This commit is contained in:
NikolajDanger committed 2026-04-11 21:32:31 +02:00
commit 0acf4185cd
12 files changed
+529

No files matched your search

Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
View File
Binary file not shown.
+82
View File
@@ -0,0 +1,82 @@
%!TEX TS-program = xelatex
%!TEX encoding = UTF-8 Unicode
\documentclass[a4paper]{article}
\usepackage{fancyhdr}
\usepackage{geometry}
\usepackage{fontspec}
\usepackage{import}
\usepackage[table,xcdraw]{xcolor}
\usepackage[parfill]{parskip}
\usepackage{enumitem}
\usepackage{tabularx}
\usepackage{titlesec}
\usepackage{tikz}
\pagestyle{fancy}
\fancyhf{}
\fancyheadoffset{0pt}
\renewcommand{\headrulewidth}{0pt}
\renewcommand{\footrulewidth}{0pt}
\fancyhead[R]{\thepage}
\fancypagestyle{plain}{%
\fancyhf{}%
\fancyhead[R]{\thepage}%
}
% Alien-inspired colors
\definecolor{titlecolor}{HTML}{558B2F} % Acid green
\definecolor{subtitlecolor}{HTML}{4d7d2a} % Darker green
\definecolor{tableheader}{HTML}{1B5E20} % Dark green header
\definecolor{tablecolor1}{HTML}{E8F5E9} % Light green row
\definecolor{tablecolor2}{HTML}{C8E6C9} % Slightly darker green row
\definecolor{warncolor}{HTML}{FF6F00} % Warning amber
\geometry{
a4paper,
left=45pt,
right=45pt,
top=25pt,
bottom=25pt,
headsep=-10pt
}
\setcounter{secnumdepth}{0}
\setmainfont[
Path=./fonts/,
BoldFont=GothamBold.otf,
ItalicFont=GothamBookItalic.ttf
]{GothamBook.ttf}
\newfontfamily\titlefont[Path=./fonts/]{Idlewild-Bold.otf}
\def\arraystretch{1.2}
% Section formatting
\titleformat*{\section}{\raggedright\fontsize{28}{34}\titlefont\color{titlecolor}}
\titleformat*{\subsection}{\raggedright\fontsize{16}{19}\titlefont\color{titlecolor}}
\titleformat*{\subsubsection}{\raggedright\fontsize{13}{16}\titlefont\color{subtitlecolor}}
\titlespacing*{\section}{0pt}{5pt}{5pt}
\titlespacing*{\subsection}{0pt}{10pt}{3pt}
\titlespacing*{\subsubsection}{0pt}{8pt}{2pt}
% Custom commands
\newcommand{\wrap}[2]{\parbox{#2\textwidth}{\vspace{3pt}#1\vspace{3pt}}}
\newcolumntype{P}[1]{>{\centering\arraybackslash}m{#1}}
% Dice symbols (simple text versions)
\newcommand{\success}{\textbf{6}}
\newcommand{\facehugger}{\textbf{1}}
\begin{document}
\setcounter{page}{1}
\input{parts/basics.tex}
\newpage
\input{parts/stealth.tex}
\newpage
\input{parts/combat.tex}
\newpage
\input{parts/damage.tex}
\newpage
\input{parts/panic.tex}
\end{document}
+93
View File
@@ -0,0 +1,93 @@
\section{Basics}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Skill Rolls}
To perform a skill roll:
\begin{enumerate}[leftmargin=*]
\item \textbf{Assemble Base Dice}: Start with a number of base dice (D6) equal to your \textbf{Attribute + Skill Level}.
\item \textbf{Add Stress Dice}: Add a number of stress dice equal to your current \textbf{Stress Level}.
\item \textbf{Roll All Dice}: Roll all dice together. You need at least one \textbf{6} to succeed.
\item \textbf{Count Successes}: Each \textbf{6} beyond the first gives bonus effects (extra damage, quicker completion, etc.).
\end{enumerate}
\subsubsection{Modifiers}
The GM or gear can add or remove base dice. You can never roll fewer than one base die. Modifiers never affect stress dice.
\subsubsection{Helping}
Up to three characters can help with a roll. Each helper gives \textbf{+1 die}. In combat, helping costs your full action.
\subsubsection{Rolling Without Skill}
If you lack the required skill, roll only your attribute score as base dice (plus stress dice).
