Metroid Marines v2
Player’s Handbook and Game Master’s Guide
Metroid Marines was created by Johnathan frey, also known as Obelion13 and StrongerPRIME, with help
from his friends Joe and Nathan.
As the Metroid universe is very reserved on its finer details, some freedom has been taken when
designing the game with faithfulness to source material as the highest priority.
Any comments or feedback can be left at obelion13.wordpress.com in the comments section or by adding
obelion13 on Skype
Table of Contents Welcome to the Galactic Federation .......................................................................................................................................................... 1
Marine Corps ................................................................................................................................................................................................ 1
Basic Knowledge .......................................................................................................................................................................................... 2
D# ........................................................................................................................................................................................................... 2
Difficulty Check (DC) ............................................................................................................................................................................... 2
Marine Rank, EXP, and Ranking Up ........................................................................................................................................................... 3
Losing Your Rank / Freelance Work ........................................................................................................................................................ 3
Rounds and the Passage of Time ............................................................................................................................................................ 3
Advantage and Disadvantage ....................................................................................................................................................................... 4
Marine Recruitment ..................................................................................................................................................................................... 5
Determining Aptitudes............................................................................................................................................................................. 5
Skill Training ............................................................................................................................................................................................ 6
Vigor Related skills .................................................................................................................................................................................. 6
Intellect Related Skills ............................................................................................................................................................................. 6
Finesse Related Skills .............................................................................................................................................................................. 6
Tech Related Skills .................................................................................................................................................................................. 7
Resolve Related Skills ............................................................................................................................................................................. 7
Performing Basic Actions ............................................................................................................................................................................ 7
Vocations ...................................................................................................................................................................................................... 8
Marine Trooper ....................................................................................................................................................................................... 9
Demolition Trooper ................................................................................................................................................................................. 11
Technician .............................................................................................................................................................................................. 13
Field Medic .............................................................................................................................................................................................. 15
Force Recon ........................................................................................................................................................................................... 17
Traits ........................................................................................................................................................................................................... 19
Positive Traits ....................................................................................................................................................................................... 20
Neutral Traits ......................................................................................................................................................................................... 21
Negative Traits ...................................................................................................................................................................................... 22
Other Federation Marine Specifications ..................................................................................................................................................... 24
Hit Points, Injuries, and Dying..................................................................................................................................................................... 25
Temporary Hit Points ............................................................................................................................................................................ 26
Losing Consciousness ........................................................................................................................................................................... 26
Equipment ................................................................................................................................................................................................... 27
Dual Wielding / Switching Weapons ...................................................................................................................................................... 29
Improvised Weaponry ........................................................................................................................................................................... 29
Prototype Attachments and Special Equipment .................................................................................................................................... 29
Field Training and Basic Maneuvers ........................................................................................................................................................... 30
Combat ....................................................................................................................................................................................................... 38
Initiating Combat ................................................................................................................................................................................... 38
Actions .................................................................................................................................................................................................. 38
Action Chain Resolution ......................................................................................................................................................................... 38
Movement .............................................................................................................................................................................................. 39
Marksmanship: Ranged Attacks ............................................................................................................................................................ 39
Suppressive Fire ................................................................................................................................................................................... 39
Aiming ................................................................................................................................................................................................... 40
Reloading ............................................................................................................................................................................................... 40
Close Quarters Combat: Melee Attacks ................................................................................................................................................. 40
Melee Interception ................................................................................................................................................................................. 41
Defensive Actions ................................................................................................................................................................................... 41
Dropping Prone ...................................................................................................................................................................................... 41
Taking Cover........................................................................................................................................................................................... 41
Assist .................................................................................................................................................................................................... 42
Using a Skill ........................................................................................................................................................................................... 42
First Aid ................................................................................................................................................................................................. 42
Restoring HP ......................................................................................................................................................................................... 42
Combat Superiorities ................................................................................................................................................................................. 43
Status Conditions ....................................................................................................................................................................................... 43
Stress......................................................................................................................................................................................................... 46
Vehicular Training and Space Combat........................................................................................................................................................ 49
Zero-Gravity Combat for Infantry ......................................................................................................................................................... 49
Ship Combat .......................................................................................................................................................................................... 49
Missile Weapon Systems ....................................................................................................................................................................... 49
Federation Ship Classifications .................................................................................................................................................................. 50
G.F.S. Stiletto-Class ............................................................................................................................................................................... 50
G.F.S. Anhur-Class .................................................................................................................................................................................. 51
G.F.S. Aries-Class .................................................................................................................................................................................. 52
G.F.S. Griffin-Class ................................................................................................................................................................................ 53
G.F.S. Olympus-Class ............................................................................................................................................................................. 54
Dangers in the Field: Environmental Hazards ............................................................................................................................................. 55
The Mysterious Phazon ............................................................................................................................................................................... 56
Phazon Sickness .................................................................................................................................................................................... 56
Mutation ................................................................................................................................................................................................ 56
Madness ................................................................................................................................................................................................ 57
Rejection ............................................................................................................................................................................................... 58
Assimilation ........................................................................................................................................................................................... 58
Phazon Enhancement Devices (PEDs) ................................................................................................................................................... 58
Game Master's Guide: Building Creatures .................................................................................................................................................. 59
Setting Creature Aptitudes ................................................................................................................................................................... 59
Creature Attack Power and HP ............................................................................................................................................................. 60
Creature Skill Training .......................................................................................................................................................................... 60
Using Creature Abilities ......................................................................................................................................................................... 61
Example Creatures ..................................................................................................................................................................................... 62
Zoomer .................................................................................................................................................................................................. 62
Desgeega ............................................................................................................................................................................................... 64
Grenchler .............................................................................................................................................................................................. 66
Space Pirate Trooper ............................................................................................................................................................................ 68
Chozo Ghost .......................................................................................................................................................................................... 76
Ridley /!\ .............................................................................................................................................................................................. 78
Dark Samus /!\ ..................................................................................................................................................................................... 81
1
Welcome to the Galactic Federation
Marine Corps
Please do not be alarmed by my appearance. I assure you that I am not going to harm you. I am here to help you in your
training.
I am Aurora Unit 132, a biological supercomputer linked to a vast Federation network. Across the known universe we Aurora
Units have been created to serve the Federation and their personnel.
First we will brief you on the basics and determine your physical capabilities. After that, we will determine your specialized
role and begin your field training. Good luck Marine. You are now a soldier-in-training for the Galactic Federation. We expect
you to serve with pride and honor.
2
Basic Knowledge Before you begin your recruitment process, you must know of a few standard terms you will be hearing frequently during
your time as a Marine.
D# D# refers to a dice with a particular number of numbered sides to it. A D6 is a six-sided dice, which is the primary die used
in Metroid Marines. The number of dice you roll at a time are determined by your Aptitudes, which are explain in the
following chapter.
If asked to roll a certain amount of dice, a number will precede the dice you are required to roll. For example rolling 3 dice
would be listed as 3D6, and so on. It is advised to be in possession of at least a standard dice set to avoid being
unprepared.
Standard dice sets can be found easily online or at your local game store. A set of dice should cost you about $5 to $10 in
the U.S., not including shipping if you’re buying online. If your local game store has a loose dice bin where they sell dice that
have been separated from their matching sets for a few cents each, you may be able to assemble a dice set for even
cheaper. If you cannot get a standard dice set for any reason, plenty of sites on the internet or apps on your respective
smartphone’s app store offer free tabletop roleplaying dice services for you to utilize at will.
Difficulty Check (DC) A Difficulty Check, or DC, is how difficult a task is to accomplish. Piloting a small aircraft through a training course is would
have a lower DC than piloting the same aircraft through a stormy mountain range. Difficulty Checks are determined by the
person running the game, known as the Game Master. The following table shows all DCs used in the game.
