successfully by this attack must make a physique roll against this Lion-Worm. If a character or equipment fails this roll, then that target loses one action on its next turn and cannot move for its first action. This attack uses two actions by the Lion-Worm and can only be used once. Lion-Worms are immune to this attack.

Mala'Kak: 6'x6' None 2d2 6d2 22 6' 10' Physical

4 4 3

After successfully attacking an character holding a weapon, this Mala'Kak and its target must make physique rolls. If this Mala'Kak succeeds, then it may take one weapon from its target. This weapon's additional magazines remain with the target. This Mala'Kak can only hold one weapon.

Mudbug: 2'x2' None 1d2 1d2 8 2' 4' Physical

1 1 1

Successful attacks from this Mudbug lower the target's movement speed by 2' until this Mudbug is lost.

Neomorph: 4’x4’ None 1d6 11d2 23 6' 12’ Physical

2 2 3

This Neomorph deals 1d2 acid damage on loss in a 20'x20' area.

Noddle-Head: 2'x2' None 1d2 2d2 9 2' 6' Physical

2 1 1

Oswoc: 10’x10’ None 1d2 8d2 11 2' 6’ Physical

1 1 2

Panther Fox: 4'x4' None 1d4 5d2 14 4' 8' Physical

2 2 2

Quatza-Rij: 14'x14' Armor 2d6 23d2 47 14' 14' Physical

3 2 4

Rattlewing: 4'x4' None 1d2 2d2 12 4' 10' Physical

2 1 2

Rheldi Crab: 2'x2' Armor 1d4 3d2 21 2' 4' Physical

2 1 2

Rhynth: 10’x10’ Armor 2d2 13d2 29 4' 10’ Physical

1 1 3

Rock Chameleon: 6’x6’ Armor 1d8 19d2 39 6' 8’ Physical

2 2 4

Accuracy against this Rock Chameleon is halved (rounded down to a minimum of one) while it has its maximum endurance points.

Running Flatfish: 4'x4' Armor 1d4 7d2 26 4' 6' Physical

2 1 2

Targets hit successfully by this Running Flatfish must make a physique roll against this Running Flatfish. If the target fails, then the target takes an additional 1d2 physical damage.

Sand-Louse: 4'x4' Armor 1d4 4d2 22 4' 6' Physical

1 1 2

This Sand-Louse is not affected by the special effects from shock grenades.

Scuffle-Face: 2'x2' None 1d2 2d2 12 4' 8' Physical

2 3 1

Shovel-Head: 16'x16' None 1d6 17d2 28 16' 14' Physical

3 2 5

Snuffle-Squirrel: 2'x2' None 1d2 3d2 12 2' 6' Physical

2 3 2

Spurred Hell-Hound: 4’x4’ Armor 2d4 10d2 33 2' 10’ Physical

2 3 4

Swampworm: 6'x6' None 2d2 10d2 16 6' 4' Physical

1 2 3

Tanakan Scorpionid: 6'x6' None 1d6 8d2 20 8' 8' Physical

2 1 3

Bodily damage from human charatcers, predator characters, and synthetic characters against this Tanakan Scorpionid is halved (rounded up). Targets hit successfully by this Tanakan Scorpionid must make a physique roll against this Tanakan Scorpionid. If the target fails, then the target takes an additional 1d2 physical damage.

Tentacle: 6'x6' None 1d6 7d2 16 6' 4' Physical

2 1 4

Tentacled Moose: 8'x8' None 1d6 13d2 22 8' 12' Physical

1 2 3

Three-Headed Saurian: 18'x18' Armor 2d8 36d2 58 12' 14' Physical

2 1 5

Successful attacks against this Three-Headed Saurian have a two in three chance of having the damage dealt halved (rounded up). After this ability is successful once, the chance of halving becomes one in two. After this ability is successful twice, this ability can no longer be used by this Three-Headed Saurian.

Tuber: 2'x2' None 1d2 2d2 8 2' 4' Physical

2 1 1

Vindeedee: 4'x4' None 1d2 3d2 8 2' 4' Physical

1 1 1

Vootervert: 6'x6' None 1d2 4d2 8 4' 4' Physical

1 1 2

Vurfur: 8'x8' None 2d2 8d2 20 8' 14' Physical

2 2 2

Vy'Drach: 6'x6' None 1d6 7d2 20 6' 12' Physical

2 2 2

Incendiary damage against this Vy'Drach is halved (rounded down to a minimum of one).

