Combat
Survival GuidePlayer Handbook: Insurrection Retake Our Planet
The Overlords rule Earth through the GENESIS Administration. You will not tolerate it. This manual covers everything a soldier of the resistance needs to build a character, roll the dice, and stay alive on the field long enough to make the invaders pay.
Character Creation
Character creation is a multi-step process. Work through the steps below, then spend your starting XP and requisition your kit.
Attributes & Modifiers
Seven characteristics encompass the potential of your character. Each (except Luck) starts at 40, average by human standards. The tens value of a characteristic is your Attribute Bonus, which drives much of play: a Toughness score of 43 gives a Toughness Bonus of 4. Pushing a stat over the next bonus threshold (say 48 → 53) can pay off in many ways, and may be worth the XP.
Strength
Ability to lift, carry, push and pull. Fuels the heaviest armor and weapons, improves all melee damage, and has the largest impact on carry weight.
Agility
Dexterity and finesse. Governs quick movement, initiative, and taking enemies by surprise. Precise melee weapons require and reward high Agility.
Toughness
Resilience to physical and mental trauma. Survive lethal injuries, shrug off status effects, and resist being worn down by GENESIS terror tactics. Aids carry capacity and morale.
Charisma
Strength of personality. Builds ties with the resistance and defectors, powers bluffs and disguises, keeps morale high, and drives Paraphysics.
Luck
An intangible edge set by fate, it cannot be raised by normal means. Feeds initiative and grants luck points that can bend the outcome of a roll.
Intelligence
Reasoning and applied knowledge. Understand xenotech, hack security, treat wounds without supplies, power paraphysics, and resist mental intrusion.
Perception
Strength of the senses; the backbone of ranged accuracy. Detect ambushes and poison, and land critical hits with any weapon.
Species
Each species carries its own strengths, weaknesses, and considerations, don't take the choice lightly.
Humanity's adaptability is second to none. Individual galactic species may hold an edge in a few attributes, but that usually comes at the cost of others. Humans are consistent across the board, making them some of the most well-rounded fighters and operatives around.
Species Bonus: Two Attribute Boons. Select two different attributes and increase each by +10. You cannot pick the same attribute twice. (Found in the Items tab, Boons folder.)
Emissaries among mutant kind on Earth, they fulfill several quite important roles among their tribes. As they are typically the most human-passing of the mutants outside of the Monarchs themselves, they are often chosen as a tribe's representative. It is not too out of the ordinary for mercenary groups to hire a Baron-class mutant for some added spice on their team.
Murk-Eye: A mutant's eyes have a special adaptation to poor light. They suffer no D.M. penalty or skill check penalties due to low light conditions. Complete darkness still applies any standard penalties.
Controlled Mutations: Roll twice on the Positive Mutation Table and once on the Negative Mutation Table at character creation. Because a Baron's mutations are bestowed under a Monarch's careful guidance, you may reroll the Negative result once and take the second outcome. All results are permanent. If a mutation grants a skill you already have, increase that skill by one rank instead.
Human Passing: A Baron reads as an ordinary (if slightly off-putting) human under normal observation. Gain a bonus to Deception and disguise checks to maintain a human cover, and move through human settlements and most GENESIS checkpoints without automatic suspicion. Openly using overt mutations (wings, bared natural weapons, acid spit, and the like) immediately blows this cover to any human witnesses.
Roles
Roles sort soldiers into niches that define their main strengths and how they leverage them. Every niche has weaknesses another role can cover, so squad cohesion is paramount to long-term survival. Each role has a unique Active Ability that cannot be acquired elsewhere, though gear and XP can greatly widen or deepen a soldier's capabilities.
Backgrounds
Everyone comes from somewhere, and their experiences shape them. Backgrounds are not hard and fast, if your concept plausibly fits another, ask. At the day's end your character should want to fight the aliens and stay grounded. If a background grants a skill you already have, increase that skill by one rank instead.
Former Citizen
Life in the megacities was great, until the truth was unveiled. GENESIS is no benevolent master. Now you fight for humanity's liberation.
Criminal
A criminal in the eyes of GENESIS and humanity alike. A chance has come to turn over a new leaf, and everything from your old life will come in handy.
Resistance Officer
You were never fooled. Humanity nearly won once, and can again, it just needs good leadership. You feel you fill that role.
Resistance Member
You kept the lights on and the food on the table, the backbone of the resistance's survival. Now even more is asked of you.
Resistance Soldier
Rank and file. You've fought the battles and won them, and you want to see this fight through to the end.
Slum Dweller
You hail from the slums outside the pristine megacities, and you know those shiny towers mask the rot beneath. Freer, but harsher.
Survivalist
You lived out in the wildlands and the ruins of the tomb cities. A hard, rough life, and it taught you to thrive where things seem bleakest.
Veteran
You were there when Earth fell and the free world gave up. You fought in the mud and blood, and survived to join the resistance. This time, the invaders pay.
Spending XP
All operatives begin with 100 XP to spend as they see fit. The charts below govern how XP is spent as the campaign moves forward.
Attribute Increases
Each rank of increase raises the attribute total by 5 points (e.g. 40 → 45). No matter where an attribute sits, the first rank you buy starts at Rank 1.
| Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 |
|---|---|---|---|---|---|
| 10 XP | 20 XP | 40 XP | 60 XP | 80 XP | 100 XP |
Skill Increases
Skills have only 4 ranks. Account for ranks already granted by your role and background, each filled bubble is a rank. If a role gave you one rank in Athletics, buying up starts at the Rank 2 cost.
| Rank 1 | Rank 2 | Rank 3 | Rank 4 |
|---|---|---|---|
| 20 XP | 40 XP | 60 XP | 80 XP |
Generalist Perks
Available to any role, these tend to be passive or all-around helpful. See the Generalist Perks document for options.
| Tier 1 | Tier 2 | Tier 3 |
|---|---|---|
| 20 XP | 30 XP | 40 XP |
Role Tree Perks
Perks within a role's trees. Cost varies with position in the tree. Every role starts with its Primary Tree, on selecting your role you automatically gain one ability from its first row. Choose carefully; it's the foundation of your combat prowess.
Unlocking Specialization Trees
- The first specialization tree may be started after gaining 300 XP, and must be within your own role.
- After a total of 900 XP, a second specialization tree may be started, this one from any role in the game.
- A character may hold a maximum of two specialization trees at any one time.
Starting Money
All new operatives start with 200 credits to spend as they see fit. Credits can also prove useful mid-mission. The Arsenal section has information on the various starting Tier 1 equipment a character may buy.
Keep carry weight in mind when building a loadout. A character can carry total weight equal to:
A human before any attribute modifications can carry 42, that's 30 + 8 + 4.
Combat Rolls
Attack rolls and resistance checks use a percentile d100 system. Skill checks use the DYNOSRS dice pool instead, see the Skills section.
d100: Attacks & Resistance
Attack rolls and resistance checks use a 1d100 system. For a ranged attack you roll a d100 and must meet or roll under your Perception attribute. Raising an attribute directly raises your chance to succeed. The rule is constant; only the opposed attribute changes with context.
- Melee attacks normally check against Strength.
- Resisting a flashbang checks against Toughness.
- Paraphysics generally checks against Charisma.
Difficulty Modifiers (D.M.)
| Negative (−) D.M. | Positive (+) D.M. | |
|---|---|---|
| Effect | Makes the check easier to pass. | Makes the check harder to pass. |
Alan shoots a GENESIS trooper behind half cover with an Assault Rifle. His Perception is 45. Half cover grants +30; the weapon's accuracy grants −15.
Checked against his Perception of 45, this is a miss.
Skills: DYNOSRS
The Dynamic Overall Skill Roll System (DYNOSRS) is a dice pool system used to generate non-binary outcomes for skill-based challenges. A binary system leaves only a pass or fail state, often with little chance to mechanically support successful results that carry downsides, or a failed check that still comes out with some advantage.
Dice Types
There are six dice types across three sizes. Each pairs a positive die (your pool) with an opposing die of the same size.
| Dice Size | Roll Type |
|---|---|
| d8 | Assistance · Hindrance |
| d10 | Skill · Difficulty |
| d12 | Aptitude · Obstacle |
Represents some small form of help on a skill check, a tool that makes a job easier, an ally offering a helping hand, or perhaps just a generally good mood the operative finds themselves in.
Represents some small hindrance a character must overcome, a glitch in a computer terminal, an unexpected crunch on time, or the stress a character feels in the moment.
A character's innate, attribute-based talent toward a skill. Take the attribute the skill uses (History uses Intelligence), divide its modifier by 2, and round down. Most humans start with a modifier of 4, giving 2 skill dice on a check.
The base challenge a check rolls against, largely set by the environment. Climbing a wall in a quiet alley is a much easier check than defusing a GENESIS explosive in the middle of heavy gunfire.
A character's trained ability in a skill. It can also represent emergent circumstances, an "Ah Ha!" moment, an expert in the field helping you, a really well-built tool, or Lady Luck smiling on you during a check.
Significant resistance against a successful check, an alien UFO bearing down on a strafing run, an incredibly sensitive alarm system, or overwhelming stress mounting to get something done quickly.
Dice Symbols
Six symbols each represent a possible outcome. To read a roll, find the symbols that cancel one another out, remove them from the pool, and the remainder is the actual result of the check.
A check mark counts toward a successful roll. You only need a single success left after cancellation for the check to pass.
A build-up in momentum or morale. Not always counted toward pass/fail, but can be spent to make the immediate outcome more favorable. Bank up to three Edges for other options during the mission; all banked Edge resets to 0 at session's end.
The most powerful player symbol, found on a single face of the Aptitude die. On an otherwise failed roll it converts a failure into a success. On a passed check it can instead be banked (one at a time) for more powerful options. Resets to 0 at session's end.
Rolled on an opposing die, it counts toward an unsuccessful roll. A check is failed if at least one failure symbol remains after everything is calculated.
A build-up in the tense, uncertain nature of the world. Usually not counted toward pass/fail, but the GM can spend it to make an outcome less favorable, or bank up to six Dangers for use during the mission. Resets to 0 at session's end.