Dice Roll Difficulty Check (DCs)
Easy 5
Average 10
Hard 15
Difficult 20
Impossible 25
Legendary 30
When rolling your D6s, you can add Skill bonuses on if applicable to help. Skills and general rolling for actions will be
covered in the next section. Note that actions that do not take a large degree of skill or are not likely to fail may not prompt
a roll.
3
Marine Rank, EXP, and Ranking Up Your Marine Rank is your position in the Galactic Federation. New recruits start off as Rank 1 Privates. The following table
shows every rank for the Galactic Federation Marine Corps:
Galactic Federation Marine Corps Ranks
1 Private 6 Captain
2 Corporal 7 Major
3 Sergeant 8 Colonel
4 Warrant Officer 9 Brigadier General
5 Lieutenant 10 General
Moving up to a higher rank is called Ranking Up. You can Rank Up by collecting Experience Points, or EXP. EXP is gained by
subduing hostiles, completing objectives, or can be received as a reward from the Game Master by rewarding good role
play.
The EXP threshold to rank up is (Your Rank's Level + 7). A Warrant Officer looking to rank up to Lieutenant would need 11
EXP to rank up.
Every time you Rank Up, you gain 1 Skill Training point you can freely assign. At certain Ranks, your Vocation might grant you
more bonuses. Refer to the Vocations section to see what bonus you obtain.
Remember to respect higher Ranks, Marine. Superiors deserve unwavering loyalty respect, and some will expect nothing
less from you.
Losing Your Rank / Freelance Work If circumstances come to you leaving the ranks of the Galactic Federation, you can still pursue freelance work with the use
of a Bounty Hunter’s license. Bounty Hunter licenses take the place of your Marine Rank, instead become “Freelance
License Class” of a similar rank. For instance, a Captain who leaves the Galactic Federation to pursue freelance work
changes his Captain’s rank out for Freelance License Class 6. Current EXP and rank progression do not change but Galactic
Federation benefits cease upon discharge. Talk to your commanding officer for details.
Rounds and the Passage of Time When you hear the phrase "a round", it is referring to an increment of 5 seconds. Combat is divided into rounds, or a
period of 5 seconds a unit can act within.
Conversely, when encountering an amount of time not specified in rounds, divide that number by 5 to see how many rounds
that would translate into combat.
For example, someone taking 15 seconds to reprogram a terminal out of combat would take 3 of their rounds in combat,
since 3 rounds is the same as 15 seconds.
4
Advantage and Disadvantage Advantage and Disadvantage is awarded by the Game Master for situational bonuses. For example, climbing a wall with a
rope coming from the top of the wall might give you Advantage on the Climbing roll. Conversely, Climbing the wall with a
broken leg might give you Disadvantage,
When you have Advantage, you add 1D6 to the number of dice you are rolling. A Marine with a Finesse of 3 shooting a
crippled target could gain Advantage, which would let them 4D6 instead of the usual 3D6. Skill bonuses are applied normally
after rolling the dice.
The same Marine shooting a target with a weapon they are not proficient in would give them Disadvantage, thus forcing
them to roll 2D6 instead of their normal 3D6.
A unit cannot gain Advantage or Disadvantage more than once on a roll even if multiple sources grant Advantage or
Disadvantage. With this in mind, it may be better for you and your allies to set up your methods of gaining Advantage to
occur in succession instead of all at once so more people can gain the bonus from Advantage over a wider time frame.
Conversely, having multiple sources of Advantage stacking all at once may be better for your squad’s needs depending on
your target and your objective, so utilize your comm devices and coordinate your efforts.
In essence, interacting with your environment to gain Advantage can help you and your squad achieve things they may not
be normally be able to do, so keep an eye on your surroundings, analyze your targets, and coordinate with your allies for
maximum efficiency.
5
Marine Recruitment Making a new Marine is referred to as recruitment. The standard process for training a Federation Marine during
recruitment is as follows:
Determining Aptitudes
Skill Training and Performing Basics Actions
Selecting a Vocation
Selecting your Equipment
Field Training
Determining Aptitudes Every Marine is different in some way due to basic physiology and variations in genetic coding. We determine your
capabilities and classify them into 5 categories, or Aptitudes:
Vigor, Intellect, Finesse, Tech, and Resolve
Each Aptitude also has 4 skills associated with an Aptitude that can affect your efficacy at a particular task.
Vigor is your physical strength and resilience.
Intellect is your general acuity and deductive reasoning.
Finesse is your dexterity, both mental and physical
Tech is your familiarity with technology, vehicles, and Explosives
Resolve is your mental fortitude and worldly affinity
To determine your Aptitudes, distribute points to all 5 Aptitudes from a pool of 14 points. The maximum an Aptitude can
be is 5, but be careful about setting your other Aptitudes to a low value.
6
Skill Training While your Aptitudes are important, Skill training can provide much needed bonuses to succeed in harder tasks.
Each Aptitude has four skills related to it, and when making a roll, you can use your Skill bonus if applicable on top of your
normal Aptitude roll.
Upon recruitment, every Marine receives 3 Skill Training Points they can distribute freely amongst their skills. Skill
Training bonuses cannot be higher than a Marine's rank unless boosted over the maximum by a Vocation's skill bonuses.
You also gain 1 Skill Training Point upon reaching Rank 2, 4, 6, 8, and 10.
The skills, their purpose, and their related Aptitude are as follows.
Vigor Related skills Close Combat - Your melee fighting abilities
Endurance - Your ability to resist outside forces and attacks
Athletics - Your ability to climb, jump, lift, and swim
Reflex - Your quickness to react to a situation and avoid harm
Intellect Related Skills Identification - Your ability to recall and identify
Assessment - Your deductive mind and judgment skills
First Aid - Your medical knowledge and ability to treat wounds on the field
Coercion - Your talent for persuasion and deception
Finesse Related Skills Stealth - Your ability to operate silently and move unseen
Marksmanship - Your ability to use Firearms
Evasion - Your ability to avoid harm in melee or ranged combat
Perception - Your general sensory awareness
7
Tech Related Skills Piloting - Your skill in piloting vehicles in harsh situations
Explosives - Your knowledge of explosive ordnances
Operating - Your ability to operate machinery and utilize terminals
Repairing - Your ability to repair technology and machinery
Resolve Related Skills Morale – Your ability to persevere through hardships and stay in high spirits
Intuition – Your instinct based on a lack of conscious reasoning
Sensitivity – Your receptiveness to supernatural phenomenon
Luck – Your supernatural affinity in having things go your way
Performing Basic Actions When rolling to make an action, you roll your Aptitude dice and add the relevant Skill bonus onto the result. Only one Skill
bonus may be used per task unless the Game Master says otherwise.
For example, a Marine is climbing a wall. that Marine's Vigor aptitude is 3 and their Athletics is a +2, so they would roll 3D6,
add +2 to the result, and tell their result to the Game Master, who compares it to the set DC to see if the action was
successful or not.
The Marine rolls their 3D6 and gets a 9, then adds their +2 bonus for a total of 11. The DC for this task was 10, so the Marine
successfully climbs the wall.
These actions may be presented in the form of the skill's name instead of the Aptitude and the skill's name but serve the
same basic function.
Going back to the previous example, the phrases "Make a Vigor roll with your Climbing bonus" and "Make a Climbing check"
are the equivalent in terms of what is being asked of you.
8
Vocations
Not every Marine is cut out to do everything we expect of you. That's why we sort Marines into Vocations, or specialized
roles, to maximize their talents. There are four basic Vocations to choose from and each one will be detailed in the next
section.
9
Marine Trooper
You are the backbone of the Galactic Federation forces. Durability and reliability are your strong points. While not as
trained or as specialized as other roles, you possess the ability to protect those weaker than you and be the last one
standing.