\vspace{10pt}
\subsection{Pushing Your Roll}
If you fail, or want more successes, you can \textbf{push} the roll:
\begin{itemize}[leftmargin=*]
\item Increase your stress level by \textbf{+1}.
\item Add one stress die to your pool.
\item Re-roll all dice that did \textbf{not} show \textbf{6}.
\item All dice count after the re-roll (including those not re-rolled).
\end{itemize}
\textbf{Restrictions:}
\begin{itemize}[leftmargin=*]
\item You can only push \textbf{once} per roll.
\item If you rolled \textbf{1} on any stress dice, you \textbf{cannot push}.
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Stress Response}
If you roll \textbf{1} on one or more stress dice, trigger a stress response. Roll D6, add your Stress Level, subtract your Resolve, and consult the table:
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|P{0.12\textwidth}|m{0.78\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline
$\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline
1 & \textbf{Jumpy.} When pushing, gain +2 stress instead of +1. \\ \hline
2 & \textbf{Tunnel Vision.} --2 dice on Wits-based rolls. \\ \hline
3 & \textbf{Aggravated.} --2 dice on Empathy-based rolls. \\ \hline
4 & \textbf{Shakes.} --2 dice on Agility-based rolls. \\ \hline
5 & \textbf{Frantic.} --2 dice on Strength-based rolls. \\ \hline
6 & \textbf{Deflated.} You cannot push any rolls. \\ \hline
7+ & \textbf{Mess Up.} Action fails regardless of dice rolled. Stress +1. \\ \hline
\end{tabular}
\vspace{3pt}
\textit{If you get a response you already have, gain +1 stress instead.}
\vspace{10pt}
\subsection{The 12 Skills}
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.25\textwidth}|m{0.65\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Attribute}} & {\color{white}\textbf{Skills}} \\ \hline
Strength & Heavy Machinery, Stamina, Close Combat \\ \hline
Agility & Mobility, Ranged Combat, Piloting \\ \hline
Wits & Observation, Comtech, Survival \\ \hline
Empathy & Command, Manipulation, Medical Aid \\ \hline
\end{tabular}
\vspace{10pt}
\subsection{Time Units}
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.22\textwidth}|m{0.28\textwidth}|m{0.32\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Unit}} & {\color{white}\textbf{Duration}} & {\color{white}\textbf{Primary Use}} \\ \hline
Round & 5--10 seconds & Combat \\ \hline
Stretch & 5--10 minutes & Stealth \\ \hline
Shift & 5--10 hours & Repairs \\ \hline
\end{tabular}
\end{minipage}
\end{center}
+103
View File
@@ -0,0 +1,103 @@
\section{Combat}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Initiative}
At the start of each round, draw cards numbered 1--10. Card \#1 acts first, \#2 second, etc.
\subsubsection{Surprise \& Ambush}
If an attack is surprising, the attacker gets card \#1 automatically. An \textbf{ambush} (attack on unaware opponent) also gives \textbf{+2 dice} to the attack and the target \textbf{cannot defend or dodge}.
\subsubsection{Holding Off}
On your turn, you can \textbf{swap initiative cards} with someone acting after you. They must act immediately. Useful for letting allies go first.
\vspace{10pt}
\subsection{Actions}
Each round you can perform \textbf{one full action + one quick action}, or \textbf{two quick actions}.
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.45\textwidth}|m{0.42\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Full Actions}} & {\color{white}\textbf{Skill}} \\ \hline
Attack in close combat & Close Combat \\ \hline
Make a ranged attack & Ranged Combat \\ \hline
Jump or climb & Mobility \\ \hline
Take full cover & -- \\ \hline
Interact with terminal & Comtech \\ \hline
Use machinery & Heavy Machinery \\ \hline
Give first aid & Medical Aid \\ \hline
Clear jammed weapon & Heavy Machinery \\ \hline
Give orders & Command \\ \hline
Drive a vehicle & Piloting \\ \hline
\end{tabular}
\vspace{5pt}
\subsubsection{Quick Actions}
\begin{itemize}[leftmargin=*]
\item Move into an adjacent zone
\item Move between Short and Adjacent range
\item Move to a door/hatch and peek through
\item Lock a door or hatch
\item Take partial cover
\item \textbf{Defend} against close combat (interrupt)
\item \textbf{Aim} (+2 dice to next ranged attack)
\item \textbf{Dodge} a ranged attack (interrupt)
\item Reload a weapon
\item Pick up an item from the ground
\item Rally a broken character (COMMAND)
\end{itemize}
\textit{Interrupt actions occur out of turn but still cost a quick action.}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Range Bands}
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.25\textwidth}|m{0.62\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Range}} & {\color{white}\textbf{Description}} \\ \hline
Adjacent & In your face (touching distance) \\ \hline
Short & In the same zone \\ \hline
Medium & In an adjacent zone \\ \hline
Long & Up to four zones away \\ \hline
Extreme & Farther away \\ \hline
\end{tabular}
\vspace{10pt}
\subsection{Close Combat}
Roll \textbf{CLOSE COMBAT} (full action) at Adjacent range.