Zangoid: 8'x8' None 2d4 8d2 23 8' 14' Physical

3 2 3

Zantra: 6'x6' None 1d4 6d2 17 4' 12' Physical

2 1 3

Predators

All predator characters have an area of 4'x4', a 4' bodily range, and 10' of movement speed. Accuracy against any predator is halved (rounded up) while that predator character is at maximum endurance points. Accuracy against any predator character is halved (rounded up) before that predator character deals any damage. Accuracy against any predator character is quartered (rounded down to a minimum of one) while that predator character is at maximum endurance points and before that predator deals any damage. When any predator character is reduced to a single endurance point, that predator character uses one action to activate an attack that deals 3d12 incendiary damage to itself and all characters, equipment, and other targets within a 60'x60' circle centered on the affected predator character immediately at the beginning of its next turn. If that predator character is lost before this attack, then this attack does not occur. Predator characters deal 1d4 physical damage at bodily range when not using a weapon.

Rank: Armor Endurance Experience Weapons

Accuracy Intellect Physique

Ancient: Ballistic 9d2 52 Combistick & Net Gun

3 4 3

Bad-Blood: None 7d2 38 Combistick

3 2 3

Elder: Ballistic 8d2 52 Combistick, Plasma Caster, & Spear Gun

2 3 3

Enforcer: Ballistic 9d2 52 Combistick, Net Gun, & Plasma Caster

3 3 4

Hunter: Inc.-Resistant 7d2 47 Net Gun, Plasma Caster, & Smart Disk

4 3 3

Scout: None 7d2 45 Combistick, Smart Disk, & Spear Gun

3 4 3

Stalker: None 7d2 43 Net Gun, Smart Disk, & Spear Gun

4 3 3

Unblooded: Acid-Resistant 6d2 39 Combistick & Plasma Caster

2 2 3

Synthetics

All synthetic characters have an area of 4'x4' and a 4' bodily range. All xenomorph characters ignore synthetic characters until that synthetic character interacts with any xenomorph character.

Model: Armor Bodily Physical Damage Endurance Experience Speed Weapons

Accuracy Intellect Physique

Combat: Bal. 2d2 8d2 53 10’ Minigun & Shotgun

3 3 4

Infiltrator: None 1d4 6d2 18 8' None

3 4 3

Military: Bal. 2d2 7d2 45 10' Pistol & Sonic Grenades

4 3 3

Standard: None 1d4 6d2 29 10’ Pistol

3 3 3

Xenomorphs

All xenomorph characters are immune to acid damage.

Caste: Area Armor Damage End. Exp. Loss Acid Dmg. (Area) Range Speed Type

Accuracy Intellect Physique

Special.

Burster: 4'x4’ None 1d4 6d2 16 1d6 (60’x60’) 6' 6’ Physical

1 2 2

Chestburster: 2’x2’ None 1d2 3d2 11 1d2 (10’x10’) 2' 6’ Physical

1 1 2

Crusher: 10’x10’ Armor 2d6 21d2 46 2d2 (34’x34’) 10' 12’ Physical

3 2 5

Drone: 4’x4’ None 1d6 12d2 24 1d4 (20’x20’) 6' 10’ Physical

2 2 3

Empress: 16’x16’ Armor 2d8 40d2 63 2d2 (56’x56’) 18' 12’ Physical

3 3 6

Facehugger: 2’x2’ None 1d2 2d2 19 1d2 (14’x14’) 4' 8’ Physical

4 1 3

This Facehugger can make up to two successful attacks before becoming destabilized that deal half (rounded up) of the target’s maximum endurance points. If any attack from this Facehugger destabilizes its target then this Facehugger also becomes destabilized. These abilities do not affect auto-turrets, exo-suits, heavy auto-turrets, synthetic characters, light auto-turrets, and xenomorph characters.

Ovomorph: 2’x2’ None 0 1d2 2 1d2 (6’x6’) 0' 0’ None

0 0 0

This Ovomorph is replaced by a Facehugger after any attempted attack against it or if non-synthetic character or non-xenomorph character movement occurs within 12' of this Ovomorph. Experience points are not awarded for this Ovomorph if this ability occurs.

