Xeno Dead Zone Rulebook 11
Xeno Dead Zone Rulebook 11
1
            RUNEHAMMER GAMES presents:
                 XENO DEAD ZONE
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mission parameters
DEBRIEF.......................................................4
KEY TERMS..................................................5
COMMANDOS.............................................6
XENOS.........................................................9
OBJECTIVES................................................11
ESCALATIONS.............................................14
MAPS.........................................................17
ASSETS.......................................................19
BAKER’S DOZEN.........................................20
VEHICLES....................................................25
PRINT N’ PLAY.............................................29
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debrief
just another op
Those things are out there, and we’re all that’s left to stop ‘em.
XENO DEAD ZONE is a micro setting, adventure tool kit, rules set and enemy behavior system built for
ICRPG players and GM’s. It can be played with or without a GM, with 1 to 4 players. It can be a night of
free-form RP, or play more like a board game. The feel is up to you, we provide the XENOS.
To get started, print a few COMMANDO SHEETS and a MISSION SHEET at the end of this document, and
read on. You can also play the classic ICRPG way. All those who survive will be issued full shares upon
return to earth with requisitioned equipment and personnel intact. You know the drill, get out there and
kick some.
No one really knows when we first contacted the XENO. They are a hyper-lethal predatory species, perfected
by evolution or engineering to hunt anything that moves. Wherever they came from, they have a taste for
human blood, and they infest every planet they reach. That’s where YOU come in.
Your unit is a highly trained division of special forces, armed and equipped to take on the bugs. Average
COMMANDO life expectancy? Don’t think about that too much. Combat drop in 10 seconds. Lock and load.
 XDZ RULEBOOK: Keep this book handy for your first few games. XDZ is a sim-
 ple mod of ICRPG, but there are enough differences to need a lookup now
 and then. Use what you like and chuck the rest!
 SHEETS: Print ‘em for each game. You’ll need lots of COMMANDOS, but just
 one MISSION SHEET per game. Players fill out COMMANDO SHEETS, the GM
 manages the MISSION SHEET. Use a pencil, you’re going to make a mess.
 DICE: Each player will need a trusty D20 D4, D6, D8 and D12.
 THE TABLE: Use the printable MAPS to assemble your play space, or build
 custom TERRAIN. For XENOS and COMMANDOS you can print, cut and fold
 the attached miniatures, or use store-bought XENO and MARINES minis.
 Yep, they make those in 15mm, 28mm, and even 32mm.
                                                       4
key terms
commandos
A squad of colonial marines are sent to accomplish the MISSION. Start every MISSION by creating 3
COMMANDOS per player. Space is deadly, you’ll need ‘em.
MISSIONS
A set of OBJECTIVES, LOCATIONS, THREATS, and TREATS.
By combining different elements, and arranging your MAPS in new ways, you can create all kinds of new
MISSIONS. They’re easy to create using the included MISSION SHEET.
objectives
3 per MISSION. Accomplish these to in order to unlock a safe EVAC, your 4th OBJECTIVE.
Every OBJECTIVE is placed somewhere in the MAP by using a LOCATION ROLL. You’ll be using LOCATION
ROLLS frequently to place all kinds of things.
evac
Reach an ESCAPE POD or DROPSHIP to complete the MISSION.
As long as at least 1 COMMANDO makes it out alive, the MISSION is a success.
ESCALATIONS
During a MISSION, every time it’s the XENOS’ TURN, it’s time to make another ESCALATION ROLL. ESCA-
LATIONS can add or change OBJECTIVES, introduce more XENOS, or just plain ruin your day.
MAPS
For each MISSION, create a MAP! This will be one of two types: STARSHIP or COLONY. Once you have
chosen which you want to build, take those 16 AREAS, and arrange them however you like.
xenos
These nasty homicidal aliens get into everything, kill everyone, and build their insidious nests. Every
XENO turn, they advance toward COMMANDOS, hide, and increase in numbers. It’s a bug hunt.
                                                     5
commandos
                                  GET SOME
                                  You only need to know one thing: where they are.