The most powerful symbol against a player, found on a single face of the Obstacle die. The GM can turn a passed check into a failure, or bank it (one at a time). The banked Defeat is lost when the mission or session ends.
Opposing Symbols
Paired symbols cancel one another out. Remove matched pairs, then read what's left.
| Positive | Cancels | Negative |
|---|---|---|
| ✓ Success | ⇄ | ✗ Failure |
| ▲ Edge | ⇄ | ▼ Danger |
| ★ Victory | ⇄ | ☠ Defeat |
Resolving a Check
Ragnar makes a Paraphysics check with 2 Aptitude and 1 Skill dice versus 2 Difficulty. He rolls:
After cancellation, the result is 2 successes and 1 edge, a pass with a little momentum banked.
When the final result shows no success or failure, the check simply requires a little more time in most cases. If the situation is time-sensitive and only a single check is allowed, the roll's total remaining positive symbols versus negative symbols instead convert to successes and failures. In the rare event the roll is left a total wash, the skill challenge is rerolled as if for the first time.
Upgrading Skill Dice
All skills are trainable up to four times total. Each point trained increases the skill at a 1-to-1 scale up to your modifier total. Train a skill past your modifier and you add an additional skill die. Once you raise the governing attribute to match your skill level, that skill die automatically upgrades to an aptitude die.
Ragnar has a Charisma modifier of 5, so his base skill total for Persuasion is 2. Having trained the skill 3 times, he rolls 2 Aptitude (d12) and 1 Skill (d10). As soon as he raises his Charisma modifier to 6, he simply rolls 3 Aptitude (d12).
Skill Rank Increase Costs
| Rank 1 | Rank 2 | Rank 3 | Rank 4 |
|---|---|---|---|
| 20 XP | 40 XP | 60 XP | 80 XP |
You pay the XP required by the rank you're upgrading to, for example, going from Rank 2 to Rank 3 costs 60 XP.
The maximum skill rank at character creation is Rank 2. Any further ranks must be purchased after creation is complete (this includes starting XP granted), unless the GM states players may raise ranks beyond 2 at creation.
Skill Check Difficulty
A challenge's difficulty varies with circumstance and environment, and the GM sets it based mainly on what the character is attempting. Picking a simple lock might always be a standard check, while external factors add Hindrances and Obstacles rather than simply raising the base difficulty.
| Difficulty | Dice Used |
|---|---|
| Easy | 1 Difficulty Dice |
| Normal | 2 Difficulty Dice |
| Hard | 3 Difficulty Dice |
| Challenging | 4 Difficulty Dice |
| Formidable | 5 Difficulty Dice |
| Nigh Impossible | 6 Difficulty Dice |
A Nigh Impossible check can only be attempted when a character in the active squad holds a Victory Point to allow it.
The GM can also raise difficulty outside the standard scale, typically by adding Hindrance dice for small environmental challenges (some perks negate these), or by spending banked Dangers and Defeats to upgrade a check's Difficulty dice into Obstacle dice.
Opposed Checks & Contests
Opposed Checks
When directly opposed by an NPC, instead of an arbitrary GM-defined difficulty, the NPC's Skill and Aptitude dice become the PC's Difficulty and Obstacle dice.
Competitive Checks
When two characters (PC or NPC) compete, each rolls as normal. Success is no longer binary, count the number of Successes, and whoever was "most" successful wins. Ties are broken by Victory's, then Edge.
Banked Edge, Danger, Victory & Defeat
A player character can bank up to 3 Edges and 1 Victory; a GM can bank up to 6 Dangers and 1 Defeat. These resources exist mainly for cinematic flare, to help or hinder skill-challenge scenes and, on occasion, tactical battles. Edges aren't as strong as Victory or Luck points, but regenerate more reliably and are used in smaller ways; the same goes for Danger versus Defeat.
Banked Resource Uses
Depending on how many Edge points a character has banked, they can spend a variable amount to garner different options both in and outside of combat.
Player Resources
- Add an additional assistance dice to a skill check that you are actively making. This can be applied once per skill check. Other assistance dice can be added to the same check if they originate from other sources such as items or perks.
- Reduce the modifier on a D100 check by 5. Only usable once per check.
- Restore 2 energy. This can be used multiple times in a single round.
- Perform an additional quick action in the same round that is not a skill check.
- Perform an additional skill check in a single round.
- Add an additional assistance dice to someone else's skill check. This can only be applied once per skill check, and can stack with other sources such as perks and items but not with someone using their own Edge to add an assistance dice.
- Increase the modifier on any D100 check by 5. Only usable once per check.
- Upgrade one Skill dice to an Aptitude dice on a check you make.
- Reduce the modifier on a D100 check by 10. Only usable once per check, not stackable with the 5 point option.
- Grant yourself a free reload action.
- Downgrade a difficulty dice to a hindrance dice for another creature's check.
- Replicate any of the Edge actions.
- Move your standard speed outside of your turn.
- Reduce the total difficulty check of a skill challenge you roll by 1.
- Guarantee a critical hit.
- Adjust the modifier of any D100 check by 15. This can be stacked with Edge uses as long as the Edge is spent by another character.
- Cancel out the use of a Defeat point used by a GM. Note the GM is unable to cancel the use of Victory dice.
GM Resources
- Replicate anything a player can do with One Edge. (Assistance turns to Hindrance).
- Increase the modifier on any D100 check by 5. Only usable once per check.
- Allow a free half movement to a creature outside of their turn.
- Reduce the effectiveness of cover by one degree (Full > Half, Half > None) for a single attack.
- Upgrade one difficulty dice to an Obstacle Dice on a creature's skill check.
- Grant any NPC creature a free reload.
- Adjust the modifier of any D100 check by 10.
- Allow an enemy to Hunker Down outside of their turn.
- Re-roll damage done by an attack.
- Replicate any of the Danger actions.
- Destroy 1 tile of cover.
- Allow a full movement for any creature outside of their turn.
- Allow a creature to take a non-attack action outside of their turn.
- Grant the GM a re-roll on any dice check.
- Halve the damage done to a creature.
- Purge any and all negative effects on a creature at the start of their turn before any effects or damage is calculated.
Starting Danger & Edge
Given the state of the world and the missions Eclipse finds itself in, there's always some level of danger. At the start of any mission the GM rolls a 1d6 to set how much Danger they've banked going in, to spend as they see fit.
Starting Edge is determined by a coin flip or a 1d2: on a 1, all characters begin with one banked Edge; on a 2, none. The squad may make a single check for everyone or roll individually, but they must state which before any starting Edge is determined.
Action Types
Each turn a character has two action points and one reaction before any circumstantial modifiers. Some actions end your turn regardless of points remaining; others cost one and don't; others require both. Reactions can trigger at any time, only in response to specific events.
Require greater focus and dedication. Typically high-impact or non-standard, firing a sniper rifle or abilities like "Pour it On." Shift movements do not prevent dual actions.
Always end your turn, even with points or quick actions to spare. Firing a weapon, some special abilities, and grenades, unless a perk like "Light 'Em Up" says otherwise.
Done quickly and easily. Use one of your two action points and do not end your turn. Moving your speed and abilities like "Aid Protocol" are single actions.
Require no particular effort and can often be done off-turn, removing a hat, dropping an item, replying to a taunt. Those needing your turn carry the Active Character subtype (e.g. "Lightning Hands").
Only in response to an event, such as an overwatch shot. Each character has one reaction per round unless a perk or item says otherwise. Always available, even to the active character. Dodging does not count as a reaction.
Combat Actions
Every action carries one or more subtypes that inform when it can be used. Concentration actions can't be used while disorientated; Movement actions are unusable while immobilized.
Make a melee or ranged attack roll. A success grants a single hit on the enemy.
Move up to your Sprint speed in one move. While running, any reaction fire you trigger takes +15 to its attack roll.
Safely break from melee. Move up to your Run speed without provoking opportunity attacks. A ranged attack after disengaging takes +20. Some perks and enemies bypass this immunity.
When attacked by a ranged weapon while fully out of cover and not flanked, dive behind nearby cover. The attack resolves as normal; afterward, hit or miss, move tiles equal to your Shift speed.
Use a rocket launcher on a target. Both action points grant −20 accuracy; one action takes +20. On a hit the rocket lands exactly where aimed; a miss scatters per the launched rules.
In cover, boost all cover benefits until your next turn. No help against flankers. Ranged attacks on you suffer +30, and you get −30 to dodge.
Use a medkit, throw a grenade, etc., generally 1 action. Any damaging item is turn-ending by default; any health-restoring item is not.
For anything the rules don't cover, negotiate with the DM on whether it's possible and its consequences. The DM's verdict is final, but unhealthy precedents can be overturned.
Move up to your Run range (4 + AGI Mod). Moving while engaged in melee provokes an opportunity attack from the engaging enemy.
Watch for the moment to strike. React-fire on the first enemy moving more than one tile, at +15. Can trigger on revealed enemies. Usually can't crit, some perks change this.
Reload a ranged weapon; some take one action, others two. You may only reload weapons you're using or emplacements, never a weapon held by another character.
Move two tiles (plus armor bonuses). Doesn't block two-action abilities, but can trigger reaction fire. Using Shift forfeits Run and Sprint. Peeking one tile isn't a shift if you return before acting.
With an LMG, AR, or SMG (needs ≥2 ammo allotments), pin a target. Their tests take +30 and their attack range drops to two tiles, paraphysics unaffected. Moving >1 tile in sight triggers a free attack (no ammo, not reaction fire).
Grant yourself and any creature within 1 tile behind you Half Cover in one declared facing. Perks can change its overall effectiveness.
A non-reaction Agility test to halve a hit's damage (rounded down). Out of cover, dodge rolls take +30. On a crit, halve rolled damage then add crit bonus. Starting Dodge Pool 1 per turn, refreshed at turn's end.
Adjacent to an ally, let them reroll a check against a negative condition they carry, panicked, ignited, and the like.
Battlefield Modifiers
Factors to weigh before taking a shot or breaking into the open.