Praetorian: 8’x8’ Armor 1d10 20d2 44 1d4 (32’x32’) 10' 10' Physical

3 3 4

Prowler: 4’x4’ Armor 2d2 13d2 36 1d4 (20’x20') 6' 10’ Physical

2 2 3

Each character successfully attacked by this prowler on its turn can take one less action than usual on its next turn.

Queen: 12’x12’ Armor 1d12 32d2 55 2d2 (44’x44’) 14' 12’ Physical

3 3 5

Royal Facehugger: 2’x2’ Armor 1d4 3d2 29 1d2 (14’x14’) 4' 8’ Physical

4 1 3

This Royal Facehugger can make up to two successful attacks before becoming destabilized that deal half (rounded up) of the target’s maximum endurance points. If any attack from this Royal Facehugger destabilizes its target then this Royal Facehugger also becomes destabilized. These abilities do not affect auto-turrets, exo-suits, heavy auto-turrets, synthetic characters, light auto-turrets, and xenomorph characters.

Runner: 4’x4’ None 2d2 10d2 24 1d4 (20’x20’) 6' 14’ Physical

2 2 2

Spitter: 4’x4’ None 1d4/1d6 8d2 22 2d2 (40’x40’) 30'/6' 8’ Acid Or Physical

3 2 2

Warrior: 6’x6’ None 1d8 15d2 29 1d4 (26’x26’) 8' 12’ Physical

3 2 3

Worker: 2’x2’ None 1d2 6d2 14 1d2 (18’x18') 4' 6’ Physical

2 1 2

Endurance, Loss, & Stability

All characters and certain pieces of equipment have endurance points. Player characters start with four endurance points. When a character or equipment’s current endurance point count becomes zero or less then that character or equipment is destabilized and cannot make further actions except to attempt stabilization in the case of characters. On each of the destabilized character’s next turns, it must make a stability attempt at the cost of two actions. A stability attempt has a one in two chance of resulting in either a stability point or loss point. After accumulating three stability points, the character succeeds at stabilization and revives with a single endurance point. Alternately, the accumulation of five loss points will result in the character failing stabilization, after which the character is lost. A character permanently cannot revive from being lost. If no hostile characters remain while a character is destabilized, then turn-based actions are continued until this is resolved. After combat, each player character recovers 1d6 endurance points. Players may also recover 1d8, 1d10, 1d12, or 1d20 endurance points at certain locations at Mother's discretion.

Bodily Attacks

 All human characters deal 1d2 physical damage when not using a weapon.

Neutralized Acid

Acid damage dealt on loss is halved (rounded down to a minimum of one) when the final damage dealt to the character dealing that acid damage is incendiary.

Experience

Experience points are acquired by defeating characters or equipment with an additional pool at the start of the game determined by Mother. Any experience points gained through defeating characters or equipment are split evenly (rounded up) between all players participating in that combat encounter. Experience points can also be awarded individually at Mother’s discretion. Experience points can be used for ability and endurance point increases, assets, and objects. Players are free to utilize their experience points for non-objects at any time except during combat. Objects can be acquired at certain in-game locations at Mother's discretion.

Costs

Ability Point Increase: 21

Acid-Proof Armor: 8

Acid-Resistant Armor: 8

Adrenaline Boost: 5

Asset: 64

Auto-Turret: 18

Ballistic Armor: 8

Endurance Point Increase: 24

Equipment Ammunition Refill: 3

Exo-Suit: 45

Explosive Grenades: 10

Flamethrower: 12

Hacking Device: 5

Heavy Auto-Turret: 18

Heavy Ballistic Armor: 8

Incendiary-Proof Armor: 8

Incendiary-Resistant Armor: 8

Laser: 10

Light Auto-Turret: 18

Minigun: 12

Motion Tracker: 5

Muscle Stimulator: 5

Pheromone Masker: 5

Pistol: 10

Plasma Rifle: 12

Pulse Rifle: 12

Shock Grenades: 10

Shotgun: 10

Sight Reticle: 5

Smartgun: 12

Sniper Rifle: 12

Sonic Grenades: 10

Submachine Gun: 10

Weapon Ammunition Magazine: 1

Welding Torch: 5

Liabilities

Each player character must choose at least one liability. Alternatively, Mother can have player characters roll 1d20 to assign each player liabilities randomly. A player character can choose to have two liabilities for one free asset.