                                  We gonna get there, we gonna conquer, and we
                                  gonna kick some.
For each COMMANDO in your control, you’ll need a NAME, RANK, TRAINING and RESISTANCES.
NAME: Keep it short, so it’s easy to scream.
RANK: Here’s your chance to role play a bit. No offense, but you’re just a grunt. Or are you?
TRAINING: Distribute 10 points into these categories. These will modify your D20 rolls.
• Pilot: Operate an APC, land a DROPSHIP, open the bay doors in orbit, run a LOADER
• Systems: Run a bypass, hack a map computer, align a transmit dish
• Mechanic: Repair damaged weapons, operate auto-guns, repair damaged vehicles
• Weapons: Shoot straight, fire short controlled bursts, operate a heavy gun gyro
• Medical: Patch up your squad in combat
RESISTANCES: Distribute 6 points in these three categories. You look scared, man. You scared?
• Fear: Make a roll here to stand your ground when those...things...show up
• Dodge: Walls explode, bullets fly, XENOS are flying all over. Limber up and evade!
• Death: A jaw through the brain or a massive explosion can kill instantly...unless you make this roll
                                                     6
commandos
USING YOUR LOADOUT:
•   ROLL WEAPONS TRAINING: Beat the target. On a hit, destroy the number of rolled enemies. Your
    COMMANDO sheet will list details for each weapon.
•   ROLL TARGETS DESTROYED: XENOS, crazed miners, or fuel tanks all explode the same when caseless
    military weapons are employed. No need to roll damage, you’re rolling ENEMIES DESTROYED.
•   EXPEND AMMO TO UNLEASH HELL: If your DESTROY roll is too low, the situation desperate, or your
    COMMANDO terrified or panicking, you can expend 1 AMMO to upgrade your DESTROY die by one die
    quality. A D4 becomes a D6. A D6 becomes a D8. You can decide to ‘spray and pray’ after your initial
    DESTROY roll and ADD the new result.
•   DAMAGED WEAPONS: Acid, gunfire, and crushing force can damage equipment. Once all of a weap-
    on’s DAMAGE boxes are filled, it is useless. REPAIR can only be used on weapons with 1 or more DAM-
    AGED boxes remaining. A successful MECHANICS roll will replenish 1 DAMAGED box.
•   OTHER WEAPONS, ITEMS, AND GEAR: Pistols, shotguns, a picture of your sweetheart, or a deck of
    cards may be important in play. Improvise the rules for these objects with players and/or the GM. Keep
    it simple, make it zesty.
For stats on playing XDZ the classic ICRPG way, see ‘BAKER’S DOZEN’ on page 20.
                                                     7
commandos
TAKING OBJECTIVES AND END GAME:
•   Take all 3 OBJECTIVES and EVAC to complete a MISSION.
•   Any time a COMMANDO takes an OBJECTIVE, all COMMANDOS NEAR heal 1 INJURY.
•   Some MISSIONS do not go as planned. Bug hunts. These MISSIONS take on a life of their own, and can
    only be completed when the story reaches a resolution. Even if all OBJECTIVES are accomplished, some-
    thing must be done. You’ll know when these MISSIONS creep up. Go with it!
•   If all COMMANDOS are slain, the MISSION is failed. Some OBJECTIVES, if failed, also fail the entire MIS-
    SION. Don’t let a single one of ‘em live, Private.
                                                     8
XENOS
hostility matched only by resilience
Silicate skin, composite bone structure, molecular acid blood, decentralized organs. The XENOS are natural
born killers, and even better survivors. They reach Earth, it’s really game over. They can’t be reasoned with,
and they feel no pity, or remorse, or fear. Here’s how they do what they do.
On the XENO TURN, roll an ESCALATION, then follow these steps, and you don’t even need a GM. A GM can
use the rules as written or choose to improvise with more devious detail. Your table. Your call.