Cover
Cover is a lifeline, half or full, sticking to it saves lives. Each style confers a defense bonus against incoming fire and eases dodging a hit.
| No Cover | Half Cover | Full Cover | |
|---|---|---|---|
| Accuracy D.M. | 0 | +30 | +45 |
| Critical Chance D.M. | 0 | +30 | +45 |
| Dodge D.M. | +30 | −15 | −30 |
Cover Types & Destruction
A missed shot has a 50% chance to damage cover, flip a 1d2, and on a 2 it's damaged. Durability is measured in failure points (FP). Refer to a weapon's Ballistics section for how much damage it deals to cover.
| Flimsy | Standard | Durable | |
|---|---|---|---|
| Examples | Fences, trash cans | Concrete barriers, walls, trees, cars | GENESIS fortifications, heavy vehicles |
| Half Cover FP | 1 | 3 | 5 |
| Full Cover FP | 2 | 4 | 6 |
Taking fire from a direction you have no cover against, ambushed or flanked. Attacks gain −15 crit chance, and some perks don't apply while exposed.
Both fighters are engaged once a melee attack is made. Leaving without Disengage provokes an opportunity attack. Ranged attacks while engaged take +20 (unless Light), or +40 for Cumbersome weapons.
Attacking a lower target grants −10; attacking a higher target suffers +10.
+20 to offensive actions and dodges, speed halved (rounded down), no Concentration actions, and any maintained concentration breaks.
+20 accuracy to hit a target within it. Characters inside gain +3 to stealth checks that end in the smoke or fog.
+20 to accuracy tests; item and ability range capped at two tiles. Paraphysical abilities are unaffected by suppression.
Attacks gain −20 accuracy and reaction fire takes no penalty. An unaware character can still react and dodge, but dodge rolls are treated as out of cover.
Soldier's Luck
Luck points are your character's drive to retake the world, an intangible edge to bend the odds or steer a disaster. You have luck points equal to your Luck modifier, spent as a quick action.
- Reroll a check or attack roll.
- Add your Luck Modifier to a skill check, may be done after a failure is determined.
- Set your initiative to 10 + AGI Bonus at the start of combat.
- Instantly heal Health equal to your Toughness mod. Once per mission.
- Instantly regain Energy equal to your Charisma + Intelligence mods. Once per mission.
- Purge all negative conditions on your turn, done at turn start, before any negative effects trigger.
- Make a critical hit check with −50 to the check.
- Re-roll a scatter test.
- When instantly killed, instead set HP to 0 and begin bleeding out. Once per mission.
Soldier Energy
Energy counterbalances the power of Active Abilities. Total capacity equals 10 + CHA Bonus + INT Bonus, full at the start of a mission.
Energy is difficult to replenish. Active Abilities supplement tactical combat, they don't replace careful thinking. A soldier who squanders energy at the first opportunity may find themselves without the means to save their own life when it matters most.
Scatter
Scatter affects all thrown and launched explosives, checked only when the accuracy test (launched) or Strength test (thrown) fails. Resolve it in two steps.
Determine Direction
Roll a 1d8. A result of 1 is due north of the target tile; numbers rotate clockwise from there.
| 8 | 1 | 2 |
| 7 | TARGET | 3 |
| 6 | 5 | 4 |
Determine Distance
Distance is the number of tiles the item lands from the target. Thrown and launched items use different formulas; other circumstances are added or subtracted after the roll.
| Thrown | Launched | |
|---|---|---|
| Distance Formula | 1d4 | 1d6 + 3 |
Defenses
The sword always seeks a way through armor, but armor does much to keep you alive. Every basic armor offers defensive boons worth understanding.
The highest defensive bonuses of the basic armors, at the price of weight and being impossible to conceal. Expensive, but can one really put a price on staying alive?
Adds a difficulty modifier equal to its value to all attacks made against the wearer. Heavy armor's Defense 10 means attacks take +10.
A flat reduction to basic physical damage, countered by Penetration. Shredding bypasses DR and permanently removes it from the armor until repaired for a resource cost.
Normally boosts Run and Sprint by the shown value. Some armor instead penalizes mobility or boosts the Shift movement type.
A pool of bonus HP; all damage comes off it first unless bypassed (e.g. paraphysical attacks). It can't be restored by medical healing, only special items and abilities. Acidized damage is doubled against these armor points.
A separate pool of shield or energy points that absorbs incoming damage alongside Adaptive Armor. Electrified damage is doubled against Barrier points.
The number of upgrade modules a piece of armor can hold, letting you tailor it toward your role and loadout.
Bleeding Out & Death
There is no resurrection in this game. When a character reaches a negative HP value that exceeds their Toughness modifier × 2, they are instantly killed.
Bleeding Out
At 0 HP, or a negative value above the instant-death threshold, a character is bleeding out. At the start of each of their turns they take −2 HP that cannot be reduced. Reaching the death threshold (2 × TGH Mod) means death.
Next of Kin
A replacement character gains no bonus XP or benefits from the previous character's death (though unique base upgrades can raise starting XP). If the body can plausibly be recovered, gear and money pass to a next-of-kin character, possibly with a small cost to repair damaged gear.
Status Effects
Conditions that affect a character in the field. Browse by category below; each opens a full listing. Many effects carry a (X) value that ticks down by 1 each turn until it disperses at 0.
Arsenal
Everything a soldier carries into the field. Browse the categories below, each opens a full listing of available gear by tier.
Role
The Legionary doctrine is the backbone of the ODR's combat effectiveness, and it was built to be exactly that. Drawn from a long tradition of standard infantry practice across Earth's military institutions, the doctrine was refined and elevated by Colonel Emmrich von Strauss into something considerably more capable than its origins might suggest.
The Legionary does not specialize in the way other ODR doctrines do. That is not a weakness. It is the point. Where other roles demand rare aptitude or years of narrowly focused development, the Legionary doctrine is engineered for accessibility and adaptability. It can be taught broadly, trained efficiently, and deployed across virtually any operational context without degradation in effectiveness. No other doctrine in the ODR's order of battle scales as readily or as reliably.
Within that framework, however, the ceiling is considerable. A seasoned Legionary is equally capable of assuming tactical command of a squad engagement, operating as a unit's pointman in high-risk forward positions, or serving as the hard answer to any threat foolish enough to target their squadmates. The role adapts to the operator, and the operator adapts to the mission.
It may lack the prestige of more specialized doctrines. Senior leadership does not concern itself with that distinction. The Legionary is the most consistently deployable asset in the ODR's inventory, and at full development, it is among the most dangerous. An army built on a foundation this reliable does not require glamour. It requires results.
Starting Skills: Awareness, Investigate -or- Athletics
Preferred Attributes: Agility and Perception
Weapon Specialties: Assault Rifles, SAWs, SMGs and Shotguns
Role Abilities: Rally, Pour it On!, Chained Shot
Specializations: Pointman, Field Tactician, Punisher
Unleash a hail of fire that is guaranteed to hit your target, but requires 3 units of ammo and both action points.
In an area of tiles equal to your perception modifier rally all allied creatures in that zone. They all gain a -10 DM to any standard attacks made. This lasts until the end of your next turn. Turn Ending.
After making an attack against one enemy, you may use this to make an additional attack on a different creature within your visual range. This additional attack is made with a +10 DM and cannot crit but will otherwise do standard damage. Costs one ammo per enemy fired upon.
You can re-roll any weapon damage done, however, you must take the new damage rolled. This can only be done once per attack.
Any enemy that is hit by your attacks take +15 D.M. to the dodge check to reduce damage.
Increase your HP and Energy by +2
Your Overwatch reaction fire now also triggers on enemy attacks. Enemies that become the target of your reaction fire are considered in one tier lower cover and they take a +10 D.M. penalty to their attack whether your overwatch hits them or not.
Gain -10 D.M. to attack rolls and Crit Chance when attacking an enemy with less than 25% of its HP.
Firstly gain the appropriate training to use up to Tier 3 SAWs and Rifles. Furthermore increase the Rangefinder bonuses for Medium range by -4. Increase their crit damage by +1.
Firstly gain the appropriate training to use up to Tier 3 SMGs and Shotguns. Furthermore increase the Rangefinder bonuses for Short range by -4. Increase their crit damage by +1.
Medium armor now gains an additonal 50% Ablative armor rounded up that is calculated off the base value of the worn armor.
Increase your HP and Energy by +2
If you are brought down into negative HP by no more than -10 HP, instead that damage is reduced enough to bring you down to just 0 HP. This works ONCE per mission.
Increase your HP and Energy by +2
When you have used all enhancement slots in a set of medium armor, you gain +1 DR per slot against Ballistic, Physcial, Laser and Plasma damage. This DR is shreddable.
All damage done by non standard ammo is increased by +2.
Firstly gain the appropriate training to use up to Tier 5 SAWs and Rifles. Furthermore increase the Rangefinder bonuses for Short and Medium range by and additional -3. Increase their crit damage by +1.
Firstly gain the appropriate training to use up to Tier 5 SMGs and Shotguns. Furthermore increase the Rangefinder bonuses for Short range by an additional -5. Increase their crit damage by +1.
The total capacity cost of medium armor is reduced by 50%. All medium armor now gains an additional enhancement slot when equipped.
Increase your HP and Energy by +3
When you need to enter into a room that is shrouded by fog of war, or otherwise holds unknown enemy locations you can use this ability to gain a -15 DM against any single target in the room. If there are no targets in the room refund the energy cost of this ability.
As long as you have an ally stacked up outside of a room with you, you gain a -15 DM to any dodge checks against reaction fire against you.
When you have an ally stacked up outside of a room with you and you use Clear the Room, they can use up to half of their movement to enter the room as well. This is a free action, however, it only benefits one ally and they cannot do any other actions with this special movement bonus.
All weapons now gain +1 damage as well as +1 Crit damage.
For every foe within visual range you gain a -1 DM to any attacks you make. This stacks up to -10 DM.
Damage dealt with Rifles is increased by 1. Enemies take a +20 D.M. to dodge checks made to mitigate damage from your Rifle.