Favored Aptitudes:
Vigor > Finesse > Resolve > Tech > Intellect
Proficiencies:
Heavy Power Suits, Assault Weapons, Heavy Weapons, Secondary Weapons
Skill Bonuses:
+2 Endurance, +1 Morale
10
Rank 1 Active Ability - Inspiration
Inspiration can be used to grant a +1 bonus to a squad
member's specified skill roll out of combat. In combat,
you shout an inspirational phrase or message grants +1
damage and +1 damage reduction to all allies that can
hear you for one minute. The speech given must be
spoken in character to the best of your ability.
Inspiration can be used 3 times a day
Rank 4 Passive Ability - Close Combat
Training
You gain a +1 to your Close Combat, Athletics, and
Evasion skills. Additionally, if an enemy is within melee
range, you may shove them out of melee range and make
a ranged or melee attack in any order as a single action.
The shove will not work against targets of a larger size
and uses a separate Athletics check as a normal shove
attempt.
Rank 7 Active Ability - Shield
Overcharge
Gain temporary hit points equal to your Marine rank and
roll 2D6. On a result of 2 or 3 you instead gain no
temporary HP and consume two uses of this ability
instead of one as your shields violently overload. Any
remaining temporary HP disappears at the end of
combat. While overcharged, when you take melee
damage, the attacker takes 1 damage to the hit location
used in the attack. You can overcharge a number of
times equal to your Soldier Rank divided by three
(rounded down). The 2D6 roll rolled at the time of
activation receives a -1 penalty for each attempt at
overcharging after the first.
Rank 10 Passive Ability - Warlord
Special nanites are injected into your blood stream that
reinforce and repair bodily damage slowly over time.
Your HP regenerates at a rate of 2 points per 12 hours.
Additionally, you may wield two handed Heavy weapons in
one hand with no penalties and can receive 4 Death
Strikes instead of 3 before dying.
11
Demolition Trooper
Your enemies hide in caves and construct massive formations of steel and stone. Large warship engines whir to life, ready
to destroy what we have sworn to protect. You are a Demolition Trooper, and by your command, the steel and stone
crumble. The warships burn and crash, and your enemies flee in terror. People know when the Demo Troopers arrive.
Favored Aptitudes:
Intellect > Tech > Resolve> Finesse > Vigor
Proficiencies:
Medium Power Suits, Assault Weapons, Explosive Ordnance, Secondary Weapons
Skill Bonuses:
+2 Explosives, +1 Intuition
12
Rank 1 Active Ability - Controlled
Demotion
When using a Det Pack, you can make a DC10 Explosives
check to angle the blast of the explosion in the direction
you choose. Using angled blasts on a structure will let
you manipulate where the structure fails and where it
collapses. This can also be used to detonate Det Packs
next to targets the Trooper wishes not to harm as the
angled blast redirects all destructive force in the
direction they choose. When using larger explosions, this
DC increases by 5 as determined by the Game Master.
Rank 4 Passive Ability - Advanced
Demolitions Training
You gain a +1 to your Repairing, Identification, and
Assessment skills.
Rank 7 Active Ability - Request
Artillery
You contact either a land based artillery station or an
artillery satellite in low orbit to bombard the targeted
location. A heavy weapons craft of some kind can be
substituted if one is present. Using your scanner, you
analyze the target's structural integrity and must
succeed on a DC15 Assessment or Explosives check to
properly ascertain if the bombardment would be worth
undertaking. Role playing the request is highly
encouraged and specifics can be requested at this time.
On a failure, the bombardment is deemed inappropriate
and your request is denied.
After submitting the coordinates for bombing, there is a
5 minute waiting time before the ordnances are
delivered to the targeted coordinates. You can only call
in one bombardment a day and only if there is a station
or craft available to fulfill your request.
Rank 10 Passive Ability -Destroyer
The number of times you can call in Artillery is increased
by 2. Additionally, you take 1/4 damage rounded down
from all explosions and automatically succeed on
Controlled Demolitions with a DC of 15 or lower. Finally,
you may now throw Det Packs up to 20ft after preparing
them for manual detonation. Preparing and throwing Det
Packs are a single action and benefit from the Controlled
Demolitions ability.
13
Technician
You are skilled in all forms of Technology and are second to none in Piloting skills. The most sound cyber security systems
fall to your technological prowess and bend to your programmed whim.
Favored Aptitudes:
Tech > Intellect > Resolve > Vigor > Finesse
Proficiencies:
Light Power Suits, Assault Weapons, Comm links, Secondary Weapons
Skill Bonuses:
+2 Operating, +1 Luck
14
Rank 1 Active Ability - Override
You use your Commlink to override the functions of the
targeted electronics and gain control over it, such as a
camera or turret terminal or the controls of a massive
crane. You must first succeed on breaking into the
devices security by succeeded on a DC set by the Game
Master. After that, (the DC of the device) seconds must
be spent reprogramming the device (Ex a DC15 device
takes 20 seconds to completely reprogram). The device
may be stepped away from during the Override unless
circumstances dictate that the device may reset itself if
stepped away from for more than one turn.
This ability has no usage limit, but each successive use
adds one turn to the time it takes to reprogram the
same device. This penalty disappears the next day.
Devices that do not possess advanced security protocols
do not bestow this penalty.
Rank 4 Passive Ability - Adv.
Mechanical Training
You gain a +1 to your Piloting, Repairing, and
Identification skills.
Rank 7 Active Ability - Datalink
Your suit's communications and scanning devices are
linked to the nearest orbital satellite database via an
extra powerful transmitter attached to your suit. By
activating the transmitter, you can grant yourself a +4
bonus to your Identification, Piloting, Perception,
Assessment, and Operating skills. This bonus lasts for 1
minute and can be used a number of times a day equal to
your Soldier Rank divided by three (rounded down). This
ability does not work if harsh atmospheric conditions
prevent contact with the satellite or there is no satellite
to link with. The Datalink also fails if the signal cannot
reach the satellite, such as being many miles
underground, a special material blocks communications,
or an Electromagnetic Pulse (EMP) interferes with your
suit functions.
Rank 10 Passive Ability -
Techromancer
Your technological skill is supplemented by extremely
advanced peripherals attached to your suit and your
Comm Link. Your Override time is lowered by 10 seconds
and you automatically succeed on hacking attempts of
DC15 or lower. Your Datalink ability can be used infinitely
as long as conditions allow. Terminals and ship systems
(excluding engines) that are not completely destroyed
may be accessed and used by you even if a power
source does not exist by utilizing your suit’s internal
power source.
15
Field Medic
There are a lot of ways to kill a man. Shoot him, burn him, cut him up, blow him to pieces. Your job is to make sure these
shot and broken men return home alive to their families to some extent, preferably alive. What a shame that you have to
work out in the field instead of a nice hospital. Maybe next time, Marine.
Favored Aptitudes:
Intellect > Vigor > Resolve > Finesse > Tech
Proficiencies:
Medium Power Armor, Medical Launchers, Secondary Weapons
Skill Bonuses:
+2 First Aid, +1 Morale
16
Rank 1 Active Ability - Shield
Fortification Aura
The two large dynamos on the back of your Power Suit
emit a field of electrical energy that overcharges
shields. When activated, all friendly units within 30ft
including yourself gain 2 Temporary Hit Points to five hit
locations. These Temporary Hit Points last for 1 minute.
You can use this ability 2 times a day.
Rank 4 Passive Ability - Advanced
Med. Training
You gain a +1 to your Endurance, Operating, and
Assessment skills.
Rank 7 Active Ability - Force Shield
The generator on your arm emits a powerful shield for 2
turns. This shield passively grants 3 Damage Reduction
to 5 hit locations on your body. You can use this ability
three times a day at Rank 7 and four times at Rank 9.