    3: When XENOS contact COMMANDOS, they always attack! COMMANDOS then need to roll RE-
    SISTANCE to survive. Which roll they need to make is determined by battle conditions:
    • Roll FEAR when XENOS appear from HIDE mode to SEEK mode
    • Roll DODGE when XENOS are attacking
    • Roll DEATH when XENOS SPAWN IN CONTACT with a COMMANDO, this gruesome event is also
        called an AMBUSH
                                                      9
xenos
XENO BEHAVIOR EXPLAINED
XENOS should be able to ‘run themselves’ without a GM. Here’s the breakdown.
ROLLING TO SPAWN: How many , and where are they? First, roll 1D20. That many XENOS enter the MISSION.
Yes, that’s right, 1D20. Next, roll 1D4. Split the amount spawned into that many LOCATIONS, evenly. Finish
this phase by rolling LOCATIONS and placing the minis. No one can hear you scream, but scream anyway.
HIDE MODE: Blending in, silent, hungry. If a XENO spawns in a LOCATION with no COMMANDOS, it remains
in HIDE mode. Minis can be placed, but they do not move until entering SEEK. If playing with a GM, and
concealing rolls, XENOS in HIDE mode can remain secret. Brutal.
SEEK MODE: Any COMMANDOS in their LOCATION will switch XENOS from HIDE to SEEK. Once in SEEK,
XENOS are either fighting, moving toward COMMANDOS, or dead. There is no middle ground. If a XENO can
reach COMMANDOS with multiple paths, they ALWAYS take the shortest path.
HOW THEY FIGHT: Blades, claws, teeth, jaws. All XENOS who get CLOSE to COMMANDOS attack, whether
they spawn there, move there, or in any other way contact prey.
HOW THEY DIE: One hell of a survival mechanism. IF XENOS are killed while CLOSE, there is a 1 in 4 chance
the acid will inflict 1 INJURY on any COMMANDOS. Close encounters of the nasty kind.
                                                   10
mission objectives
move like we got a purpose
•   Every MISSION has three OBJECTIVES. An OBJECTIVE is a goal or task that must be completed in order for
    the MISSION or current military operation to be deemed a success. The fourth or last OBJECTIVE is always
    EVAC.
•   A MISSION gets its action, details, challenges, and fiascoes as COMMANDOS move around the MAP. Each
    piece of the MAP, the LOCATIONS, has dangers and challenges to face. Also, there are XENOS harassing
    COMMANDOS at every turn. These simple factors, combined with a good dose of ICRPG role playing, cre-
    ate the deadly action.
•   Track OBJECTIVES on your MISSION SHEET as a quick reminder and checklist.
•   Listed here are 20 OBJECTIVES to choose from or roll 1D20 to select. For each, determine its LOCATION
    (see: LOCATION ROLLS p. 17), mark that with a token, terrain or standee, and the MISSION is set!
           RESTORE POWER
           Restore power to a critical system or area. Find the generator, splice a cable, or locate the
           right terminal or switch. Make a LOCATION ROLL to determine where the generator, cable,
           or terminal is located. COMMANDOS must reach this LOCATION and spend 1D4 rounds de-
      2    fending it while the system is activated.
           ANOMALY RECON
           The “Brass” want a certain odd location investigated. What could be causing the anomaly?
           Moreover, what could be lurking there? Go check it out. Make a LOCATION ROLL to place
           the anomaly. COMMANDOS must reach this LOCATION and roll an extra ESCALATION to de-
      3    termine its nature. Get the data and get out.
           FALL BACK!
           The Xenos have overwhelming numbers! Retreat “by the numbers” and fall back to a rally
           point before proceeding any further. Make a LOCATION roll to determine the rally point.
      4    COMMANDOS must reach this location and spend 1D4 rounds defending it.
                                                    11
mission OBJECTIVES
      DESTROY THE HIVE
      Find the egg chamber and make sure every nasty crawling thing in there is dead. Make a
      LOCATION ROLL to determine the LOCATION of the egg chamber. Once there, destroy 1D20
 7    eggs to complete the OBJECTIVE.
      STRONGHOLD
      The Xenos are advancing in large waves! Repel four direct assaults on your party in ever in-
      creasing waves of enemies. You have 1D4 rounds to erect defenses before they arrive. Make
      a LOCATION ROLL to determine the LOCATION where the COMMANDOS must defend. Reach
 9    this location and then spawn XENOS ...