For every foe within visual range your allies gain a -1 DM to any attacks they make. This stacks up to -10 DM.
When you kill an enemy, this ability automatically extracts the corpse.
Upon hitting an enemy target, they do not benefit from any DR on the next attack made against them.
Anytime you hit or miss a target, you and all allies gain a -5 DM to hit that enemy until the start of your next turn. This effect can stack up to two times on a target despite the sources.
Twice per mission you can reload your weapon as a free action.
When you use Clear the Room, you can now make an attack against up to 3 foes following its rules, so long as you have the ammo and 10 energy.
Reduce the cost of all logistics abilites by 10% when they are called in by you.
Dictate an area that is 5 tiles wide and 3 tiles long, all allies within this zone gain -10 DM to melee and short ranged attacks. They also gain a -5 DM to dodge against melee attacks. They must be in this zone to benefit from the bonuses. This zone lasts for 2 rounds. Turn Ending.
Dictate an area that is 4 tiles wide and 2 tiles long, all allies within this zone gain -10 DM to medium and long ranged attacks. They also gain a +5 defense against ranged attacks. They must be in this zone to benefit from the bonuses. This zone lasts for 2 rounds. Turn Ending
Reduce the cost of all strategem zones by 1 energy, furthermore if a logistical call in takes longer than 1 round to come in reduce that time by 1 turn. You can do this time reduction once per mission.
You gain a point in tactics, if you already have maximum ranks in it you may allocate the point to any other knowledge skill. At any point in a combat mission you may ask the GM about a specific tactic or ability that an enemy has. You may do this once per mission. The GM must answer this truthfully.
Select an ally within 6 tiles of you, use this ability to grant them a chance to make any single action outside of their turn. This can be an ability or paraphysical resonance. This is not turn ending for you.
The area of your stratagem zones is increased by 1 tile in both directions. They also last one additional round.
Utilize this ability when you and one other ally are flanking an enemy. Both you and them may make a standard attack against this enemy. These attacks cannot crit. Turn ending.
When an allied creature uses any item or ability that can destroy cover you may use this to double its damage against any cover that the ability or item hits.
Increase the amount of XP gained from a successful mission by 10%.
Your stratatgems are no longer turn ending actions.
While not using your reaction, you can fire back against a foe that has damaged an allied creature with a standard attack. This attack is considered a standard attack for modifiers. This attack is unable to crit.
Any damage done with an overwatch or out of turn attack is increased by +1.
You Won't get away with it may now benefit from critical hits.
You no longer take the +15 D.M. penalty to reaction fire and your reaction fire can inflict Critical Hits.
You won't get away with it may now be used against enemies that have thrown or launched explosives.
Any critical damage done with an overwatch or out of turn attack is increased by +3.
While not using your reactions, you can fire upon a melee foe that is targetting an allied creature, if you hit them their movement is stopped within 3 tiles of their target. This attack is considered a standard attack for modifiers. This attack is unable to crit.
You won't get away with it can now inflict its damage on a foe before their shot is made. When a GM calls they are going to make a ranged attack you may inform them you wish to make your shot first with this ability.
When you hit a foe with Interdiction, their movement is now stopped immediately - or when you are able to see them.
If your reaction fire or Punisher abilities kill a foe, they are unable to benefit from any abilities or perks that might otherwise prevent them from dying.
When on Overwatch you have two reaction shots instead of one.
Whenever your Overwatch fire is triggered you may opt to spend 3 energy and not take the shot. In addition your first Overwatch shot per round does not consume ammo.
Every combat doctrine in the ODR's order of battle is built around the capacity to engage and destroy the enemy. The Specialist doctrine is built around keeping everyone else alive long enough to do it.
Specialists are the force multipliers that operate beneath the surface of every successful engagement. They do not often make the after action headlines. What they do is ensure there is an after action report to write. Functioning as the operational core of any ODR fire team, a Specialist's contributions span three critical roles that no competent commander treats as optional.
In the medical capacity, Specialists provide frontline trauma care that directly determines casualty outcomes in the field. Personnel that would otherwise be lost are stabilized, recovered, and returned to the fight. In the engineering capacity, Specialists maintain equipment under combat conditions and construct field fortifications that extend a unit's ability to hold contested terrain. And for those oriented toward offensive application, Specialist sappers demonstrate a proficiency with explosive ordnance that is unmatched across any other ODR doctrine. In their hands, a grenade is far from a risky last resort.
Experienced ODR operators do not debate the value of the Specialist. They have seen what a squad looks like without one. Attrition climbs, positions become untenable and momentum stalls. The Specialist is not a support role in the secondary sense of the word. They are the reason a fire team remains a fire team when the situation deteriorates. No doctrine in the ODR's inventory is more quietly essential.
Starting Skills: Medical, Biology -or- Mechanics
Preferred Attributes: Intelligence and Perception
Weapon Specialties: Assault Rifles, SMGs, Pistols, Grenades
Role Abilities: Jury Rig, Paramedic, With the Wind
Specializations: Medic, Sapper, Engineer
Move to an ally within 1 action movement range and immediately use a medikit once. Not turn ending.
You pat an ally on the back and allow them to make half their movement immediately. This does not allow for any other actions on the allies behalf. Not turn ending for you.
Your Overwatch reaction fire now also triggers on enemy attacks. Enemies that become the target of your reaction fire take a +10 D.M. penalty to their attack whether your overwatch hits them or not.
Smoke grenades now last an additional turn. For 3 energy you can use a smoke grenade as a non turn ending action.
Every medikit you carry gains two additional charges for free.
Increase your Energy by 5 points.
Any enemy that is hit by your Overwatch Reaction fire takes +20 D.M. to the dodge check to reduce damage. In addition you may spend 5 energy to grant a -20 D.M. to any reaction shot you take.
Firstly gain the appropriate training to use up to Tier 3 Rifles. Furthermore increase the Rangefinder bonuses for Medium and Long range by -3.
Firstly gain the appropriate training to use up to Tier 3 SMGs. Furthermore increase the Rangefinder bonuses for Short and Medium range by -3.
Firstly gain the appropriate training to use up to Tier 3 Pistols. Furthermore increase the Rangefinder bonuses for Short and Medium range by -5. Increase base crit damage by +1.
Increase your Energy by 5 points.
Whenever you are on Overwatch, gain an additional reaction shot for every reaction shot that hits, up to 3 reaction shots total.
You no longer take the +15 D.M. penalty to reaction fire and your reaction fire can inflict Critical Hits.
Increase your HP by 5 points.
If the soldier only fires their weapon they may automatically enter Overwatch.
Firstly gain the appropriate training to use up to Tier 5 Rifles. Furthermore increase the Rangefinder bonuses for Medium and Long range by -5. Crit damage is also increased by +1
Firstly gain the appropriate training to use up to Tier 5 SMGs. Furthermore increase the Rangefinder bonuses for Short and Medium range by -5. Crit damage is also increased by +1.
Firstly gain the appropriate training to use up to Tier 5 Pistols. Furthermore increase the Rangefinder bonuses for Short and Medium range by -5. Increase base crit damage by +1.
Increase your HP by 3 points and your Energy by 5 points.
All healing items now have their range extened by 1 tile. This also works in tandem with Paramedic.
With the use of any kind of medikit, you immediately heal for half the rolled amount then additionally for that full rolled amount over the course of the next 4 rounds. Ends turn.
When you heal with any kind of medkit the target will gain a half the amount healed rounded down in DR against one damage type of your choice as well as physcial, ballistic, lasers and plasma, until the end of your next turn.
When you treat an ally with any form of healing item they gain -10 D.M. to the soldier’s next check to resist being afflicted with a physical debilitation.
When you treat an ally with any form of healing item they gain a -10 DM to their next check of resisting any means of mental assaults or breaks.
Whenever you heal an ally with a medikit, you regain 2 HP yourself.
Any ailment curing consumable now grants an additional -10 DM against the next save for the ailment it treats. This stacks with any other buffs the creature has.
The cost of any healing consumable or health related gear is reduced by 25%.
When you heal an ally with any kind of medikit you dose them with some combat stims as well. These stims grant that creature an additional -15 DM to all checks until the end of their next turn. This effect stacks with others but cannot stack with itself.
Using a specialized gun you can now remotely fire a medkit dart to an ally. This dart has a range of 10 tiles and always hits.
All buff effects done by perks within the Medic tree now gain an additional -5 DM boost.
You are capable of bringing back any creature that is not dead back to full health and energy once per mission. You must be next to them in order to do this.
Double the range your grenades are capable of going. This lasts until the start of your next turn.
All range of your grenades is increased by 2.
The radius of all grenades is increased by 1.
Grenades you use now critically hit for +4 damage. Flashbangs or other offensive support grenades impart +10 D.M. to the check enemies make to resist the effect.
You grenades are now more deadly, increase their shred by 1 and damage by 2.
Any grenades that have a lingering effect see that effect last an extra round. (Smoke grenades, poison grenades, etc.)
When a grenade lands within your shift movement range you can use some energy to pick it up and throw it elsewhere before it detonates.
Damaging grenades you use force the enemy to make a +20 D.M. toughness check or Bleed equal to the grenades Shred.
Your grenades damage against all forms of cover is doubled.
After handling explosives and grenades for so long, you are now resistant against 1 point of shred.
When a grenade attack is botched, you may opt to either determine the direction or the force of the scatter. This must be declared before any of the scatter results are rolled.
You can re-roll the damage done by your grenades and take the higher amount furthermore deploying grenades is not turn ending when used with this ability. This is usable in tandem with Hailmary.
Deployable cover is now a free action to deploy. Furthermore, any bonus effects granted by your deployable cover is not granted to enemy creatures.
All cover that you deploy has its width extended from 1 tile to 2 tiles in a straight line.
Cover that you deploy now has a special brace for people to mount their weapons upon. This braced mount increases their shot accuracy by -10 DM.
Deployable cover that you use is now considered full cover instead of half.
Your deployed cover is now considered one tier higher when considering flimsy, standard and durable.
With a set of tools and some can do attitude, you are capable of repairing and restoring destroyed cover. This repaired cover is considered standard half cover. Not turn ending but requires one action.