\textbf{Damage:} Weapon's base damage + 1 per extra \success~beyond the first. Unarmed attacks have base damage 1.
\subsubsection{Defend}
As a \textbf{quick action} (interrupt), roll CLOSE COMBAT. Each \success~you roll \textbf{eliminates one} \success~from the attacker. Must declare before attacker rolls.
\subsubsection{Special Attacks}
Declare before rolling; no weapon bonus dice:
\begin{itemize}[leftmargin=*]
\item \textbf{Disarm} -- Take or throw opponent's item.
\item \textbf{Pass} -- Move past a blocking enemy.
\item \textbf{Shove} -- Push opponent to Short range.
\item \textbf{Grapple} -- Pin enemy; they can only try to break free.
\end{itemize}
\vspace{10pt}
\subsection{Ranged Combat}
Roll \textbf{RANGED COMBAT} (full action) at Short range or more. Base damage +1 for each \success~beyond the first.
\textbf{Aiming:} Spend a quick action before attacking for \textbf{+2 dice}. Must happen immediately before the attack (same round, no other actions).
\textbf{Dodge:} Quick action (interrupt), roll MOBILITY. Each \success~eliminates one attacker's \success.
\subsubsection{Conserving Ammo}
After hitting, you can spend one extra \success~to \textbf{skip the ammo supply roll} instead of adding damage.
\subsubsection{Full Auto}
If you hit without pushing, you may immediately attack again (same or different target). Up to \textbf{3 attacks} total. Each attack after the first gives \textbf{+1 stress}. Must make ammo supply roll after each attack.
\end{minipage}
\end{center}
+94
View File
@@ -0,0 +1,94 @@
\section{Damage \& Health}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Health}
Your starting Health equals \textbf{(Strength + Agility) $\div$ 2}, rounded up. Health represents fatigue, bruises, and minor cuts.
\subsection{Armor}
Armor reduces incoming damage by its \textbf{armor level}. You can only wear one suit of armor at a time.
\subsubsection{Armor Piercing}
Against armor piercing attacks, armor level counts as \textbf{1 lower} (minimum 0).
\subsubsection{Weak Spots}
You can aim for a weak spot: \textbf{--2 dice} to attack, but on hit the armor level is reduced by 1 (in addition to armor piercing).
\vspace{10pt}
\subsection{Cover}
\begin{itemize}[leftmargin=*]
\item \textbf{Partial Cover} (quick action): Ranged attacks against you get \textbf{--2 dice}. You can still dodge.
\item \textbf{Full Cover} (full action): Breaks line of sight. Ranged attacks get \textbf{--3 dice} and must penetrate the barrier. You \textbf{cannot dodge}.
\end{itemize}
Only available in cluttered zones (or by doors/hatches).
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|m{0.45\textwidth}|P{0.35\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Barrier}} & {\color{white}\textbf{Armor Level}} \\ \hline
Furniture & 1 \\ \hline
Inner Bulkhead & 2 \\ \hline
Outer Bulkhead & 3 \\ \hline
Armored Bulkhead & 4+ \\ \hline
\end{tabular}
\vspace{3pt}
\textit{Breach Limit: If armor level $>$ weapon's base damage, the attack cannot breach, regardless of \success~rolled.}
\vspace{10pt}
\subsection{Broken}
When you drop to \textbf{0 Health}, you are \textbf{broken}:
\begin{itemize}[leftmargin=*]
\item Immediately roll for a \textbf{critical injury} (D66).