Rank 10 Passive Ability - Cheat the
Reaper
If you make a DC25 First Aid check on a target that has
been deceased for less than 1 minute, you revive the
target. The revived target is stabilized but unconscious.
Additionally, you can now wield Medical Launchers in one
hand without penalties.
17
Force Recon
As Force Recon, your job is to be unseen. Get in, do your job, get out. Fighting is not your preferred methodology. You'd
rather leave the battlefield glory to the Marines and get the job done. A silent hand from the shadows is one of the deadliest
things on the battlefield, and unfortunately for your enemies, you're very good at what you do.
Favored Aptitudes:
Finesse > Vigor > Resolve > Tech > Intellect
Proficiencies:
Light Power Suits, Assault Weapons , Long Range Weapons , Secondary Weapons
Skill Bonuses:
+2 Athletics, +1 Intuition
18
Rank 1 Active Ability - Cloaking
You activate your power suit's personal cloaking field,
which bends light around you to render you invisible in a
chameleon-like state. You can stay cloaked for (5 + (5 x
Soldier Rank)) seconds. While cloaked, you gain the
Invisible condition. You still produce noise, but gain a +2
bonus to Stealth rolls when stationary and a +1 to Stealth
rolls when moving. Your cloaking is automatically
deactivated when you're knocked unconscious or an
effect forces the Scrambled condition on to you.
Rank 4 Passive Ability -
Reconnaissance Training
You gain a +1 bonus to your Stealth, Reflex, and
Perception skills.
Rank 7 Active Ability - Physical
Augmentation Cocktail
Your power suit injects you with a potent mixture of
steroids and adrenaline to temporarily increase your
physical prowess. When activated, you gain 10ft to your
movement speed, a +2 bonus to Vigor and Finesse rolls,
and an extra Reaction Point in combat. These bonuses
last for 15 seconds but do not end at that time.
If you wish to continue to use these bonuses by injecting
more cocktail, roll a D6 every 5 seconds. On a 3-6, the
bonuses continue and can be canceled safely at any
time, but on a roll of 1 or 2, the bonuses end forcibly and
you take a -1 to your Vigor, Intellect, and Finesse rolls for
every 5 seconds you went over your time limit. These
penalties last until you rest for two hours or receive a
DC15 First Aid check (only once per day).
If the penalty is more than your Vigor, Intellect, or
Finesse Aptitudes, you fall unconscious and make Death
Strike rolls as normal, having received a potentially
lethal dosage of PAC. Your PAC is refilled at ammo
stations.
Rank 10 Passive Ability - LANCE
System (Local Area Noise
Cancellation Enhancement)
You do not produce noise unless you wish it. Objects you
interact with within your reach do not product noise as
well.
19
Traits It is said that one’s past can shape a person’s future, and how a person reacts to incoming stimuli can mostly be based on
their past experiences. Marines are not simply just generic battlefield soldiers created in a test facility; in fact, the
Federation relies on a Marine’s personal strengths and experiences to complete their missions with efficiency and make up
for teammate’s shortcomings.
Upon Recruitment, every Marine selects 3 traits, or aspects of their personality that are the strongest. Each Trait grants
the Marine a bonus or a penalty depending on if it is a Positive or Negative Trait. Each Marine may only select a single
Trait of each category of Positive, Neutral, and Negative. A Marine may also not select two Traits belonging to the
same axis or numbered row on the table.
Marine Personality Trait Table
Axis Number Positive Neutral Negative
1 Cooperative Independent
2 Educated Ignorant
3 Athletic Slothful
4 Charismatic Reserved Abrasive
5 Optimistic Pessimistic
6 Peaceful Unaggressive Aggressive
7 Selfless Ambitious Greedy
8 Brave Cowardly
9 Honest Opportunistic Deceitful
10 Analytic Indecisive Impulsive
11 Honorable Crooked
12 Open-Minded Apathetic Bigoted
20
Positive Traits
Analytic
You are adept at noticing small details. If you make an
Assessment or Intuition check and succeed the DC by 5
or more, you may immediately ask another question. The
Game Master informs you of the predicted outcome to
both questions.
Athletic
You have honed your body to perfection and become
extremely resilient. You have Advantage on all Vigor rolls
made to navigate environments, resist negative
environmental effects, and resist fatigue.
Brave
You show courage in the most desperate times.
Suppressive Fire and Melee Interception rolls against
you have Disadvantage. Additionally, if you fail a Morale
check to resist any level of Stress, the negative effects
may be postponed until you are not in danger.
Charismatic
Your natural charm makes you very personable. Your
Coercion rolls against non-hostile creatures have
Advantage. Non-hostile creatures are more willing to
socialize with you and may impart hidden information to
you if coerced. Incompatible with Reserved and Abrasive.
Cooperative
You readily depend on and contribute to your allies.
When using the Assist action, the assisted ally may reroll
the 1D6 granted to them by your Assist and use the
higher result.
Educated
You excel in your chosen field of studies. Pick two fields
of academic focus (Alien Flora, Subterranean Fauna,
Architecture, Psychology, and such). You have Advantage
on rolls relating to your chosen fields of study.
Honest
You’re an open book that can’t hide a secret. You have
Advantage on Coercion rolls to convince but
Disadvantage on Coercion rolls to deceive. Incompatible
with Opportunistic and Deceitful.
Honorable
You follow a code of conduct like a knight of old. You
must adhere to the following tenets of your code.
If you are adjacent to an ally who is the target
of an attack, you may use your Reaction Point
to interpose yourself between your ally and
their aggressor and redirect the attack roll
towards yourself. If the ally is Injured or
disabled in some way, this is not optional.
You are incapable of attacking an enemy that is
not already engaged or focused at you or one
unaware of your presence.
If someone extends a plea for help, you must
assist them to the best of your abilities.
As long as you follow each tenet, you gain +1 DR to all
locations and have Advantage on Endurance, Morale, and
Death Strike rolls. Breaking your code of conduct
negates these bonuses until you redeem yourself in
some fashion determined by the Game Master.
21
Open-Minded
You are very receptive to external stimuli and new ideas.
Foreign organizations or alien cultures are much more
likely to welcome you into their societies and extend
offers of supplies and assistance as long as they are not
hostile. Hostile cultures or organizations will not extend
these offers but are much less likely to deny you entry,
antagonize you, or show signs of aggression.
Additionally, upon gaining a Skill Point, if you spend it on
a Skill that has not received a Skill Point bonus, it gains
+2 points instead of the normal +1 point. Incompatible
with Apathetic and Bigoted.
Optimistic
You are a ray of sunshine on a cloudy day. Allies in your
area may add your Morale Skill Bonus to their Morale
Rolls. If you are killed in the line of duty, however, all
allies instead receive a penalty to their Morale equal to
your Morale Skill Bonus until the current mission is
completed and a funeral is conducted.
Peaceful
Time seems to slow and noises become quieter in your
presence. You and your nearby allies have Advantage on
Morale rolls made to resist Stress. Additionally, your
peaceful nature inhibits your combat reactions. Your
first roll in combat has Disadvantage. Finally, you have
Advantage on Coercion rolls targeted at non-hostile
wildlife and non-intelligent creatures. Incompatible with
Unaggressive and Aggressive.
Selfless
You are willing to sacrifice anything to keep your allies
safe. If you are adjacent to an ally who is the target of an
attack, you may use your Reaction Point to interpose
yourself between your ally and their aggressor and
redirect the attack roll towards yourself. Additionally, if
an ally within 15ft is inside of an area of effect and you
are not, you may use your Reaction Point to swap places
with them. This can be used after they roll to resist the
area of effect but before the action is resolved. The roll
you now make to resist being inside of the area of effect
has Disadvantage. Incompatible with Ambitious and
Greedy.