Clumsy: Each of this player character's physique based actions have a one in four chance to automatically fail.

Costly: All equipment and weapon purchases cost three experience points more than the normal amount for this player character.

Debt: All assets cost sixteen experience points more than the normal amount for this player character.

Destructive: This player character cannot repair equipment or environmental objects. Objects that have been carried by this player character cannot be repaired once broken.

Feeble Minded: Each of this player character's intellect based actions have a one in four chance to automatically fail.

Fragile: Damage against this player character has a one in four chance of dealing one additional damage.

Indecisive: This player character can only make two actions on their turn.

Inefficient: Experience points earned from each character or equipment defeated in combat have a one in four chance of being halved (rounded up) for this character.

Infirm: This player character requires five stability points to become stable and three loss points to be lost.

Low-Encumbrance: This player character only has two equipment slots.

Minimalist: This player character only has two weapon slots.

Overweight: This player character cannot carry any type of armor.

Poor Packer: This player character only has three equipment slots and three weapon slots.

Reduced Rations: Experience points earned from each player character or equipment defeated in combat are reduced by five (to a minimum of one) for this player character.

Slow: This player character's combat movement speed is lowered by 4'.

Uncoordinated: This player character must roll 1d2 instead of 1d20 when deciding the combat order.

Unlucky: Each of this player character's ability based actions has a one in twelve chance to automatically fail.

Visually Impaired: This player character has a one in six chance of dealing half (rounded up) the normal amount of damage.

Weak: Each time this player character deals damage, they have a one in two chance of lowering their damage dealt by one (to a minimum of one).

Weapon Jammer: Each of this player character's weapon shots have a one in ten chance of not activating.

Mother

The position of Mother is that of the facilitator, game master, and storyteller. Mother decides all disputes, sets the story and all subsequent details, and controls non-player characters and objects.

Objects

Equipment

Only one armor equipment may be activated by each character at a time.

Acid-Proof Armor: Acid damage against this character is halved (rounded down to a minimum of one) while active. The user suffers negative six to their physique actions (to a minimum of one) while this equipment is active. This equipment breaks after nine uses. This equipment can be activated or deactivated as an action.

Acid-Resistant Armor: Acid damage against this character has a seven in twelve chance of being halved (rounded down to a minimum of one) while active. The user suffers negative four to their physique actions (to a minimum of one) while this equipment is active. This equipment breaks after twelve successful uses. This equipment can be activated or deactivated as an action.

Adrenaline Boost: After taking one action to activate, all of the user’s abilities are doubled for their next six actions, after which they are halved (rounded up) on their seventh and eighth actions. A player returns to normal after these actions. This equipment cannot be repaired once activated.

Auto-Turret: An auto-turret has twelve endurance points separate from the user and takes two actions to activate or deactivate. Activating this equipment removes the auto-turret from the user’s equipment and places it in a location that can only be changed by reactivating this auto-turret in a different location. Auto-turrets have an automatic weapon attached that deals 1d4 damage per hit. Each shot has a seven in twelve chance of hitting a target successfully. An auto-turret holds up to ninety-nine ammunition. Auto-turrets have an area of 4'x4' while active and they grant twenty experience points upon loss when controlled by non-ally characters. This equipment fills two equipment slots.

Ballistic Armor: Physical damage against this character has a seven in twelve chance of being halved (rounded down to a minimum of one) while active. The user suffers negative six to their physique actions (to a minimum of one) while this equipment is active. This equipment breaks after twelve successful uses. This equipment can be activated or deactivated as an action.

Exo-Suit: An exo-suit has twenty-five endurance points separate from the user and takes three actions to activate or deactivate. Activating this equipment grants the user access to a flamethrower, mini-gun, and plasma rifle, however it denies the user access to their other weapons and equipment. Each weapon granted only has one magazine. While active, the user’s physique is doubled and intellect is halved (rounded up). Exo-suits have an area of 6'x6' while active and they grant thirty experience points upon loss when controlled by non-ally characters. This equipment fills three equipment slots.