Any cover that you deploy now gains a 50% resistance against destruction.
Your deployed cover now negates any elevation bonuses that an enemy would have against the creature using it.
When you deploy cover you can enhance it withthe Engineering divisions prowess. Any creature that takes cover with this piece of cover gains +2 DR from all forms of damage. While they are behind it.
Enhance your deployed cover with the Science divisions latest upgrades. When a creature takes cover behind it they gain +10 barrier. When this barrier is removed from the creature they are granted a -10 DM to all combat related checks on their next turn.
Enemy creatures no longer benefit from using your cover.
Deploying cover now no longer needs the base energy cost to deploy.
Where other ODR doctrines are employed as a hammer, the Outriders are the scalpel. Representing the highest standard of precision operators within the ODR's order of battle, Outrider doctrine is built around a singular principle: the right target, eliminated at the right moment, with minimal margin for error.
Outriders demonstrate exceptional proficiency across a demanding range of disciplines, including long-range marksmanship, advanced reconnaissance, covert infiltration, and close-quarters gunfighting techniques drawn from a lineage of old-school combat traditions that have proven as effective today as ever. Few doctrines demand the same breadth of individual skill from a single operator.
Tactically, Outriders perform at peak effectiveness when operating in concert with other ODR elements. While allied forces absorb enemy attention and pressure, Outrider operators are free to acquire and engage high-priority targets with a level of precision and composure that disrupts enemy command, coordination, and morale at the source. They do not win battles by brute force. They win them by removing the pieces that hold the enemy together.
A subset of Outrider operators redirect that precision inward, dedicating their skills to the protection of allied personnel on the battlefield. These individuals have developed a reputation among ODR units that borders on reverence. In the chaos of a contested engagement, the sudden crack of a suppressed round dropping a threat before it is even identified is a reminder that somewhere out there, an Outrider is watching. For the soldiers fortunate enough to operate alongside them, that knowledge alone is worth something.
Starting Skills: Stealth, Acrobatics -or- Lockpicking
Preferred Attributes: Agility and Perception
Weapon Specialties: Sniper Rifles, DMRs, Pistols, Magnums, Knives
Role Abilities: Disabling Shot, Hit and Run, Called Shot
Specializations: Ghost, Sharpshooter, Gunslinger
Make a shot with a +15 D.M. if you land the hit, the targeted creature is then forced to reload their equipped weapon to use it again if applicable. This attack deals half damage to the creature as well.
After attacking an enemy you are flanking you may move half your speed.
Any reaction fire directed at you, like from Overwatch or Close Combat Specialist, takes a +30 D.M. to the attack roll and does not benefit from range bonuses.
You gain -10 D.M. Critical Hit bonus against creatures who are exposed to you and an additional -10 D.M. Critical Hit bonus against creatures who have not taken their first turn in combat.
Increase your Energy by 5 points.
You gain a -20 D.M. dodge bonus to reduce damage taken from explosives or traps. In addition you gain a point in the awareness skill. If awareness is maxed then add a point to any other physical skill.
You cannot roll lower than a 5 for your iniative.
Firstly gain the appropriate training to use up to Tier 3 Precision Weapons. Furthermore increase the Rangefinder bonuses for Medium and Long range by -3.
Firstly gain the appropriate training to use up to Tier 3 Pistols and Magnums. Furthermore increase the Rangefinder bonuses for Short and Medium range by -5.
Firstly gain the appropriate training to use up to Tier 3 Knives. Furthermore increase the hone of these weapons by -5 and their critical damage by 1.
Increase your Energy by 5 points.
Force an enemy to run to new cover. This attack gains a -30 bonus to hit, but deals 50% less damage, cannot crit, and consumes two additional ammo. Hunkered units cannot be forced to move.
Gain a -5 D.M. to your accuracy per degree of elevation you have against an enemy. All enemies will gain an addtional +5 D.M. per degree of elevation you have on them
Increase your HP by 5 points.
Gain the uncanny ability to detect potential undercover threats among the crowds.
Firstly gain the appropriate training to use up to Tier 5 Precision Weapons. Furthermore increase the Rangefinder bonuses for Short, Medium and Long range by an additional -3.
Firstly gain the appropriate training to use up to Tier 5 Pistols and Magnums. Furthermore increase the Rangefinder bonuses for Short and Medium and Long range by -5.
Firstly gain the appropriate training to use up to Tier 5 Knives. Furthermore increase the hone of these weapons by -5 and their critical damage by 1.
Increase your HP by 3 points and your Energy by 5 points.
Move to an enemy within 1 AP movement range and immediately make an attack with your knife. Not Turn Ending.
When combat begins, you are automatcally concealed. The first attack you make while concealed gains a -10 D.M. to both accuracy crit.
When using the disengage option it is now considered a free action up to number of times equal to half your AGI mod. (per Mission)
As long as you are wearing Light Armor all dodge checks are made with a -5/10/15 D.M. depending on the tier of armor.
When you successfully kill an enemy while in concealment, it no longer breaks your concealment to have made that attack.
For every successful kill you've made on a mission gain a stacking -5 D.M. to your Critical Hit chance up to half of your AGI mod. This count resets if your are incapacitated or combat ends.
Attacks with knives gain -5 D.M. critical hit chance and increases penetration by an additional 2 points.
Your concealment bonus to attacks is now increased by an additional -10 D.M. additionally you gain an additional -10 D.M. to any checks agianst AoE effects.
You now recieve a -10 D.M. to any saving throw against abilities or attacks that cause status ailments which do damage.
When throwing knives you can now make an additional attack by throwing with normal modifiers to the attack but add an additional 3 Penetration when hitting.
Knives gain +2 critical damage when used in Melee.
Make a special attack against a target, this attack is made with a -15 D.M. to hit as well as to Crit. If this attacks manages to crit the target automatically gains Vulnerable(15) This attack is turn ending.
The penalties from the Long Range for Sniper Rifles are reduced by half. You can also fire from Extreme Range.
Setup into overwatch, you take a +5 D.M. to the attack instead of the standard D.M. for overwatch fire. These attacks can critical and you are able to take a total of two shots each on a different target.
If you did not move on your last turn gain -10 D.M. to Accuracy and Critical Hit chance as long as you hold your current position.
Dictate a 2 tile square as your snipers nest. While you are in this nest you gain a -10 D.M. dodging and +2 to your critical hit damage.
When you land a shot on an enemy, you can add half of your Perception Modifier to the damage, this bonus damage is not reduced by DR.
When an enemy sniper makes a shot on an allied creature, so long as you realistically could have a shot lined up on the foe you can spend energy in order to take a reaction shot. This attack falls under standard overwatch rules, however, it bypasses any special perks that might allow the creature to dodge.
You can now fire up to a number of times equal to how much ammo you currently have in your rifle for No Man's Land. (Different targets)
All of your shots gain an additional +3 penetration. Any time you land a Vital Shot double your weapons critical bonus.
This ability sets up a special overwatch shot that does not suffer from any of its standard penalties, furthermore, you may select what target triggers the attack.
Take an aimed shot for your targets head. This shot is fired with a -10 D.M. to accuracy as well as a -10 D.M. to your critical chance. Upon hitting the target and scoring a critical hit if the remaining HP total is 10% or less on the target they die instantly.
Snipers no longer require 2 actions to fire. DMR's now are undodgable like their Sniper counterparts.
Mark an enemy within your visual range and call them out for a duel. Until the end of your next turn they are considered Taunted by you and will only make hostile actions against you. Further more, any attacks you make with a pistol against them gain a -5 D.M. to hit and an additional -5 D.M. to critical chance.
Once per mission you can reload your pistols or magnum as a quick action.
Gain -10 D.M. to Accuracy and Critical Hit Chance as well as +10 Defense when less than 2 allied characters are within 6 tiles of you.
Gain +1 Penetration and a -5 to dodge checks for every allied character within 6 tiles of you. Caps at 5 allies.
At the start of a mission, choose an allied creature to be your partner. Both you and your partner gain +2 DR to all damage as well as +10 Defense when you are within sight of one another. Furthermore, your partner does not count towards Lone Ranger and doubles for Bandito.
Whenever you hit and kill an enemy with your Magnum, pick one target that you can see and force them to make a +20 D.M. charisma save. Upon failing they hunker down for their next turn. You can do this a number of times equal to half your CHA Modifier.
Your Pistolero bonus is improved, your secondary attack is now done with a -5 D.M. and may critically hit.
You gain +2 Damage, +2 Pierce to pistols and Magnums. Apply Targeting (1) to a creature that you hit with a ranged weapon attack
When you hit a target, if they are behind half cover they gain no benefit to their dodge and if they are behind full cover it only counts as half cover for dodge.
On a number of creatures up to 6 you may fire a shot against them. These attacks are done with a -10 D.M. to hit, however they are unable to critically hit. This is a turn ending action.
The Marauder doctrine did not emerge from a planning room or a strategic review board. It emerged from a wheat field outside Coffeyville, Kansas, on a fog-covered November morning, when Senior Operator Deke Ragnarson made a decision that would permanently alter the ODR's approach to close-quarters combat.
By the latter years of the invasion, the psychological cost of sustained combat operations had become a measurable factor in unit effectiveness. The enemy understood this. Their methods of engagement were deliberately calibrated to exploit fear, and against conventional doctrine, that exploitation was working. Ragnarson identified the problem and arrived at a characteristically direct solution: remove fear from the equation entirely.
What followed was the formation of the Marauder doctrine, built around operators who either lack a conventional fear response or have subordinated it entirely to combat drive. Where other doctrines maintain distance and exploit range, Marauders close it. Armed with hard-hitting short-range weapons and chemical throwers, they bring the fight to a proximity that most opponents are not prepared for. A subset of Marauder operators push this further still, operating in a state of sustained combat aggression that draws more than a passing comparison to historical accounts of battlefield berserkers.
The psychological effect on enemy combatants has been documented and is not insignificant. An enemy that weaponizes fear does not easily adapt to opponents who demonstrate none. Marauders have been observed producing hesitation and disorganization in forces that held cohesion against every other ODR element brought against them.