Neutral Traits
Ambitious
You show a desire to succeed at whatever you set your
mind to. Incompatible with Selfless and Greedy.
Apathetic
You have a varying interest in events currently unfolding
but usually show no noticeable interest in things.
Incompatible with Open-Minded and Bigoted.
Indecisive
You tend to leave things unsettled through a mixture of
overthinking and thinking too little. Incompatible with
Analytic and Impulsive.
Opportunistic
You tend to exploit chances offered by circumstance.
Whether it is morally wrong or right is a separate issue
to you. Incompatible with Honest and Deceitful.
Reserved
You are slow to reveal your emotions or opinions to
others. Incompatible with Charismatic and Abrasive.
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Unaggressive
You tend to not retaliate or antagonize without
provocation. Incompatible with Peaceful and Aggressive.
Negative Traits
Abrasive
You tend to make a bad impression on people. Your first
roll to interact with someone in a non-combat situation
has Disadvantage. Additionally, non-hostile creatures are
less likely to offer assistance and hostile creatures are
much more likely to act aggressive to you. Incompatible
with Charismatic and Reserved.
Aggressive
You are more likely to shoot first and ask questions
later. You gain Advantage on your first roll against each
target in combat if you are the one to initiate or instigate
combat. Additionally, any roll made to resist being
goaded or tempted into fight has Disadvantage. Your
hot-headed nature may lead to the development of a bad
reputation with friendly organizations.
Bigoted
You hold your own personal beliefs up as superior and
have little to no tolerance of those who think differently.
Foreign organizations or alien cultures are much less
likely to welcome you into their societies and extend
offers of supplies and assistance as long as they are not
hostile. Hostile cultures or organizations will not extend
these offers and are much more likely to deny you entry,
antagonize you, or show signs of aggression. Finally,
when you use the Assist action in combat and a unit uses
the Advantage granted by your action, you may add the
result of their Advantage die to your next roll if they
succeed. This “borrowed” Advantage die result stacks
with normal Advantage. Incompatible with Open-Minded
and Apathetic.
Cowardly
You are weak willed, being the last to enter combat and
the first to leave. Suppressive Fire and Melee
Interception rolls against you have Advantage.
Additionally, if you take damage, you may move an
additional 15ft the next time you move. This extra
movement cannot be used to move closer to the source
of the triggering damage and expires at the end of your
next turn.
Crooked
You are dishonest and fraudulent. If an allied unit is
adjacent to you and you subject to an attack, you may
use your Reaction Point to maneuver behind them and
interpose them between you and your aggressor. The
attack’s intended target changes to the ally you chose. If
you are Injured or disabled in some way but still able to
move, this swap is not optional.
Deceitful
You have Advantage on Coercion rolls made to deceive
non-hostile and friendly units. Additionally, when you
attack a non-hostile friendly unit and successfully hit,
you may add an additional 1D6 to your damage roll as you
take advantage of their trust. Your distasteful practices
may lead to the development of a bad reputation with
friendly organizations.
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Greedy
You harbor an intense desire for wealth and power.
When you gather objects or samples, you always gain the
most possible. If you are located near an ally that
possesses an item you need to utilize, such as a Stim
Pack if you are Injured, you are forced to move to them
and take the item from them, using it at the first
opportunity you can.
Ignorant
You lack general knowledge or education. You
automatically fail all Assessment checks of unknown
flora and fauna and have Disadvantage on all
Identification rolls.
Lone Wolf.
You are hesitant to work with others, preferring to work
alone. You many never benefit from an ally’s Assist
action, gain Advantage from an ally’s direct actions, or
benefit from another Marine’s Inspiration ability.
Impulsive
You are quick to act without thinking. You have
Disadvantage on Assessment, Intuition, and Identification
rolls. Failing any of those rolls forces you to take
immediate action in some fashion, usually direct
interaction.
Pessimistic
Your mind is quick to jump to depressing thoughts. All of
your allies take a penalty to their Morale rolls equal to
your Resolve Aptitude.
Slothful
Your laziness has left your body in poor condition. Your
Speed is reduced by 5ft. Additionally, you have
Disadvantage on your Initiative, Reflex, and Endurance
rolls.
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Other Federation Marine Specifications This section lists the basic loadout of a Federation Trooper.
Foot Speed: 30ft
Unarmed Strike Damage: Varies by your Vigor Aptitude
Unarmed Strike Damage Chart
Vigor Aptitude Unarmed Strike Damage
1-2 1D4
3-4 1D6
5 1D8
Universal Power Suit Features:
Live Feed Heads Up Display
Basic Indefinite Life Support functional in a temperature range of -100°C to 400°C
If your suit's life-support somehow fails, you must succeed on an Endurance check with a DC equal to (10 – Your
Vigor) to hold your breath. This DC rises by +1 after each success.
Basic Modularity with Galactic Federation technology
Communications Device - Range: 528 ft (1/10th mile)
Can be boosted by external radio stations of radio wave amplifiers
Scanning Device
Linked to installed Federation database
Can upload previously scanned data or download data packages at data collection terminals
Scanning ranges
Basic Identification - 50ft
Detailed Analysis -10ft
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Hit Points, Injuries, and Dying Every Trooper has a Hit Point total for each separate body part. When a body part loses all of its Hit Points, it becomes
unusable until treated with the First Aid skill or it regains Hit Points in other ways, like after resting or treated with a
Medical Launcher. The Hit Point total for each of a Marine’s body parts is found in the chart below. A Marine’s Vigor is
added to all Hit Locations, making high Vigor Marines tougher to take down than low Vigor Marines.
If a Marine is targeted by an attack and the attacker is not able to choose a location to target, a d20 is rolled to select a
location at random. The corresponding d20 results are listed alongside each body part and their individual HP values in the
following table.
Hit Points By Location
D20 Target Roll Body Part Hit Points
1-3 Right Leg 2
4-6 Left Leg 2
7-9 Abdomen 3
10-12 Chest 4
13-15 Right Arm 1
16-18 Left Arm 1
19-20 Head 2
When a Marine takes damage, the damage they receive to their body part is reduced by an amount determined by their
Power Suit Damage Reduction. The remaining damage, if any, is then dealt as damage to a body part’s HP.
If a limb is reduced to 0 HP, it is unusable and gains the Injured condition. If the Abdomen, Chest, or Head are reduced to 0
HP, the Marine must succeed on an Endurance check with a DC equal to (10 + Damage Taken). On a failure, the Marine loses
consciousness and must make Death Strike rolls as described below. On a success, the Marine barely endures the attack
but remains conscious. The next time the Marine is hit in any location, he must make another Endurance check. If struck in
any of the Abdomen, Chest, or Head locations, the Endurance check is made with Disadvantage.
If a location takes more than its maximum HP in damage (after damage reduction), or is reduced to a negative value equal
to ½ of the hit location’s maximum HP, the location receives a massive wound. A massive wound is a grisly sight, being
injuries like a horrible maiming or brutal amputations.
If a limb hit location receives a massive wound, the limb is either amputated or damaged beyond use. If not treated within 5
minutes with a DC15 First Aid check, the unit will succumb to their injuries and die, either from blood loss or shock.
If the Chest or Abdomen hit locations receives a massive wound, the unit must succeed on a DC15 Endurance check or die
instantly from their injury. A successful Endurance roll will knock the target unconscious, where they must begin to roll
Death Strike rolls as normal detailed in the following “Losing Consciousness” section.
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If the Head location receives a massive wound, the unit regrettably dies instantly. Note that for creatures whose brains are
not located in their head, this rule then applies to the body part where the brain is located.
The First Aid skill can be used once a day to restore 1d4 HP to a single hit location with a DC10 First Aid check. This skill
cannot heal massive wounds, such as a missing limb, but can be used to make a splint for a broken leg or to seal a large
wound, preventing a unit from dying from shock or blood loss with a DC15 First Aid check.
