Extraterrestrial Response and Removal Agency of Native Terrans REDUX
The earth was defeated without much of a fight. Aliens puppeted the world's leaders, taking control of the organs of state and commerce to impose a totalitarian regime. The remaining humans were herded like cattle. Many were put to work, stripping the earth of its resources until their spent bodies were harvested for their organs. Countless others were consumed in the bowels of their genetics and cloning programs.
You've had enough. the last of your monthly ration was gone days ago, with days yet before the next ration allotment. That will mean long lines, guarding against thieves, avoiding the inevitable fights, and worse, seeing the desparation in the eyes of the countless men and women who wait silently for hours for their meal ticket.
But there are whispers of resistance. A last alliance of free men who stand against tyranny. It is said they have recruitment networks in every urban centre. And you are desperate enough. Once your absence from your alotted work tithe has been noticed, you will be an outlaw. If you had any family left, they would be brutally interrogated or killed. But you have nothing left to lose.
You follow rumors, carefully hidden codes in the city graffiti, until at last you come to the right alley way. You open the door and step in. A gun is pointed at your head from the side. A man is sitting by a desk with a shotgun pointing at you. "Are you ready to die for your people?" He asks. You nod a nervous affirmative, a bag is placed over your head, and you are taken away.
Discord: https://discord.gg/Yw2yrveCombat Mechanics:HittingTo Hit: Roll a D6, Skill of 0 means hitting on 5s. Skill of 1 means hitting on 4s, 5s and overshoots on 6s. Skill of 2 means hitting on 3s, 4s 5s and 6s. Skill of 3 and above means hitting on D6 >=2. Skill of 4 and above allows for compensation for any penalties to the shooting.
Full Auto fire: Signficantly reduce max range, reduce skill rating by 1 and roll the D6 to test to Hit.
Explosives: Roll a D6, add skill modifiers, of +(skill rating), RTD. GM might blow you up on natural 1s if they feel like it, depending on how volatile your explosive is.
Ammo consumption: A normal hit will probably use about D6 rounds on an assault rifle. Full auto fire empties the clip. Special rules for machineguns.
Damage:Every weapon and armor has a rating. This is used to determine capability and penetration.
If weapon rating >= total defense rating, score a hit with possible overpenetration.
If weapon rating < total defense rating, roll a d6 to determine effect on materiel.
Damage is chunky salsa.
Saves:Cover Saves: Prone: Saved on a 6 on the D6.
Thin Cover: eg, tables, bushes, objects that will have trouble soaking incoming fire, provide a >=5 cover save on the D6
Normal Cover: walls sufficiently thick objects, provide a >=4 cover save on the D6
Entrenched Cover: Foxholes, battlements, trenches, provide a >=3 cover save on the D6
Specialized Cover: Firing Slits, Gun loops, Portable shields that aren't penetrated, provide a >=2 cover save on the D6
THE DODGE:IF==not in cover ->
Roll perception to notice incoming fire, -> On Success -> Roll Dexterirty -> On Success -> Roll the cover save of the nearest cover. If no cover is available the character goes prone and is saved on a 6 cover roll.
The idea is Cover > Dancing in the open. But the dodge gives you a chance to get into cover.
Stat tests:Strength: Lifting things, not breaking your arm when firing a rocket or "recoiless" gun, control during sustained full-auto fire.
Dexterity: Contortioning, not tripping over feet, dodging
Endurance: Tested when a PC takes a wound. Used to feel no pain. Tested against poison gas, acid, recieving interrogations, not passing out when butt is penetrated by probes
Perception: Range estimation in Extreme range shooting, moving target shooting, noticing incoming fire.
Mind: Tested when recieving heavy fire, witnessing battle gore, deliberately killing friendlies/civilians, unecessary acts of cruelty.
Notes on non-combat skill testsMechanical: Roll to repair/build things, operate machinery, pieces of technology
Medical: Roll to fix the thing.
Turn order, fire and movement:PCs get to move, then attack
NPCs get to move, then attack
Order will roughly be in order of posts, or arbitrarily. Players move, then aliens move is the general idea.
Character Creation:You start with 50 xp to distribute in stats and 50xp to distribute in skills.
level 1 costs 5 xp, going from level 1 to 2 costs 10 xp for a total of 15xp, going from level 2 to 3 costs 15 xp for a total of 30 xp.Going from level 0 to level N costs 5*(N/2)*(N+1) xp.
Going from level X to level X+1 costs (X+1)*5 xp.
You start with 10 Armory Credits to buy things. Basic pay is 1 credit a day, 5 credits per mission with bonuses for completed objectives and loot.
You also get about 5 xp per mission with bonuses for objectives, loot, roleplay, kills, etc.
Sheet:Name:
Description/Background:
Remaining xp:
Strength:
Dexterity:
Endurance:
Perception:
Mind:
Skills:
Melee:
Ranged:
Explosives:
Mechanical:
Medical:
Armory:All weapons come with one full magazine/battery.
Ranged WeaponsTrench Gun:Description: 12 Gauge shotgun with a 5 round magazine capacity firing a variety of rounds.
Cost: 4
Ammo comes in:
Standard 00 Buckshot - Damage 3 - 1 credit for 5
Sabot Slugs - Damage 3 - medium range - 1 credits for 1
Electroshock - 1 credits for 1
Incendiary - Damage 3 (Fire!) - 1 credits for 1
Assault RifleDescription: Select fire Gas-operated automatic rifle, 30 round magazine capacity
Strength Rating: 1 for controllable automatic fire
Cost: 4
Standard Ammo - Damage 3 - 1 credit for 30
Battle RifleDescription: Semi-automatic gas-operated rifle, 20 round Magazine
Strength Rating: 1 to use standing
Cost: 5
Standard Ammo - Damage 4 - 2 Credits for 20
Medium Machine Gun:Description: Fully-Automatic machine gun with +1 to automatic fire when used prone or with bipods deployed.
