The Regiment - Colonial Marines.pdf

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the regiment // colonial marines
trooper
stats
You get Battle+2. Take +1 in another stat.
eXPerience
IMPROVEMENTS
ADVANCED (4+)
IMPROVE
mark XP when:
alpha 2.5
bATTLE
guTS
LEADERShIP
squad // bonds
squad designation
squad leader
LuCky
TACTICS
HOlD / FORWaRD
{
+1 to stat (max+3)
{
get +1grit
{
+1 to stat (max+3)
{
get 1-tough
{
new move
{
new move
{
new move (from
any playbook)
you roll 6 or less
a bond hits +4 (reset to +1)
{
2nd character
you help a comrade who’s
in trouble
FINAL (7+)
{
go home
write your letter home at
mission end
Starting bonds: +2, +1, +1
op
trooPer sPecial
You always were an asshole:
When you die, use up your remaining
gear to make an attack with +1d +area but expose friendlies to 1d
incidental fire from that attack.
Or choose cinematic death (EW2) if that option is in play.
trooPer moves
Choose two more
{
Marines Go First:
When you put the mission first and follow the
orders of your superiors into danger,
mark xp.
stress // wounds
vof
i
s
d
f
C
1
S
S
S
2
S
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S
W
3
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W
W
StReSS
{
Battle tested:
You get +1 Battle (max +3).
5
S
W
W
W
c
6
W
W
W
c
c
WOunDS
4
S
S
W
W
W
TOugh
{
Comrade in arms:
When you
aid
someone and choose
assist,
they
take +2 forward instead of +1.
{
Eye for Supply:
When you
scrounge
for ammo or weapons,
roll+battle instead of roll+luckY.
{
Heavy weapon:
Spend 1-supply from the unit surplus to equip
a heavy weapon for the mission. Incinerator, heavy MG, rocket
launcher, mortar, your call.
{
Fight back:
When you
keep it together,
roll+battle instead of
roll+GutS.
{
Spray & pray:
When you
assault,
you can spend additional gear
1-for-1 to take +1 to your roll.
{
Stone cold:
You get 1-grit.
gRIT
FlIGHt
FIGHt
SHOck
DaMaGe
cRItIcal
loadout
Choose one
{
Get Some!:
When you
attack
or
assault
against a determined foe
that outnumbers or outguns you, gain 1-tough and +1grit.
OtHeR MOveS
{
pulse rifle
(3d close/near spray), shotgun (3d tight spray), frag
and smoke grenades.
rank
name
{
smartgun
(3d near/far autofire, IFF, indirect), sidearm (2d tight
quick), frag and smoke grenades.
also: helmet w/camera and light, commlink, motion tracker, welding
torch, combat knife (2d tight), ammo, flares, hydration packs, nutrient
packs, barter items worth 3-smokes, 1-personal item (detail).
Private First class (Pfc), technician 5th Grade (t/5), or corporal (cpl).
profile
By-the-book, Bold, cool, Precise,
charming, Sharp, Fragile, Reckless,
Indecisive, Icy, Savage, absent-
Minded, Gung-Ho, Honorable,
Psychotic, Hopeful, Shy, Guarded,
Pessimistic, cheerful, Dominant.
background
athlete, artist, teacher, Student, laborer,
craftsman, Doctor, lawyer, engineer,
Drifter, Musician, Mechanic, Firefighter,
Reporter, Farmer, cook, Driver, clerk,
Barber, Plumber, Service Worker, Writer,
caretaker, Parent, criminal.
deployment
GeaR
SMOkES
the regiment // colonial marines
officer
stats
You get Tactics+2. Take +1 in another stat.
eXPerience
IMPROVEMENTS
ADVANCED (4+)
IMPROVE
mark XP when:
alpha 2.5
bATTLE
guTS
LEADERShIP
squad // bonds
squad designation
squad leader
LuCky
TACTICS
HOlD / FORWaRD
{
+1 to stat (max+3)
{
get +1grit
{
+1 to stat (max+3)
{
get 1-tough
{
new move
{
new move
{
new move (from
any playbook)
you roll 6 or less
a bond hits +4 (reset to +1)
{
2nd character
you help a comrade who’s
in trouble
FINAL (7+)
{
go home
write your letter home at
mission end
Starting bonds: +2, +1, +1
op
officer sPecial
Final orders:
When you die, call in
fire support
as if you had rolled a
10+ and give your final order. When your soldiers follow through on
your order, they take +1.