Temporary Hit Points Temporary Hit Points may be granted by special items or vocational abilities. When an effect specifies gaining temporary
HP, each hit location (unless specified) gains the listed number of temporary Hit Points. When a Marine would take damage
from an attack or hazard, damage is first reduced by a Marine’s Damage Reduction, and then dealt to a location’s
temporary HP. When a temporary HP pool is reduced to 0, the remaining damage is transferred to a Marine’s regular
location HP.
Losing Consciousness On your next turn after falling unconscious, you must succeed on a DC10 Endurance roll to stay stable. On a success, you
stay stable until your next turn, where you must make another Endurance roll to stay stable. Three successful Endurance
rolls in a row stabilizes you immediately, but does not allow you to become conscious. This also will not succeed if your
injury is too severe, such as a direct concussive blast to your suit, rendering you without legs.
If you receive a DC10 First Aid check, you stabilize without having to roll more stabilization rolls unless you receive another
injury, in which you receive a Death Strike and must make stabilization rolls on your next turn. Unless the location has
received a massive wound on the head, abdomen, or chest, you regain consciousness after three successful rolls.
If you fail an Endurance roll, you mark off a Death Strike. When you accumulate 3 Death Strikes, you die. Your Death Strikes
reset back to 0 upon a short rest. Receiving more than 5 Death Strikes in a single day will render you with the Exhausted
condition, in which your commanding officer may elect to have your character to rest for the remainder of the session in a
Federation medical facility.
As a Federation Trooper, dying is strictly prohibited if not in your mission plan, so please avoid dying as often as possible.
27
Equipment The Galactic Federation uses a plethora of tools to help keep peace in the universe. As a Federation Trooper, your main
tools will be firearms. The following section details the different types of firearms and specialized tools you will be using in
the length of your career.
As part of Recruitment, each Trooper starts off with one piece of equipment for every proficiency they possess. They also
receive 2 Stim Packs at the start of every mission.
Each piece of equipment also comes with 3 energy-based ammo clips. Rather than have dedicated ammo clips, clips are
semi-universal, being interchangeable with weapons of a similar type, so a clip can be used to reload either an Assault Rifle
or an Energy Shotgun (both Assault types) but not a Missile Launcher (Heavy type).
Clips and ammo can be restored at charging terminals found in most outposts. Enemy ammo terminals can be used, but be
careful about using them; they may be guarded by hostiles.
Using a piece of equipment you are not proficient in gives you Disadvantage, which is detailed in the next section.
Additionally, unless stated to be a one-handed weapon, all equipment must be used with two hands.
Galactic Federation Standard Trooper Power Suits
Type Damage Reduction Per
Location
Details
Light Power Suit 1 -
Medium Power Suit 2 -
Heavy Power Suit 3 Speed -5ft
Galactic Federation Standard Trooper Weaponry
Name Type Range Clip Damage Die/Properties
Assault Rifle Assault
Beam
80ft 6 1D8
Gauss Rifle Assault
Beam
50ft 3 1D10 / DC10 Endurance check or Sunder hit location
Energy Shotgun Assault
Beam
45ft 4 2D4 to primary hit location, Half damage to 2 adjacent
hit locations
Minigun Heavy Beam 30ft 3 2D6/Two Handed/Disadvantage on Marksmanship roll
Missile Launcher Heavy
Explosive
60ft 2 2D6 to 4 hit locations/Reloads one missile at a time/
targets within 5ft of blast take 1D6 damage to one
hit location
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Galactic Federation Standard Trooper Weaponry
Name Type Range Clip Damage Die/Properties
Flamethrower Heavy Beam 30ft/15ft cone 4 1D6 to primary location, then 1D6 burn damage for
3 turns after the initial burn/Two Handed
Det Pack Explosive 20ft radial
explosion
1 6D6 to primary hit location, 4D6 to 4 adjacent hit
locations and all units within 30ft of blast origin /Must be set and activated in melee range/ explosion
triggered from up to 200ft away via remote detonator /Consumed upon use
Anti-Personnel
Land Mines
Explosive 20ft radial
explosion
1 4D6 to 4 lower hit locations on infantry/1D6 to
vehicles and heavily armored targets upon
contact/Consumed upon use
Armor Piercing
Land Mines
Explosive 20ft radial
explosion
1 4D6 to 4 lower hit locations on vehicles and heavily
armored targets/1D6 to infantry upon
contact/Consumed upon use
Sniper Long Range
Beam
125ft 4 1D10/Reload between shots (1 action)/ineffective at
a range of 50ft or lower/Two Handed
Rail Gun Long Range
Beam
200ft 4 1D8/Reload between shots (1 action)/ineffective at
a range of 50ft or lower/ Two Handed
Handgun Secondary
Beam
80ft 8 1D6 / One-Handed
Large Handgun Secondary
Beam
60ft 6 1D8 / One-Handed
Combat Knife Secondary Melee - 1D8 / One-Handed
Grenade Secondary
Explosive
30ft 1 2D6 to three hit locations on all creatures within
20ft/DC15 Reflex can return grenade/ Consumed
upon use
Flash Grenade Secondary 30ft 1 Blinds all targets who can see within 15ft of detonation points for 2 rounds/Consumed on upon use
Galactic Federation Specialist Weaponry and Tools
Name Type Clip Properties
Comm Link Comm Link - Allows Technicians to use Override / One-Handed
Medical Launcher Medical Launcher 2 Can restore 1d4 HP to a single hit location on a
target 30ft away/Cannot be used without proficiency
Stim Pack Item - Restores 3 HP to a single hit location/Consumed
upon use
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Dual Wielding / Switching Weapons A unit may use an action to withdraw or holster a weapon. A weapon may be discarded at no action point cost
There are no inherent penalties to dual wielding but the equipment used must be two one-handed weapons unless an ability
states otherwise. If attempting to use a two-handed weapon in one hand, your attack is made with Disadvantage unless an
ability states otherwise.
Improvised Weaponry If using a weapon that does not seem similar to a listed weapon or a weapon in an unintended fashion, such as striking
something with an empty assault rifle, the damage dice rolled is 1D6. The Gamemaster is free to change this dice at their
leisure to account for larger objects.
Prototype Attachments and Special Equipment A Marine may be rewarded customized equipment after proving themselves on the field or authorized to use special
modifications to execute specific operations.
A Marine may utilize a number of special attachments and gear equal to half of their ranking rounded down. These
modifications must be earned, usually through grueling, life-threatening missions, but those who are awarded these
attachments are a fearsome combatant.
Prototype Attachments and Special Equipment
Prototype Effect
Varia Suit Renders the wearer immune to environmental heat damage
Gravity Suit Allows the wearer to move at their normal speed while submerged
Wave Beam Allows the user’s attacks to bypass cover
Ice Beam Targets hit by the beam take a -10ft penalty to their speed (1 turn)
Plasma Beam Allows the user’s attack to bypass damage reduction
Long Beam Multiplies the range of a weapon by x1.5
Charge Beam Charge a shot and fire it on your next turn (+1D8 damage)
Grapple Beam Allows user to make grapples at range (15ft)
X-Ray Visor Allows user to see invisible objects that don’t produce heat
Thermal Visor Allows user to see and track heat signatures
Echo Visor Allows user to see and track via visualized echolocation
Space Jump Boots/Hi-Jump Boots Doubles the normal jumping height of the wearer
Energy Tank Restores ½ HP to single hit location upon reaching 0 HP (must be recharged)
30
Field Training and Basic Maneuvers The following section details some maneuvers you could be asked to perform in the field. These are not the final DCs for
each check but can and should be used as a guideline for determining the degree of difficulty for checks made during play.