Hacking Device: Intellect is quadrupled for the user when interacting with electronic devices. This equipment breaks after five attempted uses, whether these attempts are successful or failed. Electronic devices include all predator weapons, auto-turrets, exo-suits, heavy-auto turrets, lasers, light auto-turrets, motion trackers, muscle stimulators, sight reticles, shock grenades, smartguns, sonic grenades, and other hacking devices, as well as any other environmental objects at Mother's discretion.

Heavy Auto-Turret: A heavy auto-turret has sixteen endurance points separate from the user and takes two actions to activate or deactivate. Activating this equipment removes the heavy auto-turret from the user’s equipment and places it in a location that can only be changed by reactivating this heavy auto-turret in a different location. This equipment has a five in twelve chance of halving acid and incendiary damage (rounded down to a minimum of one). Heavy auto-turrets have an automatic weapon attached that deals 1d4 damage per hit. Each shot has a five in twelve chance of hitting a target successfully. A heavy auto-turret holds up to ninety-nine ammunition. Heavy auto-turrets have an area of 4'x4' while active and they grant twenty experience points upon loss when controlled by non-ally characters. This equipment fills two equipment slots.

Heavy Ballistic Armor: Physical damage against this character is halved (rounded down to a minimum of one) while active. The user suffers negative nine to their physique actions (to a minimum of one) while this equipment is active. This equipment breaks after nine uses. This equipment can be activated or deactivated as an action.

Incendiary-Proof Armor: Incendiary damage against this character is halved (rounded down to a minimum of one) while active. The user suffers negative three to their physique actions while this equipment is active. This equipment breaks after nine uses. This equipment can be activated or deactivated as an action.

Incendiary-Resistant Armor: Incendiary damage against this character has a seven in twelve chance of being halved (rounded down to a minimum of one) while active. The user suffers negative two to their physique actions (to a minimum of one) while this equipment is active. This equipment breaks after twelve successful uses. This equipment can be activated or deactivated as an action.

Light Auto-Turret: A light auto-turret has eight endurance points separate from the user and takes two actions to activate or deactivate. Activating this equipment removes the light auto-turret from the user’s equipment and places it in a location that can only be changed by reactivating this light auto-turret in a different location. Light auto-turrets have an automatic weapon attached that deals 1d4 damage per hit. Each shot has an eleven in twelve chance of hitting a target successfully. A light auto-turret holds up to ninety-nine ammunition. Light auto-turrets have an area of 4'x4' while active and they grant twenty experience points upon loss when controlled by non-ally characters This equipment fills two equipment slots.

Motion Tracker: While in use, intellect is doubled for the user while non-intellect actions are halved (rounded up). This equipment takes an action to activate and deactivate.

Muscle Stimulator: While in use, physique is doubled for the user while non-physique actions are halved (rounded up). This equipment takes an action to activate and deactivate.

Pheromone Masker: This equipment takes one action to activate. Ovomorphs ignore the user completely while other xenomorphs ignore this user until this user interacts with them. This equipment cannot be repaired.

Sight Reticle: While in use, accuracy is doubled for the user while non-accuracy actions are halved (rounded up). This equipment takes an action to activate and deactivate.

Welding Torch: Using this object as an action can fuse shut or forcefully open any door or open any locked container. This equipment breaks after four uses.

Predator Weapons

All predator weapon sizes are small.

Weapon: Armor Damage Mag. Amm. Range Shots Target Type

Special.

Combistick: Piercing 2d6 Infinite 8' Variable Single Physical

Can be thrown up to 30' dealing 3d8 physical damage, but this combistick must be retrieved by picking it up after this attack before being used again in any way. An additional action may be used to make this attack into a burst shot at standard shot accuracy requirements.

Net Gun: Basic 2d6 1 16' Standard Single Physical

16' range. Up to ten magazines can be carried for this net gun. Targets hit by this net gun cannot take actions except to free itself from the net and receive 2d2 physical damage at the end of each of the target's turns until free. In order for the target to free itself, it must make a physical roll as an action against 25. This number lowers by one each time an attempt is made.

Plasma Caster: Variable Variable Infinite 32' Variable Single Incendiary

32' range. Attacks with this plasma caster cost depend on the amount of actions used. This plasma caster deals 1d2 incendiary damage when using one action, 2d2 incendiary damage when using two actions, or 2d4 incendiary damage when using three actions. An additional action may be used to make this attack armor piercing. An additional action may be used to make this attack into a burst shot at standard shot accuracy requirements.