      ESCORT A CIVI
      The Brass has brought in a civilian contractor, scientist, or other VIP. Escort this person to
      the right location and make sure nothing happens to him/her. Make a LOCATION ROLL to
 10   determine the LOCATION the VIP needs to reach.
      SPECIMEN COLLECTION
      Someone in the Bio-Weapons Division wants a live specimen. Roll its LOCATION. Take an
      Electro-Net Gun and secure one of the creatures for transport. For an added ESCALATION,
 11   make the XENO unique or the first of its kind.
      DEMOLITIONS
      It’s time to blow this joint. Take a mini-nuke to a rolled LOCATION and set it to blow. Just be
 12   clear when the blast is set to go off -- hopefully when you are far from it.
      DATA RETRIEVAL
      Somewhere in the facility (roll it!) or ship is a computer with important data. Someone has
 13   to go there, hack in manually, and save the data to portable media.
      RESCUE OP
      You just got an urgent communication from another fire team. Delta is trapped and running
 14   low on ammo at a rolled LOCATION. Will you make it in time to save them?
                                                 12
MISSION OBJECTIVES
      AID A SURVIVOR
      You didn’t plan on it, but darned if there wasn’t a Survivor living here in the ducts. Roll LO-
 16   CATION and get to this person, escort them to a safe location (roll it), and render aid.
      WAY POINTS
      Reach three LOCATIONS in a sequence and clear each area. The trouble is, some of the ter-
 18   rain might be treacherous or difficult to reach.
      HOSTILE AGENTS
      Rogue agents or Company Mercenaries are up to some scumbaggery. Find these opposing
 20   forces in 1D4 LOCATIONS and eliminate them. It’s best not to ask too many questions.
                                                  13
mission ESCALATIONS
from bad to worse
•   ESCALATIONS are events that make each MISSION even more dangerous. Just like real military operations,
    all sorts of unexpected events can take place.
•   Roll on the D20 table below on each XENO TURN (once / ROUND).
•   Track ESCALATIONS on the MISSION SHEET.
           BLOCKED!
           A critical junction is blocked, either with debris, a barricade, or a locked door with a bro-
           ken mechanism. The COMMANDOS work with plasma cutters to get through, but they are
      3    stopped for 1D4 ROUNDS.
           THE BREEDER
           This battle is a battle to the death and must be resolved before any further progress on the
           current OBJECTIVE. For this encounter only, the Target is increased by 3. If the current OB-
      5    JECTIVE is Kill the Breeder, there are now two giant Breeder XENOS.
           PRAETORIAN GUARDS
           The XENOS in this section are much tougher than the drones and warriors you have encoun-
           tered. Until the current OBJECTIVE is complete, all XENO attacks require DEATH RESISTANC-
      6    ES to survive.
                                                    14
mission ESCALATIONS
      ROGUE COMMANDOS
      Just when you thought things couldn’t get worse, there are rogue commandos or company
      agents tracking you, bent on your elimination. 1D12 of them arrive via a LOCATION ROLL,
 7    SEEKING, and using XENO BEHAVIOR to move and attack.
      USED UP!
      All medical equipment has been used up, the squad is in bad shape, and now COMMANDOS
      must improvise tourniquets and bandages. Increase the Target by 3 for all Medical rolls until
      the end of the current OBJECTIVE. This ESCALATION can also be nullified by getting 1 or more
 8    COMMANDOS into a medical LOCATION or a Supply Drop ESCALATION.
      MAN DOWN!
      One random COMMANDO has fallen critically ill. You don’t look so good, man. This COM-
      MANDO must be taken to a med bay within 1 TURN. Every TURN beyond that, the ill COM-
      MANDO makes a DEATH roll or dies. If the ill COMMANDO dies CLOSE to any other COM-
 9    MANDO, they become ill as well.
      SOMETHING WICKED
      There’s something moving in the darkness (roll LOCATION as normal). It’s terrifying and
      wicked fast. All of its attacks contact all NEAR COMMANDOS at once! Any COMMANDO rolls
 10   to kill the damn thing are HARD.