Note that you can only perform a maneuver once in a situation unless situational conditions change meaningfully or the
Game Master permits additional checks. For example, a unit may only attempt to climb a sheer cliff open under current
conditions once. If they were to utilize a tool of some kind of seismic activity changed the structure of the wall, the unit
would be allowed to attempt to scale the wall once more.
Lines marked with are examples of DC modifying conditions that can be applied to any DC in that Skill section
Leaping and Jumping (Vigor)
Can jump vertically up to your Vigor in feet
May reach upwards to grab an object up to (Your Vigor + (Your height x 1.5) feet)
DC10 Athletics roll for jumping 5ft, +1 to DC for every 1 foot (EX DC20 to jump 15 feet)
Dropping Prone
+1 to Evasion rolls against ranged attacks, +1 to Marksmanship rolls, reduced to half speed rounded down
You have disadvantage on Evasion rolls against melee attackers while you are prone
You have advantage for attacking a prone creature in melee if you are not prone
Climbing (Vigor)
DC5 Athletics roll for climbing 10 feet, +1 to DC for every 2 feet you climb after
(EX DC 10 to climb 10ft, then DC15 to climb another 10ft to 30ft high, then DC20 to climb another 10ft up to 40ft
high)
No check required if utilizing stable and reliable climbing gear
Fall 5ft on a failed check, Fall the entire way down on a failure of 10 or more
DC15 Reflex check to take half damage
Climb at 5ft a turn in combat with no check
Moving faster requires an Athletics check
31
Shoving (Vigor)
Your Athletics roll vs target DC or opposed roll
A creature can use Reflex or Endurance to resist a shove
Allies can be shoved with no check if player consents
On a success, target is pushed 5ft
Targets larger than you by a reasonable margin cannot be shoved under normal circumstances
Grappling/Keeping Your Grip (Vigor)
Your Athletics roll vs the opposed roll
If hanging on to a vehicle, the pilot makes a Piloting roll
If gripping on to or grappling a creature, the creature makes an Athletics roll
If attempting to Grapple to subdue a creature, the creature cannot be much larger than you
A creature can use Reflex to avoid the initial grapple but must use Athletics to escape if already
grappled.
In-depth details can be found in the Combat section
Resist Poison/Toxic Substances (Vigor)
Your Endurance Roll vs target DC
Resisting a toxic substance - DC10
Resisting Phazon - DC15
Substance is volatile or weaponized - +5 to DC
32
Falling (Vigor)
You take 1d6 to two hit locations after falling 20ft and an extra 1D6 damage for every 10ft after
EX A Marine falling 40ft upright would take 3D6 damage to each of their legs
A DC10 Reflex check will halve the damage you take
The DC increases by 5 every 10ft you fall.
EX The Marine falling 40ftwould make a DC20 Reflex roll to attempt to halve their damage
Swimming (Athletics Roll)
Your Athletics roll vs target DC
DC varies on water conditions
Calm DC5
Active DC10
Rough DC 15
Storming DC 20
Failed check means you are moved 10ft in the direction of the water
Your speed is reduced to 10ft while submerged.
Identify (Intellect)
Your Identification roll vs target DC
You use your scanner to identify an object. Your scanner can identify objects up to 50ft away and can gather detailed
information at a maximum range of 10ft.
Identifying a target - DC10
Identifying a unique target - DC15
Analyzing a target for unique properties or specialized evolutions - DC15
Target is unknown to analyzer- +5 to DC
33
Assess a Situation (Intellect)
Your Assessment Roll vs target DC
You use your judgment to discern whether an action would have a positive outcome or negative outcome
Assess a situation in a calm environment - DC10
Assess a situation in a chaotic environment - DC15
On a success, the Game Master tells you if the action would have a positive or negative outcome.
On a failure, the Game Master gives you an ambiguous response (EX You're unsure of the outcome).
Administer First Aid (Intellect)
Your First Aid roll vs target DC
Stabilize an unconscious, dying ally - DC10
Treating a major wound - +5 to DC
Stabilizing a conscious, dying target - DC15
Making and attaching a splint - DC5
Torture a target - DC10
Target is unconscious/consenting - -5 to DC
Target is uncooperative/hostile - +5 to DC
Persuade a Target (Intellect)
Your Coercion roll vs target DC
You use your abilities of persuasion to convince a target to do something in your interests.
Persuade a target with incentive - DC10
Persuade a target with no incentive - DC15
Persuading a hostile target - +5 to DC
34
Deceive a Target (Intellect)
Your Coercion roll vs target DC
You use a distraction or a decoy to gain advantage on your next action.
Target is unaware of your presence - DC10
Target is aware of your presence - DC15
Target is aware of your intentions - DC15
Piloting a Vehicle (Tech)
Your Piloting Roll vs target DC or an opposed roll
The Piloting skill is used for performing specific vehicular maneuvers or for piloting through rough conditions.
Piloting a vehicle you're unfamiliar with - DC10
Piloting a vehicle through a chaotic environment - DC15
Losing a pursuer during a chase - DC15
Piloting a large ship - +5 to DC
Setting Explosives (Tech)
Your Explosives roll vs target DC
Setting an explosive device - DC10
Linking multiple explosive devices - DC10 +5 for every device linked
A failure with a difference of 6 or more risks setting off the explosives prematurely. If timed, the time is cut to 1/4
of the original time. If the time dropped to 0 because of the failure or is a manual device, the explosive detonates.
Disarming Explosives (Tech)
Your Explosives roll vs target DC
Disarming a timed device - DC5
Disarming a manual device - DC10
Disarming an advanced device - DC15
35
Disarming a device of Federation construction - DC-5
Disarming a device of non-Federation construction - DC+5
Disarming a device in a chaotic environment - +5 to DC
Disarming an explosive requires you to succeed 3 times before you fail 2 times. If you fail on a timed explosive, the time
remaining is cut to 1/4 of it. If the time dropped to 0 because of the failure or was a manual device, the explosive detonates
immediately.
Using a Data Terminal/Operating Machinery (Tech)
Your Operation roll vs target DC
Operating a terminal controlled by allies - DC5
Operating a terminal controlled by enemies - DC10
Operating a terminal in a chaotic environment - +5 DC
To operate a terminal with a security system, the security codes must be obtained. Technicians can use their Override
ability to seize control of terminals.
Repairing (Tech)
Your Repairing roll vs target DC
Repairing mechanisms and equipment - DC10
Repairing electronics - DC15
Repairing non-Federation technology - +5 to DC
Repairing in a chaotic environment - +5 to DC
Salvaging (Tech)
Your Repairing roll vs target DC
Salvaging mechanisms - DC10
Salvaging electronics - DC15
Thoroughly search for usable salvage - -1 to DC for every 15 minutes
Search for usable salvage in a chaotic situation - +5 to DC
36
Sabotaging (Tech)
Your Repairing roll vs target DC
Sabotaging mechanisms to fail - DC10
Sabotaging Electronics to fail- DC15
Sabotaging when enemies know of your presence - +5 DC
Sabotaging in a chaotic environment - +5 to DC
Sabotaging in a calm environment - -5 to DC
Stealth Movement (Finesse)
Your Stealth roll vs nearby observers' Perception rolls
Must move at ½ speed or roll Stealth roll with Disadvantage
Perceive Details/Surroundings (Finesse)
Your Perception roll vs target DCs or opposing rolls
Perceiving stealth movement - your Perception roll vs the opposed Stealth roll
Resisting Mental Trauma or Fatigue (Resolve)
Your Morale roll vs target DC
Resisting Minor Stress (Shaken) – DC5
Resisting Major Stress (Panicked) – DC10
Resisting Extreme Stress (Traumatized) – DC15
37
Assess a Situation (Resolve)
Your Intuition roll vs target DC
You use your instincts to discern whether an action would have a positive outcome or negative outcome
Assess a situation in a calm environment - DC10
Assess a situation in a chaotic environment - DC15
On a success, the Game Master tells you if the action would have a positive or negative outcome.