Smart Disk: Basic 2d4 1 64'' Standard Variable Physical

64' range. The user of this smart disk can choose up to four targets, the same target up to four times, or any combination of targets by using one action per target. An additional action may be used to double the user's accuracy points for these attacks. After being used, this smart disk must be either retrieved manually by picking it up or electronically from any location by using an action.

Spear Gun: Basic 1d2 3 128' Burst Or Standard Single Physical

128' range. Up to ten magazines can be carried for this spear gun. After successfully attacking with this spear gun, the target has a two in three chance to take 1d2 physical damage at the beginning of that target's next turn. The target continues to have a two in three chance of taking 1d2 physical damage at the beginning of each of that target's turns until the chance of receiving this damage fails. Ammunition used by this spear gun can be retrieved manually by picking it up.

Slots

Each human, predator, and synthetic character starts with four equipment slots and four weapon slots. Large weapons use two weapon slots.

Human & Synthetic Weapons

Human and synthetic characters can carry up to 6 magazines for each weapon carried.

Weapon: Armor Damage Mag. Amm. Range Shots Size Target Type

Special.

Explosive Grenades: Piercing 2d4 1 40' Standard Small 10’x10’ Incendiary

Flamethrower: Piercing 2d6 20 12' Any Large Single Incendiary

Laser: Basic 1d4 15 64' Any Small Single Incendiary

Minigun: Basic 1d4 144 92' Automatic Or Barrage Large Single Physical

Pistol: Variable 1d2 10 100' Burst Or Standard Small Single Physical

 An additional action may be used to make this attack armor piercing.

Plasma Rifle: Piercing 2d12 14 60' Burst Or Standard Large Single Incendiary

Pulse Rifle: Variable 2d2 99 80' Automatic Or Burst Large Single Physical

 An additional action may be used to make this attack armor piercing.

Shock Grenades: Piercing 2d2 1 40' Standard Small 6'x6’ Incendiary

Targets hit by shock grenades have their movement speeds halved (rounded down to 2' intervals to a minimum of 2') during their following turn.

Shotgun: Basic Variable 2 Var. Standard Small 45° Physical

Up to 48' range. Targets hit by this shotgun within 4' take 2d12 physical damage while damage is lowered by one per 2' of additional distance.

Smartgun: Piercing 1d4 60 80' Automatic Or Barrage Large Single Physical

As an action, the user of this smartgun may choose a target to add 1d8 additional accuracy points to rolls when targeted by this smartgun. This effect ends when the affected target is lost or if a different target is chosen by this smartgun.

Sniper Rifle: Piercing 2d20 8 100' Standard Large Single Physical

Sonic Grenades: Piercing None 1 40' Standard Small 14’x14’ None

40' range. Targets hit by sonic grenades take two less actions on their next turn.

Submachine Gun: Basic 1d2 36 78' Automatic Or Burst Small Single Physical

Rolling For Action Success

Each interaction has a possibility for either success or failure to be determined by the character's stats combined with a 2d12 dice roll. In the event that the rolled number is equivalent to the deciding stat, then this tie goes to the roller. Ties between multiple character rollers must be rerolled. Most non-accuracy actions have threshold numbers determined by Mother. Accuracy actions with a rolled result of 24 automatically succeed.

Shots

Automatic: 6 Ammunition

Barrage: 10 Ammunition

Burst: 3 Ammunition

Standard: 1 Ammunition

Spatial Rules

Areas are circular. Ranges are measured starting at the edge of the character or object's area. Each human character fills a 4'x4' area, 4' bodily range, and has a base combat movement speed of 8' per action.

Target Accuracy Requirements

2’x2’ Area: +11

4’x4’ Area: +10

6’x6’ Area: +9

8’x8’ Area: +8

10’x10’ Area: +7

12’x12’ Area: +6

14’x14’ Area: +5

16’x16’ Area: +4

18'x18' Area: +3

20'x20' Area: +2

22'x22' Area: +1

Automatic Shot: +6

Full Barrage Shot: +10

Burst Shot: +3

Large Weapon: +5

Per 2' Interval Distance (Rounded Down): +1

Pinpoint: +12

Small Weapon: +2

Standard Shot: +1

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