Strength Rating: 3 to use standing
Cost: 10
Ammo use: Belt fed, uses 5D10 rounds per full auto attack
Standard Ammo - Damage 4 - 10 Credits per box of 100
Anti-Materiel Rifle:Description: Rifles firing rounds too big to be legal to be used against personnel and are hence designated as having the intention to destroy equipment only. 5 Round Magazine
Strength Rating: 3 to use standing
Cost: 10
Standard Ammo - Damage 5 - 1 Credit for 1
Melee Weapons Shock Baton:Description: A metal or carbon-fibre stick with electroshock delivery
Cost: 3
Battery: 1 Damage - 3 uses - 1 Credit
Combat Knife:Description: Common short edged weapon
Cost: 1
Damage: 2
Fire Axe:Description: An axe designed to clear obstacles in fire rescue situations. Also effective against most organics.
Strength Rating: 2
Cost: 1
Damage: 3, infinite use.
Sledgehammer:Description: A giant hammer used for demolition. Effective against most building materials.
Strength Rating: 3
Cost: 3
Damage: 4, infnite use
Chainsaw:Description: Gas Operated rotating chain-linked teeth blades
Strength Rating: 3 to wield, 5 to avoid endurance penalties for sustained use
Cost: 10
Ammo: 5 uses per 3.78 litre tank - 1 credit per tank
ExplosivesHand GrenadesDescription: Hand thrown bombs, comes in variety of flavours
Cost: 1 for 3
Flavours:
Fragmentation: Damage 3 AOE
Concussion: AOE Stun (High Explosive)
Flashbang: Safer AOE Stun
Anti-Tank: Damage 6 to tanks/heavily armored thing/person you stuck it on
Incendiary: Damage 2 Area Denial
Smoke: Like a deployable >=5 cover save on affected area
Grenade LauncherDescription: Launches grenades through a tube
Cost: 3
Ammo: Identical and interchangeable with hand grenades, for logistical reasons.
Anti-Tank MissileDescription: HEAT warhead attached to a rocket, fire-and-forget
Cost: 5
Damage: 10
Plastic ExplosivesDescription: Demolition grade explosives
Cost: 1 per 10 kg Satchel - effective for breaching, as anti-personnel and anti-tank traps...
2 per 50kg Duffel Bag
Nuclear WarheadsDescription: When atoms come apart... or together, depending on type of nuke
Cost: At GM's discretion
Mechanical EquipmentThermographic Equipment: Description: Negates penalties for fighting in the dark, can be mounted on vehicles. Increases perception bonuses for spotting hot objects
Cost: 5
Sentry Gun Computer system, gun not included, can't use shotgunsDescription: A laptop attached to a gun mount providing automated fire control, target acquisition and FOF capabilities to the attached gun.
Cost: 5
Tracked autonomous robot system, gun not included, can't use shotgunsDescription: Modeled after the TALON system. A simple tracked robot with a brain and gun on top. About the size as a Goliath remote controlled robot. Can also be used like Goliath, but infantry are cheaper.
Cost: 10
Autonomous Unmanned Aeriel robot system, gun not includedDescription: A UAV that flies and holds a machine gun simultaneously. Flight system involves quad heliblades that can hover in place to line up shots.
Cost: 15
Insertion equipment:ParachuteDescription: Free with every pair of boots issued. Boots provide convenient container for scraping paratrooper remains out of.
Cost: Free!
Grappling hooks, 20mDescription: Projected hook on a rope propelled by pneumatics and retracted by electrical power.
Cost: 1
Jet-Propelled WingsuitDescription: Wingsuit with rocket pods for aerial boarding actions!
Cost: 15
ArmorBullet-proof ClothesDescription: Full body covering with bullet-resistant fabrics. Useless against rifle fire but effective against pistols and shrapnel.
Armor Rating: 2
Cost: 3
Flak ArmorDescription: Heavy Fabrics reinforced with steel and metal carbides. Now comes with full body protection
Required Strength: 1
Armor rating: 3
Cost: 5
Flak Armor Mk2Description: Flak Armor with thicker, heavier plates, same technology upscaled.
Required Strength: 2
Armor rating: 4
Cost: 6
Carapace ArmorDescription: Segmented metal carbide plates forming heavy but decently mobile armor. Designed to shrug off small-arms with ease.
Required Strength: 3
Armor: 5
Cost: 20
Ballistic ShieldDescription: Heavy slab of reinforced metal acting as a shield. Has a fibre-glass viewport.
Notes: Acts as Specialized Cover
Required Strength: 1
Armor rating: 4
Cost: 5
MedicalBiofoamDescription: A miracle gel with anagelsics and coagulants to plug any hole in the body.
Cost: 1 per dose
Organ Harvesting KitDescription: Surgical kit for opening organics up in the field to requisition or replace their parts.
Cost: 5
Brain Harvesting Kit with FreezerDescription: In case of catastrophic damage, consciousness may be evacuated by putting brain in freezer.
Cost: 5
HeroinDescription: Is your body held together by only bio foam? This miracle drug will allow you to shrug off any amounts of pain, lift your mood and keep fighting.
Cost: 1 per dose
AmphetamineDescription: Provides immunity to shock, eliminates the need for sleep and rest. Gives +1 to perception and mind for a day
Cost: 1 per dose
Anabolic SteroidsDescription: Gives +1 to Strength and Dexterity for a day.
Cost: 1 per dose
Special RationDescription: Hot food with extra edible carbs. Gives +1 to Endurance for a day.
Cost: 1 per dose