Or choose cinematic death (EW2) if that option is in play.
officer moves
Choose one more
stress // wounds
vof
i
s
d
f
C
1
S
S
S
2
S
S
S
W
3
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S
S
W
W
StReSS
{
Logistics:
Between sessions and when there’s downtime,
roll+taCtiCs. On a 10+, the unit has surplus. On a 7-9, it has
surplus and one trouble (GM picks). On a miss, it’s all trouble.
5
S
W
W
W
c
6
W
W
W
c
c
WOunDS
4
S
S
W
W
W
TOugh
{
Harsh Lessons:
When one (or more) of your soldiers are killed or
go critical because of a decision you made,
mark xp.
{
Pull Rank:
take +1 to
impose your will
if you outrank the target
and they’re in your chain of command.
{
Fire Support:
When you call in an air-strike, orbital bombardment,
etc. spend 1-supply from the unit surplus and roll+taCtiCs. On a
10+, it comes through. On a 7-9, the GM chooses one:
the fire comes through on the target but also hits short, near
you. Distribute 4d incidental fire among you and your team.
the fire comes through but is a bit off-target w/ reduced effect.
the fire will come through on target, but you’ll have to wait for it.
On a miss, no fire support is available. Take back your 1-supply.
{
Tactical support:
When you assist your troopers remotely by
analyzing their camera feeds on your datapad, roll+taCtiCs. On
a hit, a trooper takes +1 forward if they follow your orders. On a
miss, they still take +1, but your orders lead them into danger.
{
Planning is everything:
When you make a battle plan, and your
troopers are willing to follow it, take +1 to the
engagement
move.
{
Master tactician:
You get +1 tactIcS (max+3)
OtHeR MOveS
gRIT
FlIGHt
FIGHt
SHOck
DaMaGe
cRItIcal
loadout
Choose one
{
pulse rifle
(3d close/near spray), sidearm (2d tight quick), frag and
smoke grenades.
rank
name
{
sMg
(2d tight/close spray), sidearm (2d tight quick), frag and
smoke grenades.
also: helmet w/camera and light, commlink, motion tracker, welding
torch, combat knife (2d tight), ammo, flares, security codes, datapad,
hydration packs, nutrient packs, 2-smokes, 1-personal item (detail).
2nd lieutenant (2lt), 1st lieutenant (1lt).
profile
By-the-book, Bold, cool, Precise,
charming, Sharp, Fragile, Reckless,
Indecisive, Icy, Savage, absent-
Minded, Gung-Ho, Honorable,
Psychotic, Hopeful, Shy, Guarded,
Pessimistic, cheerful, Dominant.
background
athlete, artist, teacher, Student, laborer,
craftsman, Doctor, lawyer, engineer,
Drifter, Musician, Mechanic, Firefighter,
Reporter, Farmer, cook, Driver, clerk,
Barber, Plumber, Service Worker, Writer,
caretaker, Parent, criminal.
deployment
GeaR
SMOkES
the regiment // colonial marines
medic
stats
You get Guts+2. Take +1 in another stat.
eXPerience
IMPROVE
mark XP when:
alpha 2.5
bATTLE
guTS
LEADERShIP
squad // bonds
squad designation
squad leader
LuCky
TACTICS
HOlD / FORWaRD
IMPROVEMENTS
ADVANCED (4+)
{
+1 to stat (max+3)
{
get +1grit
{
+1 to stat (max+3)
{
get 1-tough
{
new move
{
new move
{
new move (from
any playbook)
you roll 6 or less
a bond hits +4 (reset to +1)
{
2nd character
you help a comrade who’s
in trouble
FINAL (7+)
{
go home
write your letter home at
mission end
Starting bonds: +2, +1, +1
op
medic sPecial
Last bastion:
When you die, you keep your untreatable mortal injury
hidden for now and keep going. When you make the medic move, you
automatically get a 10+. When the danger to your team has passed,
or the mission is over, you succumb to your injuries and perish.
Or choose cinematic death (EW2) if that option is in play.
medic moves
stress // wounds
vof
i
s
d
f
C
1
S
S
S
2
S
S
S
W
3
S
S
S
W
W
StReSS
Choose two more
4
S
S
W
W
W
5
S
W
W
W
c
6
W
W
W
c
c
WOunDS
TOugh
{
Medic!:
When you attend to a casualty (in the heat of battle:
mark
xp),
roll+guts. On a 10+, choose two. On a 7-9, choose one:
You
stabilize
a critical soldier. they don’t die or get worse.
You get them back in the fight, and take +1d to treat their
harm if you choose that option (below).