The tactical application is straightforward. Identify the problem. Send a Marauder. The problem resolves itself.
Starting Skills: Athletics, Awareness -or- Survival
Preferred Attributes: Agility and Perception
Weapon Specialties: Shotguns, SMGs, Shields and Axes
Role Abilities: Spray and Pray, Run and Gun, Raid Time
Specializations: Commando, Defender, Liquidator
After dashing you may take an action before ending your turn.
You enter a special state called Raid Time. While in this state you deal an additional 25% damage from all primary weapon sources, but you also take an additional 25% damage from all primary weapon sources. This state lasts for 2 rounds.
Select a target that is within short range from you. When making a successful attack against them you may opt to deal half damage to the target in order to deal that same amount of damage to every creature within 1 tile of them. This ability can only be used with a shotgun, two handed axe or SMG and cannot crit.
Gain -10 D.M. to dodge checks against any attacks made against you by targets within 4 tiles.
Increase your HP and Energy by +2
When you are in cover and not flanked, automatically reduce damage from attacks made through that cover by 1. In addition you gain -5 D.M. to dodge checks against attacks on you made through cover.
Gain -10 D.M. to critical hit chance against targets within short range.
Attack with a specialized round that hits the enemy with a concussive blast. This blast forces them to make a +10 DM Strength save. If they fail they are knocked back 3 tiles and fall prone.
Firstly gain the appropriate training to use up to Tier 3 Shotguns. Furthermore increase the Rangefinder bonuses for Short and Medium range by -3.
Firstly gain the appropriate training to use up to Tier 3 SMGs. Furthermore increase the Rangefinder bonuses for Short and Medium range by -3.
Firstly gain the appropriate training to use up to Tier 3 Axes. Furthermore increase the hone of these weapons by -5 and their base damage by 1.
Increase your HP and Energy by +2
Enemies within 4 tiles of you take +10 D.M. to any attack rolls and have their mobility reduced by 2.
Increase your HP and Energy by +2
You gain a +2 armor bonus for every enemy you can see, up to +20.
Gain +1 bonus critical damage for every two enemies the character can currently see. This effect stacks up to +8.
Firstly gain the appropriate training to use up to Tier 5 Shotguns. Furthermore increase the Rangefinder bonuses for Short and Medium range by -5.
Firstly gain the appropriate training to use up to Tier 5 SMGs. Furthermore increase the Rangefinder bonuses for Short and Medium range by -5.
Firstly gain the appropriate training to use up to Tier 5 Axes. Furthermore increase the hone of these weapons by -5 and their base damage by 1.
Increase your HP and Energy by +3
Make a vicious attack with either a shotgun, SMG or Axe. This attack gains a -15 DM to hit and a -25 DM to critical chance. If this attack criticals it deals an additional +5 Crit damage. The next attack against you gains a -15 DM to hit and critical chance.
One handed axes now gain the ability to be thrown. Two handed axes gain an additional -10 critical chance.
Base RUN and SPRINT movement speed is increased by 1.
When you opt for this, deal damage to yourself equal to your STR mod. Select any foe that you can see, until they die you gain a -30 DM to hit them as well as crit. If they die from your first attack you regain twice the amount of HP this ability cost.
When using a two handed axe, you increase its shred by +1.
When using a one handed axe, you gain a -10 to hone and increase its pierce by +2.
For every kill that you gain on a mission, gain an additional 5 credit/valuables at the end of the mission.
Axes gain an additional modification slot.
When using either a SMG or a Shotgun, you gain one additional mod slot to them.
For each missing point of HP you have, gain that amount as a bonus - DM to any one check per turn.
For each tile you have moved in this turn, gain a third of that amount as bonus critical damage.
For an additional cost of energy, you can now use Furious Assault against two additional targets if they are within range of your attacks.
When taking the Shield Wall action reduce any damage taken by 1/4th and redirect any attack made against an ally within 1 tile of you to yourself.
When you are in a Shield Wall, you can make a free reaction with a pistol or sawn off shotgun to any target that fires at you or anyone within one tile of you. This attack does not suffer from Overwatch modifiers.
When you are in a Shield Wall and a creature makes an attack against someone you are covering, add your Shields DR to your ally and apply it against any damage type.
While equipped with a ballistic shield you may add a bonus to your dodge checks equal to the number of tiles away the attacker is from times two.
Add your shields DR as a bonus to any damage you deal. This does not apply to any Damage over Time.
Increase the DR of your shield by 2 against Ballistic, Physical, Laser and Plasma.
While you are defending an ally, you gain an additional -10 DM to any offensive actions, furthermore, assuming a Shield wall is no longer a full action.
Increase the Ablative HP granted by your shield by 5. Assuming a Shield wall is no longer a full action.
When you take the Shield Wall action you may spend four energy to allow one ally to move with you on your turn.
While equipped with a ballistic shield, allies within 1 tile of you gain -5 D.M. to their ranged attack rolls. This bonus is doubled to -10 D.M. while you are taking the shield wall action.
While equipped with a shield you and ally next to you cannot be knocked down or forcibly moved by physical means. In addition you and allies within 1 tile of you take 50% less damage from explosives.
When you are in a Shield Wall stance, you now count as full cover for both yourself and any ally behind you.
For the cost of 25 fuel and some energy use your chemthrower against all creatures in a AoE cone of 3 tiles.
Increase the status effect of your chemthrower by an additional degree (1).
Increase the size of the chemthrowers damage dice by 1. (1d4 > 1d6).
Choose one type of damage from Fire, Cold, Acid and Lightning. Gain a passive DR of 5 against that damage type. This DR cannot be shredded.
When using either a fire or cryo based chem thrower, automatically bypass 3 DR against that damage type. Also increase the difficulty of the checks to resist Ignited and Frostbite by +10 D.M.
When using either a acid or lightning based chem thrower, automatically bypass 3 DR against that damage type. Also increase the difficulty of the checks to resist Acidized and Electrified by +10 D.M.
Using a controlled burst for 30 fuel and some energy blast creatures in a 6 tile line from you. They gain +10 D.M. on top of any checks and allied creatures gain a -25 D.M. to succeed against any checks imposed due to this attack.
The cost of each burn of chemthrower fuel use is reduced by 5.
When you use more than one burn worth of fuel you may re-roll the lowest roll damage value and pick the higher.
When using Someone call an Exterminator? Increase the AoE of the attack by 1. You may also opt to use 50 fuel instead of 25 for more damage.
When using Someone call an Exterminator? Decrease the energy cost by 3. You may also opt to use 50 fuel instead of 25 for more damage.
Your fuel tank can no longer be destroyed when you are wearing the chemthrower. Furthermore increase the fuel amount by 50.
The Warmachines earned their designation. No other element in the ODR's order of battle carries the same capacity for sustained destruction and battlefield endurance, and no other role demands as much from the operators who fill it. The doctrine traces back to Beau Sterling, an American ODR Officer with an obsessive dedication to firepower and the will to absorb punishment that most soldiers simply don't possess.
Early in the invasion, command kept Warmachine assets in limited rotation, a decision that would be revisited. By mid-campaign, it became clear that certain engagements required something the standard line couldn't provide: the ability to drive overwhelming, unrelenting fire into an enemy position and keep it there until the threat was broken. Warmachines stepped into that gap and didn't step back.
What command didn't fully anticipate was the range of that contribution. Once the shooting stopped and a zone was secured, Warmachines didn't stand down. They dug in and their turret systems turned freshly taken ground into fortified positions, giving the rest of the unit something solid to hold behind. Taking a battle zone is one thing. Keeping it is another. As many learned in World War 1. Warmachines can effectively do both.
Their presence on the line also has a noted measurable impact on the soldiers fighting beside them. Morale holds longer, units will push harder. The effect is difficult to quantify but impossible to ignore after you've seen it in the field.
A single effective Warmachine can alter the outcome of a firefight. Integrate one into a coordinated ODR combined arms push, and the results become something the enemy has a difficult time finding a reliable answer for.
Starting Skills: Survival, Athletics -or- Coercion
Preferred Attributes: Toughness and Perception
Weapon Specialties: LMGs, SAWs, Rocket Launchers and Turrets
Role Abilities: Eat Lead!, Area Suppression, Sweeping Fire
Specializations: Rocketeer, Guardian, Machinist
Lay down suppressing fire in a zone with a radius of 3 tiles. Costs 5 ammo. Turn Ending.
While moving up half of your movement, lay into a single target with saturating fire. Gain a +10 DM to the attack. If it hits you also apply Vulnerable (3) on the target. Costs 3 ammo. Turn Ending.
Fire in a sweeping cone of 4 tiles. Making an attack roll on the primary called target. On a successful hit do standard damage against that target, on all other creatures in the cone do the weapons flat additional damage regardless of if the primary target was hit.This additional damage bypasses DR Costs 4 ammo. Turn Ending.
Your LMGs and SAWs now shred armor when they hit the enemy. This is 1/2/3 depending on the tech level of your weapon.
Force an enemy to run to new cover. This attack gains a -30 D.M. to hit, but deals 50% less damage, cannot crit, and consumes three total ammo. Hunkered units cannot be forced to move.
Reduce the total ammo cost of your chosen Primary Role ability by 1. Furthermore reduce the energy cost for this ability by 1 as well.
Increase your HP by 5 points.
Firstly gain the appropriate training to use up to Tier 3 LMGs. Furthermore increase the Rangefinder bonuses for Medium and Long range by -3. Increase their crit damage by +1.
Increase your Energy by 5 points.
Firstly gain the appropriate training to use up to Tier 3 SAWs. Furthermore increase the Rangefinder bonuses for Short and Medium range by -3. Increase their crit damage by +1.
Heavy armor now gains an additonal 50% Ablative armor rounded up that is calculated off the base value of the worn armor.
Increase your HP by 5 points.
When you are in cover and not exposed, automatically reduce damage from attacks made through that cover by 1. In addition you gain -10 D.M. to dodge checks against attacks on you made through cover.
Increase your STR and TGH attibute by +5. Also gain one rank in Athletics or any physical skill if you have already maxxed out your Athletics skill.