      FUBAR’D
      Your dropship crashed on the pad. The escape pods have scrambled telemetry. Make the
      Align the Dish OBJECTIVE the current OBJECTIVE. Use a LOCATION ROLL to add the new
 11   dropship or pod to the map.
      SUPPLY DROP
      The COMMANDOS find a crate of weapons, ammo, and medical equipment. Decrease the
 12   Target by 3 until the end of the current OBJECTIVE for Weapon and Medical rolls.
      OUT OF AMMO
      All COMMANDOS run out of ammunition for their main weapons and are using sidearms
 13   only. Increase the Target by 3 until the end of the current OBJECTIVE.
      COMBAT FATIGUE
      All COMMANDOS are exhausted and are stopped for 1D4 rounds. In addition, the Target is
 14   increased by 3 until the end of the current OBJECTIVE.
      SWARM!
      The XENOS are suddenly coming from everywhere! 1D12 of them arrive immediately at the
 15   COMMANDOS’ LOCATION. All COMMANDOS roll DEATH RESISTANCE or die.
                                                15
MISSION ESCALATIONS
      SNATCHED!
      Randomly choose one COMMANDO. He vanishes. Victims taken in such a way are cocooned
 16   for gestation. If your squad chooses, they can add a Rescue Op OBJECTIVE.
      EXPLOSION
      Without warning, 1D4 explosions suddenly occur throughout the map. Make a LOCATION
      ROLL for the location of each explosion. If an explosion occurs within the COMMANDOS’
      Area, all COMMANDOS make a DODGE RESISTANCE roll or take 4 injuries immediately. All
 17   XENOS caught in an explosion are killed instantly.
      SCENT OF BLOOD
      All XENOS at any location on the map immediately run to the COMMANDOS’ area, and the
 19   Target is increased by 3 until the end of the current OBJECTIVE.
      TOO QUIET
 20 Stay frosty, watch those corners. No escalation this turn.
                                                16
MAPS
ok lets pull up the schematics:
•   Every MISSION is comprised of 16 LOCATIONS.
•   The map is divided into 4 AREAS, each with 4 LOCATIONS, each with 4 QUADRANTS. QUADRANTS are sim-
    ply referred to as North, South, East, and West. Use a roll of 3D4, in sequence, to determine any location
    instantly. AREA > LOCATION > QUADRANT. This is called a LOCATION ROLL.
•   Mark your AREAS with a 1,2,3 or 4. Use a token, index card, or die. Also note which way is North. On your
    MISSION SHEET, mark which LOCATIONS use what number, 1-4. You’re ready to go.
•   When creating a MAP, any two LOCATIONS that are touching are considered attached by a DOOR. Con-
    trolling DOORS as open or closed is a critical part of containing XENOS.