You treat their harm. You do “damage” in reverse. Roll a
number of dice equal to your guts+1 and index the vOF table
(incidental fire). they recover stress or wounds according to the
results.
spend gear 1-for-1 to re-roll or improve your vof.
{
Battlefield grace:
When you’re attending to wounded in the heat of
battle you and your patient get 1-tough.
{
I’m a doctor, dammit!:
When you perform a
combat action
to save
lives, roll+guts.
{
Inopportune target:
When you’re on the battlefield but do not take
direct action against the enemy, you gain
concealment.
gRIT
FlIGHt
FIGHt
SHOck
DaMaGe
cRItIcal
loadout
Choose one
{
In their time of need:
When you provide comfort to a casualty, they
heal 1-stress and increase their bond with you by 1. You may
increase or decrease your bond with them by 1.
{
Nerves of steel:
You get +1 GutS (max +3)
{
Infirmary:
When you tend to your soldiers’ health between sessions
or during downtime away from danger, they get the
recuperate
choice on the
downtime
move, for free. In addition, you can spend
1-gear to give a soldier (including yourself) +1 choice.
OtHeR MOveS
{
pulse rifle
(3d close/near spray), sidearm (2d tight quick), frag and
smoke grenades.
rank
corporal (cpl).
name
{
sMg
(2d tight/close spray), sidearm (2d tight quick), frag + smoke
also: helmet w/camera and light, commlink, motion tracker, welding
torch, combat knife (2d tight), ammo, flares,
medic kit,
hydration packs,
nutrient packs, barter worth 6-smokes, 1-personal item (detail).
profile
By-the-book, Bold, cool, Precise,
charming, Sharp, Fragile, Reckless,
Indecisive, Icy, Savage, absent-
Minded, Gung-Ho, Honorable,
Psychotic, Hopeful, Shy, Guarded,
Pessimistic, cheerful, Dominant.
background
athlete, artist, teacher, Student, laborer,
craftsman, Doctor, lawyer, engineer,
Drifter, Musician, Mechanic, Firefighter,
Reporter, Farmer, cook, Driver, clerk,
Barber, Plumber, Service Worker, Writer,
caretaker, Parent, criminal.
deployment
GeaR
SMOkES
the regiment // colonial marines
sergeant
stats
You get Leadership+2 and Battle+1. Take +1 in another stat.
eXPerience
IMPROVEMENTS
ADVANCED (4+)
IMPROVE
mark XP when:
alpha 2.5
bATTLE
guTS
LEADERShIP
squad // bonds
squad designation
squad leader
LuCky
TACTICS
HOlD / FORWaRD
{
+1 to stat (max+3)
{
get +1grit
{
+1 to stat (max+3)
{
get 1-tough
{
new move
{
new move
{
new move (from
any playbook)
you roll 6 or less
a bond hits +4 (reset to +1)
{
2nd character
you help a comrade who’s
in trouble
FINAL (7+)
{
go home
write your letter home at
mission end
Starting bonds: +2, +1, +1
op
sergeant sPecial
Frosty til the end:
When you die, you have sudden insight into the battle.
ask the GM the best way for your soldiers to get out of here alive. While
trying to get out, everyone gets +1grit and 1-tough.
Or choose cinematic death (EW2) if that option is in play.
sergeant moves
Choose two more
stress // wounds
vof
i
s
d
f
C
1
S
S
S
2
S
S
S
W
3
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S
S
W
W
StReSS
{
Form up on me:
When you’re leading a team and have to
keep it
together
or attempt a dangerous
combat action,
roll+leadership.
the result applies for everyone on the team. If you get your team
out of a bad spot,
mark xp.
5
S
W
W
W
c
6
W
W
W
c
c
WOunDS
4
S
S
W
W
W
TOugh
{
Rally:
When you rally the troops, roll+leadership. On a 10+, hold
3. On a 7-9, hold 2. On a 6-, hold 1. During the engagement,
spend your hold 1-for-1 for you or a member of your team:
keep your head down! Get 1-tough.
You can do this! Get +1grit.
Short, controlled bursts! Recover 1-gear.
Hit ‘em hard! +1 vOF.
{
Battlefield awareness:
When you
assess a situation,
roll+battle
instead of roll+tactics.
{
Look out!:
When a nearby teammate takes damage, you may take
up to 2 of the stress or wounds they suffered on yourself instead.
gRIT
FlIGHt
FIGHt
SHOck
DaMaGe
cRItIcal
{
Natural leader:
You get +1 leaDeRSHIP (max +3).
{
Not as bad as it looked:
after a battle, heal 1-stress or 1-wound.