Whenever you reduce an enemy to 0 HP with any of your primary role abilities, you and all allies within 6 tiles gain +3 Defense and restore energy equal to half your Perception modifier. This effect can trigger once per turn. The defense bonus fades at the start of your next turn.
Firstly gain the appropriate training to use up to Tier 5 LMGs. Furthermore increase the Rangefinder bonuses for Medium and Long range by and additional -3.
The total capacity cost of heavy armor is reduced by 50%. All heavy armor worn also gains +1 DR against all damage types.
Firstly gain the appropriate training to use up to Tier 5 SAWs. Furthermore increase the Rangefinder bonuses for Short and Medium range by and additional -5.
You gain an addition +10 to your Maximum Capacity
Increase your HP by 5 points and your Energy by 3 points.
Firing your RPG is no longer turn ending at the cost of energy.
When firing a rocket, you add an additional amount of damage equal to half your perception mod.
Rockets can now critically hit. Their critical damage bonus is +2. Furthermore creatures caught in a critical blast must make a +20 D.M toughness check or become Disorientated (1).
If your rocket scatters from your target destination you reduce the distance scattered by one tile to a minimum of one.
Your rocket launcher’s range increases by 8 tiles.
Rockets can now benefit from targeting. You also gain an additional -10 D.M. to all shots from your RPG.
If your rocket scatters from your target destination you reduce the distance scattered by two tiles, to a minimum of one. Stacks with Reinforced Launcher.
Your rockets always impose 2 extra failures (total of three) to cover and structures.
All of your rockets gain an additional +2 Shred.
When an allied creature is caught in the blast radius of a rocket, they can make a -10 D.M. Agility save to take no Shred and halve the damage.
Your rockets now gain double the bonus from any targetting on a creature.
Increase the radius of your rocket by 2. The damage is also increased by 50%. Can be used with Drop the Sky.
In a radius of 4 tiles around you bolster your allies by granting them all temporary DR for all damage equal to half your toughness modifier. This lasts for 2 rounds.
Reduce all physically damaging DoT time effects by 1 turn. (Ignited, Acidized, Frostbite, etc)
Gain an additional -15 D.M. to resist all mind altering effects.
Increase the DR of all damage by 1/2/3 depending on the tier of armor you are wearing.
Re-roll any failed toughness or strength saves. Up to two times per mission.
Allow any ally that have you in their line of sight to add your CHA+TGH mod as a - modifier to any save against mind effecting abilities.
You now count as half-cover for anyone that stands behind you.
Anytime you hit an enemy with an attack using your primary weapon, they must make a Charsima Save with a +10 D.M. Upon failing it they are considered Taunted by you until the end of their turn.
When caught in melee spend energy to make a standard attack with no melee or cumbersome penalty on that attack. After it hits you may disengage and that disengage is not turn ending.
All shredding done to you is reduced by 2, to a minimum of 1.
Anytime you get a kill on an enemy, increase your ablative armor by 3.
Expend energy to regain a number of HP equal to 2x your Toughness Modifier. Allies that can see you feel inspired and regain half this amount in HP.
Now when you deploy an auto turret onto the battlefield it only costs a single action to do.
Deploy the WIZ-360 turret. This machine no longer attacks enemy targets, but rather defends a location by swatting down enemy rockets, grenades and bombs. It can defend from all directions as well.
Deply a GAU-5 turret. This machine is superior variation of the standard deployable turret. It hit harder, lasts longer and can defend a wider area against foes.
Doubles the HP of a turret. Its battery also lasts and addtional 3 rounds.
When a turret fires upon a target, it no longer receives the Overwatch debuff.
Any turret deployed by you is now considered a difficult check in order to be hacked.
The ammo capacity of your deployable turrets is now doubled.
Your turrets now do an additional dice size + 2 worth of damage.
Your turrets are reinforced with armor plating. They now gain +5 DR from Ballistic and Physical damage. As well as +3 DR from all other sources.
Your turrets now deploy with a barrier amount equal to your INT mod x 4. The battery of turret also lasts for an additional 10 rounds.
This ability can be used from 10 tiles away and will allow your turret to repair itself for 25% of its total HP. This ability does not bring a destroyed turret back to operational status.
You are now capable of fielding two specialized turrets to the field. (WIZ-360/GAU-5)
Of all the doctrines fielded by the ODR, the Vanguard is the one that required the most convincing. A return to melee-oriented combat in the context of a modern invasion was not a proposal that moved easily through the chain of command. The early objections were reasonable. The results were not what the objectors anticipated.
The Vanguard doctrine is built on a deliberate rejection of ranged engagement as a primary method of contact. Where other ODR elements establish distance and apply firepower, the Vanguard closes it, bringing edged weapons and impact tools directly into the enemy's position. In practice, this approach bifurcates along two equally effective lines. Offensive Vanguards drive into enemy formations to disrupt, dismantle, and eliminate at close quarters, operating with a level of aggression that consistently destabilizes prepared positions. Defensive Vanguards anchor themselves alongside allied personnel and function as a hardened barrier that enemy forces have repeatedly failed to breach.
A third application has been documented with enough frequency to warrant formal acknowledgment. Certain Vanguard operators have issued direct challenges to enemy commanders in the field, engaging in single combat. The tactical implications of these engagements, regardless of outcome, have demonstrated a measurable effect on enemy unit cohesion and morale that conventional engagement methods do not replicate.
Beyond disruption and defense, the Vanguard doctrine revealed an intelligence dividend that was not anticipated in early assessments. Operating at contact range exposed gaps in enemy defensive architecture that ranged engagement had never uncovered. Vanguards also proved to be an effective counter to the enemy's own melee-capable combatants, a threat category that other ODR doctrines were not always configured to address efficiently.
The doctrine was called a terrible idea by those who had not seen it employed. That assessment did not survive contact with the evidence.
Starting Skills: Athletics, Tactics -or- History
Preferred Attributes: Strength and Toughness
Weapon Specialties: One and Two Handed Melee Weapons, Shields
Role Abilities: Bladestorm, Charge, Cross Strike
Specializations: Frontbreaker, Knight, Duelist
When an enemy enters or leaves your melee range tiles you may spend a reaction to take a reaction attack against them with an actively equipped melee weapon. If no reaction is available you must use energy to use this.
Move to an enemy within Sprinting distance and immediately make a melee attack.
When you attack an enemy you can make a special followup attack. If the first attack hit your enemy the follow up strike is done on the same enemy with a -10 DM to hit and to crit chance. If your first attack missed this attack is done with no bonuses.
Gain -10 D.M. to dodge checks against any attacks made against you by targets within 4 tiles. Enemies within 4 tiles of you take +15 D.M. to critical hit tests against you.
When you attempt to dodge (parry) an enemies melee attack you gain a -10 DM to the check. This stacks with Flow of Battle.
Upon killing an enemy with your weapon you gain 1 ablative hit point. Stacks up to your Toughness modifier.
Increase your HP by 5 points.
Increase your Energy by 5 points.
Firstly gain the appropriate training to use up to Tier 3 One Handed Weapons. Furthermore increase the hone of these weapons by -5 and their base damage by 1.
Firstly gain the appropriate training to use up to Tier 3 Two Handed Weapons. Furthermore increase the hone of these weapons by -5 and their base damage by 1.
Shields now gain an additional +1 DR. They also gain +3 defense as well as +2 Ablative HP.
Increase your HP by 5 points.
Make a powerful attack against your selected foe, this attack gains a +15 DM to hit, however it does an additional 50% damage to the enemy. This attack can critically hit as well. This only work with your main hand attack.
Any time you use a melee weapons special ability, if it requires a save against any effect increase the save for the enemy by +5 DM.
Your melee attacks impose a +5 DM penalty to the target's dodge attempts until the start of your next turn
Increase your HP by 5 points and your Energy by 3 points.
Firstly gain the appropriate training to use up to Tier 5 One Handed Weapons. Furthermore increase the hone of these weapons by -5 and their base damage by 2.
Firstly gain the appropriate training to use up to Tier 5 Two Handed Weapons. Furthermore increase the hone of these weapons by -5 and their base damage by 2.
Shields are now resilient against 1 Shred reducing it to a minimum of 0. They also gain an additional +2 Defense as well as +3 Ablative HP.
While you are engaged in melee the D.M. for shooting you is increased by +10. Enemies normally immune to the Engaged in Melee circumstance still take the penalty when firing at you, but not take the additional +10 D.M.
Make a special attack with your melee weapon that hits all tiles directly around you. Pick a primary target to attack, if that attack hits you deal half of that amount of damage to all creatures within one tile of you if using a one handed weapon and two tiles if using a two handed weapon.
If you are using a 2h weapon with Whirlwind Strike, force up to three creatures hit to make a +10 DM STR save. If they fail they are knocked prone.
If you are using two 1h weapons with Whirlwind strike, you may roll the weapon damage from your offhand and add it to the damage done on the main foe. This is not applied to other creatures.
All melee weapons gain an additional -5 DM to critical chance.
Gain -20 D.M. to any check to avoid debilitating effects. In addition you may spend 3 energy to reroll a single check that has benefitted from Indomitable.
If you are dual wielding, you can make your off hand attack with a +10 DM. This counts as Ambidextrous(2).
You let out a ferocious battlecry, all enemy creatures within 5 tiles of you that can hear you must make a +15 DM CHA save. If they fail they gain Panicked(2) as well as take Sonic damage equal to your CHA modifier.
Standing as a pinnacle of strength in battle, you may use your reaction to make a special dodge action. If you succeed in dodging you also gain DR to that damage type equal to half your STR mod rounded down.
Pick one known species of alien, you gain additional damage to that species equal to half your STR mod.
Whirlwind Strike is now capable of doing at least your full modifier damage against the additional foes hit.
Made from the Stuff of Legends, your Fearsome Battlecry now can inspire your allies. If they are under any form of mental debilitation they remake their save against it with a =10 DM.
On kill you may spend 5 energy to make another melee attack against an enemy within your reach.