On a failure, the Game Master gives you an ambiguous response (EX You're unsure of the outcome).
Detect Supernatural (Resolve)
Your Sensitivity vs target DC
Limited Precognition (Resolve)
Your Sensitivity Roll vs target DC
Predict a target’s next intended actions or motives – DC10
Target is hostile - +5 to DC
Utilize Luck (Resolve)
Requires no action
Number of Luck Points equal to your Luck skill bonus
Bonus to your roll or penalty to a target’s roll equal to your Resolve Aptitude
Can be used after rolling but before success or failure is determined
Can only be replenished after a mission.
38
Combat As a Galactic Federation Marine, combat will most likely be your most valuable asset. Your duty is to protect the denizens of
the cosmos and fight against the threats that plague the galaxies. In order to do so, you must be ready to fight against any
type of opponent.
Initiating Combat In combat, the order in which units act is called the Initiative Order. To determine your Initiative, you make a special
Initiative roll, which is a Finesse roll with your Reflex bonus. The unit on the battlefield with the highest Initiative roll acts
first, with the next highest roll going next until the lowest roll is last.
If one side manages to surprise the other, they gain what is called a surprise round. Initiative is rolled normally, then
worked through in order while skipping everyone who was surprised. When the end of the initiative order is reached in the
surprise round, combat is then played out normally.
Actions During combat, a unit possesses 2 Action Points and a Reaction Point. Action Points may be spent to perform actions in
combat on the unit’s turn. Some actions may include moving up to your speed, attacking a target, activating a device, or
using an item. Any unused Action Points at the end of a unit’s turn are lost with the exception of a Reaction Point.
A unit may elect to perform actions outside of their turn using their Reaction Point. Examples of a Reactive action could be
passing an item to an ally, performing suppressive fire, or to quickly make a Skill Check to ascertain information on the
battlefield. There is no restriction to this except for what the players and Game Master deem unreasonable and the action’s
place in an Action Chain.
All spent Action Points and Reaction Points are refreshed at the start of the unit’s turn. A unit may also regain use of their
Reaction Point through a defensive Combat Superiority before the beginning of their turn and utilize it once more before
regaining it on their turn. This is detailed in the Combat Superiority section.
Action Chain Resolution Actions may “chain” from other actions, creating what is called an Action Chain. The action that begins the chain is called
the First Action, with sequential actions being Second and Third Actions. An Action Chain may go no higher than the Third
Action and is resolved starting from the intended effect of the Third Action. We will use this Action Chain as an
example:
First Action: Marine 1 runs to cover on their turn using an Action Point
Second Action: Pirate 1 opens suppressive fire on Marine 1 using their Reaction Point
Third Action: Marine 2 opens suppressive fire on Pirate 1 using their Reaction Point
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In this Action Chain, if the Third Action is successful, Marine 2’s covering fire successfully interferes with Pirate 1’s attack
roll against Marine 1, forcing a change of action in threat of sustaining damage. If the Third Action is unsuccessful, however,
or Marine 2 elects not to chain the Third Action into the Action Chain, Pirate 1 shoots as Marine 1 uninterrupted, which could
be serious trouble for Marine 1.
A unit may only contribute one action to an Action Chain, yet actions with lingering effects resolved from one Action Chain
may carry over to another Action Chain. Using the example Action Chain, Marine 1 may not provide his own covering fire as
the Third Action. He may, however, use suppressive fire on Pirate 1 in one Action Chain as the First Action, then move where
they intended while benefiting from the suppressive fire from the previously resolved Action Chain with a new First Action.
Movement A unit can move up to their speed by spending a single Action Point. Another action can be taken in the middle of movement
if appropriate. If using a firearm while moving in this manner, your Marksmanship roll is given disadvantage.
If a situation occurs where a unit moves out of melee reach as another unit approaches it, the attack is made and resolves
before the movement occurs as the attacker capitalizes on their fleeing foe.
Marksmanship: Ranged Attacks When using a firearm, you make a Finesse roll and add your Marksmanship bonus to your roll. Note that you cannot attack a
target outside of your weapon’s specified range. The target then makes a Finesse roll with their Evasion bonus or a Vigor
roll with their Endurance bonus. If your result is higher, the target is hit; conversely, if your result is lower, your attack
misses. In the case of a tie, the attacker is successful. See the Combat Superiority section detailed lower for what happens
after an attack resolves. You may not attack outside of your normal turn unless you utilize suppressive fire.
Suppressive Fire If using a ranged weapon, you may provide covering fire to an allied unit or hamper a hostile unit’s advance with
suppressive fire.
When a hostile unit elects to take a move or attack action, you may elect to fire at them to persuade them to change
actions with suppressive fire. Make a ranged weapon attack against a DC of (12 + the target’s Resolve). The weapon used
for suppressive fire cannot be an explosive.
If successful, the target must spend another action of theirs on an action that will cause them to block or evade the
suppressive fire. A unit under fire and behind cover may elect to stop their action to avoid the suppressive fire, using only a
single Action Point in total as opposed to someone not utilizing cover. The Action Point spent on the first action is not
refunded regardless if the unit used cover or not.
Units under suppressive fire who do not stop their action or are not behind cover are vulnerable to attack and must make
Evasion or Endurance rolls to dodge or withstand incoming fire. After a successful or failed attack resolution, the unit
under fire may continue their action.
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Aiming While a unit must always aim to make sure their shots hit their intended target, those wishing to use precision firing must
utilize the Aiming action. Aiming requires an Action Point and cannot be performed by spending a Reaction Point. If a unit is
Aiming, their weapon range is increased by 1/4 of its original range. Additionally, if the unit scores a hit on a unit who fails
their chosen defensive action roll, the unit may choose what hit location they target instead of hitting a random hit location.
Taking any action that is not the Attack action or otherwise having their concentration broken in some way, such as being
targeted by suppressive fire, causes the Aiming action to fail and must be performed once more to apply to their next
attack.
Reloading Every time you make an attack with a ranged weapon, including suppressive fire, you use up a round in your clip. A round
does not always refer to the actual rounds you fire; it simply refers to a general tracker for the overall ammo currently
loaded into your weapon. When your rounds hit 0, you must reload, which is a single action. Every trooper is given 3 clips of
ammo for each weapon type they possess
Clips and ammo can be recharged at charging terminals or ammo stations commonly found in military compounds.
Close Quarters Combat: Melee Attacks When fighting hand-to-hand, you use a Vigor roll with your Close Combat bonus opposed by your enemy's Evasion or
Endurance roll. The target must be within 5ft of you.
You gain Advantage when attacking a prone target with a melee attack. You gain Disadvantage when attempting to strike a
flying target with a melee attack. When attacking with a melee weapon, you use the weapon's damage dice. When fighting
unarmed, your damage dice varies by your Vigor Aptitude.
Your attack is effective if you have the higher result. In the case of a tie, the attacker is successful. See the Combat
Superiority section detailed lower for what happens after an attack resolves. You may not attack outside of your normal
turn unless you utilize melee interceptions.
Unarmed Strike Damage Chart
Vigor Aptitude Unarmed Strike Damage
1-2 1D4
3-4 1D6
5 1D8
In improvised weapon does 1D6 damage unless the Game Master classifies it as similar enough to an existing weapon.
Additionally, an Unarmed Strike does not have to be a punch; kicking, head butting, tackles, or a body slam are all classified
as Unarmed Strikes. Be creative, Marine. You're only out of weapons when you give up.
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Melee Interception If within melee range of a target, you can attempt to harass the target to interfere with its actions. When a hostile unit
elects to take a move or attack action, you may elect to use an action point to intercept the target with an attack. This