LOCATION ROLLS
                 1                2
                                                1               2                    1
                                                                               4          2
                                                4           3                        3
             4                        3
                          AREA                  location                     quadrant
LOCATION
STARSHIP                                                   INFO
Escape Pod       Once EVAC is unlocked, make it here to eject! You’ll be to the frontier in a few weeks
Bridge           Flight control, ship’s diagnostics, and reactor-destruct terminal
Engine Room      A cramped mechanical maze with high heat, bad visibility and steam vents
Airlock          Door to the exterior of the ship. Can take extra time to open
Med Bay          Creepy white-plastic lab feel, with supplies, canisters, and gurneys
Quarters         Messy living space with a homey feel, but eerie quiet
Galley           Community cooking and eating facilities with bright fluorescent lighting
Refinery          Caution stripes, alert lights, hand rails and piping. A baffling environment
Hydroponics      Humid, damp geodesic dome with ferns, vegetable crops and oxygen rich plants
Garage           Storage for excavators, buggies, loaders and other vehicles
Loading Bay      Huge, cavernous warehouse space littered with reinforced crates and air tanks
M Corridor       A long hallway that connects 2 or more AREAS
Crawlspace       Narrow ducts and sub floors normally unused by humans
Sump             A catch for waste water and trash ship-wide. The muck is processed into space
Obs Deck         Huge bowed windows that look out onto the desolate beauty of deep space
Life Support     Air scrubbers rumble here as they recycle the air and maintain temperature
                                                      17
MAPS
LOCATION
colony                                                   INFO
Landing Pad    Used for on-planet air ops and orbital drop ship dust-off
Radio Dish     Huge uplink dish that is susceptible to bad weather or mechanical failure
Command        Central surveillance, systems control, and meeting chambers
Med Bay        Large medical facility with extensive supplies, quarantine, and ER capability
Armory         Weapons and tools storage. Also contains hazmat and vac suits
Refinery        Power and fuel reclamation on a large scale, complete with volatile liquids and piping
Reactor        The central power cell for the colony. Radiation hazard
Cafeteria      The white tile and pressed tin trays make this a creepy place to see a XENO
Causeway       A huge central public space that connects 3 or 4 AREAS of the COLONY
Surface        These exo planets are all the same: brutal cold, howling wind, sharp rocks, XENOS
Residential    Living quarters for families. Now a graveyard
Dump           Construction debris, waste water, and heaps of residential trash in massive compactors
Substructure   Beneath the colony floor levels are labyrinths of maintenance tubes and girders
Motor Pool     Chained-down dozers, loaders, excavators, buggies and drilling vehicles
Potato Farm    Where the food is grown for the entire colony. Tall, thick crops make it a tactical nightmare
Astrophysics   The science communities on exo planets need state of the art facilities
                                                    18
ASSETS
                                                   19
BAKER‘s DOZEN
running xdz the classic way
If you are a ‘classic’ ICRPG GM, the modded mechanics in XDZ may seem off target for your table. Listed here
are 9 COMMANDOS, a XENO, and 3 VEHICLES. Combine these ‘pregen’ characters with the ESCALATIONS and
OBJECTIVES listed above, but play like any other Index Card RPG session! This PDF includes print-and-cut
standees for your tabletop, and token files for your favorite VTT.
To get started, introduce Lieutenant Baker, the starship or colony mission ahead, and equip all COMMANDOS
with the following starting equipment:
LIEUTENANT BAKER
TYPE: COMMAND
By the numbers, people.
SUGGESTED MILESTONES:
Power Shield: Ignore 1D6 damage per round
Tactical Airstrike Link: Once per outdoor location, make a Hard CHA roll to call
in an airstrike at a location of your choice within 1D4 rounds
Talon Weapon Upgrade: Do Magic (D8) Damage with a primary weapon
Condition Monitor: Expend to instantly recover with one1 HP, even after hitting
0 on a DYING timer
Chemical Nerve Agent: 3 uses, rapidly fills a Near area with a chemical cloud
that disrupts the central nervous system of any creature for 1D4 rounds
                                                      20
BAKER‘s DOZEN
SARGENT. McGill
TYPE: RIFLEMAN
A real hard ass who watches over every member of her team.
SUGGESTED MILESTONES:
Grenade Launcher: 6 uses, does double Ultimate Damage spread between up to
three targets that are within Close range of each other
Schematics Datapad: On a successful INT roll, instantly know the location to trav-
el, structural weaknesses, ambush points, or other data in any structure
Cutting Torch: Cut or seal metal with an Easy Int roll and Ultimate Effort
CM8 Sniper Rifle: Spend 1 ROUND aiming. On a hit, reduce 2 HEARTS or less to 0
Autocannons: Once per mission, deploy two autocannons in any location. Each
gun has one heart and 1D6 bursts which destroy one heart per burst.
Liquid Nitrogen Canister: (3 uses) Instantly freeze a lock or small piece of metal
PRIVATE LONZO
TYPE: ASSAULT
I got deeds to do. Need to balance this ledger, follow me?