{
Veteran instincts:
When you
assess a situation
and you or your
team are acting on the GM’s answers, take +1 to rolls or do +1d
to targets (your choice).
{
Not my first rodeo:
You get 1-grit.
OtHeR MOveS
loadout
Choose one
{
pulse rifle
(3d close/near spray), shotgun (3d tight/close spray),
frag and smoke grenades.
rank
name
{
sMg
(2d tight/close spray), sidearm (2d tight quick), frag and
smoke grenades.
also: helmet w/camera and light, commlink, motion tracker, welding
torch, combat knife (2d tight), ammo, flares, hydration packs, nutrient
packs, barter items worth 6-smokes, 1-personal item (detail).
Sergeant (Sgt), Staff Sergeant (S/Sgt).
profile
By-the-book, Bold, cool, Precise,
charming, Sharp, Fragile, Reckless,
Indecisive, Icy, Savage, absent-
Minded, Gung-Ho, Honorable,
Psychotic, Hopeful, Shy, Guarded,
Pessimistic, cheerful, Dominant.
background
athlete, artist, teacher, Student, laborer,
craftsman, Doctor, lawyer, engineer,
Drifter, Musician, Mechanic, Firefighter,
Reporter, Farmer, cook, Driver, clerk,
Barber, Plumber, Service Worker, Writer,
caretaker, Parent, criminal.
deployment
GeaR
SMOkES
the regiment // colonial marines
synthetic
stats
You get Battle=0, Guts+4, Leadership-1, Lucky=0, Tactics+2.
eXPerience
IMPROVEMENTS
ADVANCED (4+)
IMPROVE
mark XP when:
alpha 2.5
bATTLE
guTS
LEADERShIP
squad // bonds
squad designation
squad leader
LuCky
TACTICS
HOlD / FORWaRD
{
+1 to stat (max+3)
{
get +1grit
{
+1 to stat (max+3)
{
get 1-tough
{
new move
{
new move
{
new move (from
any playbook)
you roll 6 or less
a bond hits +4 (reset to +1)
{
2nd character
you help a comrade who’s
in trouble
FINAL (7+)
{
go home
write your letter home at
mission end
Starting bonds: +2, +1, +1
op
synthetic sPecial
They can fix me:
When you die, you cease functioning until you are
repaired or you download your personality matrix into a new body.
a synthetic can be repaired by a technician in a biomechanical
workshop by spending 1-gear for every 2 boxes of wounds or overload.
Field repairs can be made with a tool kit by spending 2-gear to heal
one box of wounds or overload.
synthetic moves
Choose one more
stress // wounds
vof
i
s
d
f
C
1
S
S
S
2
S
S
S
W
3
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S
S
W
W
4
S
S
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W
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5
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W
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c
6
W
W
W
c
c
WOunDS
{
Core Directive:
When you pursue your core directive, take +1
ongoing. If you achieve a goal pertaining to it,
mark xp.
TOugh
{
Overload:
Mark off 1 box of
overload
to re-roll or 1-3 boxes to
perform a superhuman feat of strength or reflexes.
{
Combat model:
Your hardened combat chassis gives you 1-tough.
Your bare hands are a weapon (3d tight quick).
{
Designed to assist:
When you
aid
someone who’s rolling a non-
battle move, the bonus stacks with aid from other Pcs.
{
Technician:
When you interface with a machine, roll+taCtiCs. On
a hit, you take control of the system, gather +intel, and/or deny
the enemy access. On a 7-9 also, the GM will choose one: cost
(gear/time), exposure, or compromise.
{
Scientific analysis:
When you have time and access to a lab,
roll+tactics. On a 10+, ask the GM 3 questions about the subject
of your analysis. On a 7-9, ask 2. On a miss, ask 1.
{
Adaptive system:
When you have time to improvise a solution to a
problem, tell the GM what you are trying to achieve and the GM
will tell you the cost in time and gear. You may reduce the time
cost by spending additional gear, or vice versa.
OtHeR MOveS
OveRlOaD
YOu aRe IMMune tO
StReSS DaMaGe
DaMaGe
cRItIcal
loadout
{
sidearm
(2d tight quick)
also: commlink, technician tool kit, trackers w/ wrist monitor, welding
torch, combat knife (2d tight), ammo, flares, 1-smoke.
designation
profile
Methodical, cool, Precise, charming, Icy, Shy, Pessimistic, cheerful.
core directive
Preserve human life, gather intelligence on [subject], destroy [targets], obey
orders from [human], preserve Weyland-Yutani property and interests.
deployment
GeaR
SMOkES
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