\item You can only make \textbf{one move action per round} and mumble.
\item You \textbf{cannot gain stress} and never make panic rolls.
\item Further damage causes \textbf{additional critical injuries}.
\end{itemize}
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Recovering from Broken}
If not dead, three ways to recover:
\begin{itemize}[leftmargin=*]
\item \textbf{First Aid}: Someone at Adjacent range rolls MEDICAL AID (full action). On success, recover \textbf{1 Health per \success}. Also stabilizes lethal injuries.
\item \textbf{Rally}: Someone in same zone rolls COMMAND (quick action). On success, recover \textbf{1 Health per \success}. Does not affect critical injuries.
\item \textbf{On Your Own}: After \textbf{one stretch}, automatically recover 1 Health and get back up.
\end{itemize}
\subsubsection{Natural Recovery}
If not fatigued, recover \textbf{1 Health per stretch} resting in a safe area (even with critical injuries).
\vspace{10pt}
\subsection{Critical Injuries}
Roll D66 when broken. Some critical injuries are \textbf{lethal} -- you must make \textbf{death rolls}.
\subsubsection{Death Rolls}
Roll for \textbf{STAMINA} after the time limit passes. You \textbf{cannot push} and use \textbf{no stress dice}.
\begin{itemize}[leftmargin=*]
\item \textbf{Fail}: You die.
\item \textbf{Succeed}: Make another roll when time limit passes again.
\item \textbf{3 Successes}: You survive and stop rolling.
\end{itemize}
\subsubsection{Stabilizing}
Someone can give first aid (MEDICAL AID, full action):
\begin{itemize}[leftmargin=*]
\item \textbf{Success}: Stabilized -- stop making death rolls. If broken, also recover 1 Health per \success.
\item \textbf{Failure}: Time limit \textbf{decreases one step} (shift $\rightarrow$ stretch $\rightarrow$ round $\rightarrow$ death).
\end{itemize}
\subsubsection{Instant Death}
\begin{itemize}[leftmargin=*]
\item Critical injury results 64--66.
\item Damage from a single hit $\geq$ 2$\times$ your max Health.
\item Certain attacks.
\end{itemize}
\subsubsection{Surgery}
Some injuries require surgery before healing: a \textbf{shift} of time + MEDICAL AID roll.
\end{minipage}
\end{center}
+81
View File
@@ -0,0 +1,81 @@
\section{Panic}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Stress Level}
Your stress level starts at zero and increases during play:
\begin{itemize}[leftmargin=*]
\item You \textbf{push} a skill roll.
\item You or a nearby PC suffers certain stress/panic responses.
\item A nearby NPC panics.
\item You fire a 2nd or 3rd burst of full auto fire.
\item You become fatigued.
\item A crew member attacks you.
\item Someone nearby is revealed to be an android.
\item Any unnerving encounter (GM discretion).
\end{itemize}
\subsection{Panic Roll}
Make a panic roll when:
\begin{itemize}[leftmargin=*]
\item You witness a PC become \textbf{broken}.
\item You see a Xenomorph \textbf{for the first time}.
\item A Xenomorph comes within \textbf{Adjacent range}.
\item You witness a PC suffer certain \textbf{panic responses}.
\item A \textbf{truly horrifying event} occurs (GM discretion).
\end{itemize}
\textbf{Roll:} D6 + Stress Level -- Resolve. Consult the table on the right.
\subsubsection{More Panic}
If you're already suffering a panic response and must make another panic roll, you suffer \textbf{both responses} if possible. If incompatible, the higher result takes precedence. Same result = use next higher response.
\vspace{10pt}
\subsection{Stopping Panic}
Ongoing panic responses end when:
\begin{itemize}[leftmargin=*]
\item Another character in speaking range makes a \textbf{COMMAND roll} (full action in combat).
\item You become \textbf{broken}.
\item \textbf{One stretch} passes.
\end{itemize}
\vspace{10pt}
\subsection{Relieving Stress}
For every \textbf{stretch} spent resting in a \textbf{safe area}:
\begin{itemize}[leftmargin=*]
\item Stress level \textbf{--1}.
\item Remove one \textbf{stress response} of your choice.
\end{itemize}
You cannot make skill rolls while resting.