Starter Reward: Jump Jets: Move, perform an action, and move again
SUGGESTED MILESTONES:
Motion Tracker: On a successful WIS roll, locate all moving XENOS up to FAR
range. Does not read elevation of targets
Combat Shotgun: ULTIMATE damage, CLOSE enemies only
Assault Shield: +3 AC; sacrifice to absorb all damage from one attack
Recon Drone: a small, fast drone that can recon up to Far in one turn
EMP Grenades: 3 uses, Ultimate Damage, shorts out any electronic devices
with two hearts or less
Jet Pack: Hover in a location for 1D4 rounds; ascend up to 30 feet
                                                     21
BAKER‘s DOZEN
PRIVATE Petrovich
TYPE: HEAVY
Petrovich’s girlfriend, Sasha, was killed years ago. He’s not losing one more soul.
SUGGESTED MILESTONES:
Anchor Boots: +5 STR to resist being grappled or knocked prone
Juice Pack: On a 15+ during a dying countdown, jump up with 1 HP
Extended Ammo Pod: Reload “Sasha” after every three bursts
Flame Unit: 10 uses; Does 2X ULTIMATE Damage to all NEAR targets
Trauma Inserts: Adds +2 Armor
Climbing Kit: 50’ of paracord, pitons, climbing spikes, and climbing/ice axe
PRIvate boseman
TYPE: DEMOLITIONS
Loves loud noises, but his hands have started to shake.
Starter Reward: Remote Mines: (6) Fast-moving spider mines that seek out
targets up to Far and do Ultimate Damage
SUGGESTED MILESTONES:
SILAS 2 Rocket Launcher: 2 uses, launch a homing missile that does 4X Ulti-
mate Damage to a single target
Gel Explosive: 3 uses, sticky, explodes when ignited, fired upon, or detonated
on a D4 timer; does 2X Ultimate Damage
Frag Grenades: (3) Do Ultimate Damage
EOD Shield: Take half damage from all explosions
EOD Tools: Disable all explosive devices with an EASY Int roll and ULTIMATE
Effort
                                                       22
BAKER‘s DOZEN
SUGGESTED MILESTONES:
• QuickClot Bandages: (3) heal a target with Magic (D8) Effort instantly, no
  roll required
• Trauma Pak: 2 uses, heal a target to full instantly; that target regenerates
  1D4 hit points for 1D4 rounds
• Bio-Scanner: Scan any deceased target. Roll Easy against that enemy type
• Self-Help Datapad: Use INT stat to recover instead of CON
• Combat Tourniquet: Sacrifice to add 1D4 rounds to any dying timer
• Tranquilizer Rounds: (10) Put a target with two hearts or less to sleep for
  1D4 rounds
Dr. Shana’Sullivan, P h D.
TYPE: CIVILIAN
Has a degree in everything, and a lot tougher than she looks.
Starter Reward: Ability: Take-Charge: All of your rolls are EASY for the next 4
ROUNDS; then immediately disable this ability for 4 ROUNDS
SUGGESTED MILESTONES:
• Tracking Device and Homing Beacon: Provide the homing beacon to a per-
  son, or place in a location. Always be able to find that person or location.
• Duct Tape: Duct tape 2 weapons together. Roll double damage with it
• Ability: Fast Learner: Every time a teammate rolls a natural 20 (non-pisonic
  or spellcasting), take a +2 in the stat they used
• Ability: Dogged Determination: Once per location, make a Hard CHA check
  and reduce the room target by 1
• Ability: Loader: Add +3 to all rolls to drive power loaders or power armor
                                                     23
BAKER‘s DOZEN
CORpORAL OTTO
TYPE: SPOOK
I study spores, molds, and xenobiological super-predators. Hello.
SUGGESTED MILESTONES:
• Solar Lightcannon: +2 Weapon Damage; Does Nonstandard (D10) Damage
• Psionic Ability: Illusion: Roll INT to create a man-sized realistic illusion that
  lasts for 1D4 rounds or until touched.
• Psionic Ability: Limited Telekinesis: On a successful INT roll, move objects
  the size of a crate or smaller.
• Bio-Form Containment Kit: Items to stun, capture, preserve, transport,
  and/or dissect a single bio-form
Reaper-XT8
TYPE: COMBAT DRONE
Some say simple bot. Some say ex-cons trapped in a silicon brain. Who knows.