When taking the Shield Wall action reduce any damage taken by 1/4th and redirect any attack made against an ally within 1 tile of you to yourself.
While in your Shield Wall stance, you can use Shield Bash against an enemy and then immediately follow up with a main hand attack. If this attack hits the foe only benefits from half their DR.
When you take the Shield Wall action you may spend five energy to allow one ally to move with you on your turn. This ally also gains your shields defense value.
As a reaction you can change the declared facing of your shield wall and shift to protect anyone behind you.
Shield bash now does 1d4+2 damage instead of 1d2.
You now count as full cover when in Shield Wall. And can reduce damage by 1/3rd.
When you deal shield bash damage, you heal for 3 HP automatically.
You can purposely set off an explosive traps while shield wall is in use. When you do reduce the damage by 50% and allies take no damage if they are in range of the AoE.
Once per round when you successfully dodge an attack while equipped with a ballistic shield you may opt to take no damage instead of half. For a cost of energy you can apply this effect to an ally that is using your shield wall as cover.
When you hit an enemy with your shield bash, force them to make a +10 DM TGH check. Upon failing they gain Stunned(2). If they succeed they gain Disorientated(1).
When you activate shield wall, the closest ally to you gains HP equal to the highest amount of DR your shield has.
Select up to 3 allies you can see on the battlefield and Knight them. While they are knighted they gain defense equal to half your shields defense. They also do additional damage equal to half your TGH modifier. You are unable to grant yourself this buff, This lasts for 2 full rounds.
Choose an enemy that you can see and challenge them to a duel. While you are in a duel against this foe they are unable to attack any other characters on the battlefield. This duel lasts until either the creature is killed or you are.
While you are engaged in a duel with a foe and are using a 1 handed melee weapon the other hand is free you may also add your CHA modifier in damage against that target.
Any attacks you make with a 1 handed melee weapon and the other hand is free you gain a bonus -15 DM to hit and an additional -15 D.M. to critical chance.
You gain an additional -10 DM to any dodge attempts you make against melee attacks.
Your melee strikes with 1 handed weapons are potent, do an additional +2 damage with them.
Increase your base critical chance by doubling your PER mod bonus to it.
Trick and bamboozle your foe with a flashy feint. Make a standard attack against them and force them to make a +15 DM PER save. If they fail they are considered Stunned(1) and if they pass they are considered Disorientated(1).
When you are engaged in a duel, you add your PER or AGI mod (whichever is higher) as defense.
While engaged in a duel, you may add your PER or AGI mod (whichever is higher) as a bonus - DM to hit your target.
When you kill a foe that you are engaged in a duel with, you may automatically mark a new target to duel without energy cost within 6 tiles of you that you can see.
When engaged in a duel with an enemy, increase your weapons penetration by half your PER or AGI mod, whichever is higher.
Make a special attack against an enemy they do not benefit from any defense value or DR from natural or worn armor.
Arsenal
The [T1 Assault Rifle] is your most stock and standard assault rifle. It boasts a nice well rounded approach to combat no matter the model.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 6 | 7 - 12 | >12 |
| Bonus | -10 | -5 | +10 |
The [T1 DMR] is long ranged and agile weapon. They are quite accurate in the right hands and very damaging. This said, they have a great weakness when used in close ranged combat.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 5 | 6 - 15 | >15 |
| Bonus | +10 | -8 | -3 |
The [T1 LMG] belong to the cannons semi-heavy weapons classification of guns. It boasts an even more powerful punch among than its SAW counterpart and finds it home mostly sitting in the mid range area. The LMG is also able to penetrate through some minor armor as well which makes it invaluable against heavier targets. It does weigh quite a bit, is quite expensive and is still cumbersome.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 5 | 6 - 15 | >15 |
| Bonus | +10 | -10 | +10 |
The [T1 Magnum] is another variant of pistol for those that want to pack stopping power in a cheap and lighter package than a LMG. Now it does boast the same general properties as a standard pistol, however, it can penetrate through a small amount of armor as well as requires two hands for firing without special training.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 6 | 7 - 9 | >9 |
| Bonus | -12 | 0 | +12 |
The [T1 Pistol] is a trusted sidearm for any fighting force. Its light and reliabe, easy to conceal as well in most cases. Though being a pistol sidearm it is not optimal for longer shots or extended fire fights.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 6 | 7 - 9 | >9 |
| Bonus | -15 | +5 | +10 |
The [T1 SAW] belong to the cannons semi-heavy weapons classification of guns. It boasts a powerful punch among the guns and finds it home mostly sitting in the mid range area. If there was a major downside to this weapon it would be is weight and cumbersome nature.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 4 | 5 - 10 | >10 |
| Bonus | +5 | -10 | +10 |
The [T1 Shotgun] is a powerful weapon that boasts a heavy punch and higher critical threshold than most other ranged weapon categories. It does suffer a couple of small drawbacks such as its limited magazine size and need to get into closer range of enemies.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 4 | 5 - 8 | >8 |
| Bonus | -25 | +10 | +25 |
The [T1 SMG] is also known as a sub machine gun. More often than not its a style of modified pistol for rapid firing or a compact automatic weapon that fires pistol caliber rounds. It is effective at short range and gets a bit more inaccurate at medium and long ranges.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 6 | 7 - 10 | >10 |
| Bonus | -15 | 0 | +15 |
The [T1 Sniper Rifle] is long ranged weapon that has seen great tactical use in human conflict since the advent of rifles. They are quite accurate in the right hands and very damaging. This said, they have a great weakness when used in close ranged combat.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 5 | 6 - 15 | >15 |
| Bonus | +15 | 0 | +10 |
A collapsable and expandable baton. It is a former tool of law enforcement from a bygone era, now its used to enforce blunt force trauma onto your enemies.
Ever trusted in its usability in destruction of property. The sledgehammer is quite helpful in making holes in walls and doors when there it little other options. It has an added bonus in causing a lot of blunt force trauma against your enemies.
The hand axe, great for splitting wood and alien skulls. It's bearded design makes it capable ot pulling a disarming attack against an enemy if one is brave enough to get close!
The Firemans axe is a two handed weapon capable of devastating attacks. It has a longer reach than a survival sword though when trying to hit a target at a longer range it does suffer in its accuracy.
A Survival Sword is one that has been roughly crafted. While it might not be the prettiest thing around it is effective for those that wish to risk getting in up close and personal.
If using a survival sword in one hand wasn't enough, try its larger variant the Greatsword. Best used with leverage and speed it can cleave better than any of the other 2 handed weapons on a base level. Just be careful where you are swinging to not accidentally hit an ally.
The Survival Knife is a weapon that some believe no operative or survivalist should find themselves without. It is very cheap to purchase and beyond that it is light and versatile even if it is not the most deadly thing out there.
Smite your foe with a wall of metal!
The Chemthrower is a special weapon that utilizes fuel instead of conventional ammo. When used the shooter decides how much fuel they want to burn on the attack. The more fuel used when burning the more potential damage the chemthrower does. Choose one target within its range of 6 tiles to attack. This Flame variant is the more common version and is reliable on dishing out fire damage!
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 2 | 3 - 4 | 5 - 6 |
| Bonus | AGI Save +5 | AGI Save +10 | AGI Save -10 |
The LAW [Light Anti-Tank Weapon] is a light weight and disposable rocket launcher. While it cannot offer the sustained firepower of a standard rocket launcher it does offer some advantages to weight and concealability.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 6 | 7 - 10 | >10 |
| Bonus | 0 | -5 | -10 |
The Rocket Launcher is largely dependent on the type of rocket you have it loaded with. Unlike its lighter and more compact cousin the LAW a standard Rocket Launcher is difficult to sneak around. It is better for longer sustained fire and has far more variance within its munition options.
| Short | Medium | Long | |
|---|---|---|---|
| Tiles | 1 - 6 | 7 - 10 | >10 |
| Bonus | 0 | -5 | -10 |
A set of very basic armor, it doesn't offer too much in terms of defenses. It does offer a small boost of mobility which in some cases can be more useful than straight defense boosts. Beyond this it is also undetectable in cases where discretion is required.
Tried and true, the kevlar vest is a great intermediate and affordable choice for the everyday operative. It offers double the defensive abilites that light armor grants but none of the mobility bonuses. It still retains much of the discretion that light armor has, though its not quite as easy to hide in areas that are guarded with vigilance.
Heavy armor is a great choice for anyone looking to maximize their survivablity. It grants the highest defensive bonuses of the basic armors, though at the price of being heavy and not capable of being hidden at all. Beyond these potential downsides it also is quite expensive to purchase, however, can one really put a price on staying alive?
The shield, a trusted friend to warriors across all time. It is still proving to be useful even in the modern age of alien warfare. It provides a surprising amount of defensive bonuses but it's biggest strength lies in its ability provide mobile cover in positions that might otherwise have none to offer. The shield also has a ability to be used as a bashing weapon should the opportunity arise.
Status Effects
Take fire damage equal to X at the start of each turn; X drops by 1 each turn until 0.
All checks take +10 D.M. per X value. Poisoned(3) = +30 to all checks. Ticks down each turn.
Damage as Ignited, but X doubles against armor points. Overflow past destroyed armor carries into HP (min 1).
Take X damage at the start of the turn and reduce movement by the same X. Ticks down each turn.
Speed set to 0 and +20 to attack rolls. If the pinner takes damage, make a contested Athletics check (+1 per 5 damage dealt) to break free.
The controller decides the target's turn. A Charisma save partly mitigates the orders (shotgun → pistol).
At turn start the creature immediately Hunkers Down, lasting X turns. An ally's Help lets them remake the Charisma save.
The first time damage is taken, add bonus damage equal to X, then the status drops.
Take X damage when taking any action other than self-healing (once/turn). Bypasses armor and barriers. Ticks down each turn.
Damage as Ignited, but X doubles against barrier/shield points. Overflow past destroyed shields carries into HP (min 1).
Lose actions equal to X, usually 1, but some abilities and creatures stun for longer.
Won't trigger overwatch in most cases; attacks from concealment take −5. Any non-movement action breaks it. Enter via a Challenging Stealth check (costs an action).