SUGGESTED MILESTONES:
• Extra Plating: Add a Heart
• Tac Programming: Roll Weapon Damage twice on a natural 17, 18, 19, or
  20
• Micro-Missile Pod: 6 uses, on a hit, launch 1D6 missiles at a single target;
  misses do not expend a use
• Nano-Repair Module: Regenerate 1 Hit Point per round
• Reflex Programming: On a successful STR or DEX check, deflect and count-
  er one Close attack per round
                                                       24
XENO
Soldiers and Alphas: Some XENOS are larger and more lethal than oth-
ers, often leading larger swarms. If an Alpha is killed, all Soldiers with it
will retreat for 1D4 ROUNDS.
Acid Blood: Any time a XENO is injured, any tar-
gets NEAR must roll DEX or take WEAPON dam-
age from acid burns.
                                                         25
VEHICLES
•   1: Twin VTOL wing rotors: Supersonic flight speed, Hover capability, Extreme maneuverability even in-
    doors. Can sustain hover or flight at DOUBLE payload, but only for 1D4 ROUNDS
•   2: Reflective Panel Composite Skin: Radar-invisible, All rolls to detect the jet visually are HARD, Beyond
    100 yards the jet is detectable only by heat-sensitive equipment
•   3: Cockpit and Avionics cluster: The STRIKE is not operable is this CHUNK is destroyed. If this CHUNK
    withstands more than 5 damage, all piloting rolls are HARD
•   4: Smart Missiles: A pod of target-seeking explosives. 24 count, d12 vehicle damage each. Can be fired
    in volleys up to 6. IF this CHUNK is destroyed it explodes, destroying 2 other CHUNKS
•   5: Payload Bay: Capable of holding one MCS rapid assault vehicle and included troops. Land and deploy
    any bay contents in 1D4 ROUNDS before liftoff
•   6: Twin Flechete Anti-Personnel Pods: Shred any targets within a NEAR radius of the vehicle; 4D12 dam-
    age is inflicted in all directions. This damage can be halved with a DEX roll
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VEHICLES
•   1: Armored crew compartment and assault ramp: Crew compartment holds 10 troops in roll-protective
    padded seats. Also includes helmet-camera monitor bank for at-vehicle command. Vehicle still operable
    if destroyed, but cannot carry troops
•   2: Main plasma cannon: Fires slugs of super-heated uranium, 4D12, takes 1d4 rounds to reload
•   3: Dual chain guns: Inflict 1D8 on up to 4 targets
•   4: Cockpit: Room for pilot and gunner. If destroyed, vehicle is not operable
•   5: Drone nest: 2 far-scouting combat drones with advanced optics and comm systems . Drone signals
    cannot be processed if crew compartment destroyed
•   6: Storage compartment: Holds 6 canisters of nerve gas, 2 remote autocannons, spare troop weapons,
    8 med kits, and 1 short range escape cycle
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VEHICLES
LIFT TRUCK
TYPE: HEAVY LOADER
Used by colonial builders and dock workers on most systems.
•   1: Operator cab: A single pilot operates this machine from a standing harness. Arm and feet controls are
    mimicked by the truck, giving it very versatile capability. The operator cab does NOT feature a canopy If
    this CHUNK is destroyed, the truck will not function
•   2: Walker legs: 4 pneumatic legs move the truck in all kinds of ways including spinning, climbing, and
    bracing in place. The truck is very slow, moving NEAR per TURN maximum. If this CHUNK is destroyed, all
    functions continue besides mobility
•   3: Lift arms: Hydraulic carbon steel lift blades are 6 feet long, can be moved in many ways to grab, lift or
    load all kinds of objects. Maximum lift weight is 4 tons
•   4: Engine: The truck has a diesel hybrid power plant. It stores enough fuel for 1 hour of operation. If
    destroyed, the truck becomes immobilized. If destroyed, roll 1D6, on a 6 the engine explodes destroying
    the lift truck entirely, and its operator.
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