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Panic Response Table}
\textbf{Roll:} D6 + Stress Level -- Resolve
\vspace{5pt}
\rowcolors{1}{tablecolor1}{tablecolor2}
\begin{tabular}{|P{0.08\textwidth}|m{0.82\textwidth}|}
\hline
\rowcolor{tableheader}
{\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline
$\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline
1 & \textbf{Spooked.} Stress +1 for you. \\ \hline
2 & \textbf{Noisy.} Nearby enemies are automatically alerted. \\ \hline
3 & \textbf{Twitchy.} Make an immediate supply roll (air, ammo, or power -- GM's choice). \\ \hline
4 & \textbf{Lose Item.} Drop a weapon or item (GM's choice). Quick action to pick up. \\ \hline
5 & \textbf{Paranoid.} Cannot give or receive help on skill rolls. \\ \hline
6 & \textbf{Hesitant.} Automatically get \#10 initiative card. \\ \hline
7 & \textbf{Freeze.} Lose your next turn. No interrupt actions until then. \\ \hline
8 & \textbf{Seek Cover.} Immediately take full cover (interrupt). Stress --1, but lose next turn. If open zone, Scream instead. \\ \hline
9 & \textbf{Scream.} Lose next turn, no interrupt actions. Stress --1, but every friendly PC in zone makes a panic roll. \\ \hline
10 & \textbf{Flee.} Move away from the source (interrupt). Stress --1, allies in starting zone get stress +1. Must keep fleeing until safe. \\ \hline
11 & \textbf{Frenzy.} Attack the nearest creature, friend or foe. All friendly PCs in zone make panic roll. Fight until you or target is broken. \\ \hline
12+ & \textbf{Catatonic.} Collapse. Cannot move or act until panic stops. \\ \hline
\end{tabular}
\vspace{10pt}
\subsection{Mental Trauma}
If you rolled \textbf{9 or higher} on a panic roll during a session, roll \textbf{Empathy} (attribute only, no skill, cannot push) after the session. On failure, roll D66 for a permanent mental trauma.
\end{minipage}
\end{center}
+76
View File
@@ -0,0 +1,76 @@
\section{Stealth}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Stealth Mode}
Stealth mode represents careful exploration of unknown areas, played out in \textbf{stretches} (5--10 minutes each).
\subsubsection{PC Movement}
In one stretch, you can:
\begin{itemize}[leftmargin=*]
\item Move into an \textbf{adjacent zone} (if border is open or has unlocked door/hatch).
\item Scan for enemies.
\item Get a superficial description of the zone from the GM.
\end{itemize}
PCs can move individually or as a group. Order is chosen freely.
\subsection{Detection}
When you come within \textbf{line of sight} of an NPC (or vice versa), make a \textbf{passive open opposed OBSERVATION roll}.
\begin{itemize}[leftmargin=*]
\item This roll \textbf{cannot be pushed} and does not trigger stress responses.
\item For groups, only the \textbf{highest roll} on each side counts.
\end{itemize}
\subsubsection{Detection Outcomes}
\textbf{If one side wins}, they spot the other first and can choose to:
\begin{itemize}[leftmargin=*]
\item \textbf{Reveal themselves} -- End stealth, draw initiative.
\item \textbf{Ambush} -- +2 dice to attack, target cannot defend/dodge.
\item \textbf{Hide} in the zone (if cluttered).
\item \textbf{Back out} the way they came (immediate, doesn't count toward movement).
\end{itemize}
\textbf{If tied}, both sides spot each other simultaneously -- draw initiative and begin combat.
\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
\subsection{Hiding}
A character can hide in a \textbf{cluttered zone} (not open zones). Hiding carefully takes \textbf{one stretch} and cannot be combined with movement -- \textit{except} immediately after winning a detection roll (then it's free).
\subsubsection{Finding Hidden Characters}
When an enemy enters a zone with a hidden character:
\begin{itemize}[leftmargin=*]
\item No automatic opposed roll is made.
\item The enemy must \textbf{actively search} (takes one stretch).
\item Make an \textbf{OBSERVATION roll}. If failed, can try again next stretch.
\item Each \success~on the roll reveals one hidden character/item.
\item If found, \textbf{draw initiative}.
\end{itemize}
\subsubsection{Taking Action While Hidden}
A hidden character can move, interact, or ambush. If they do, make an \textbf{opposed OBSERVATION roll} against all enemies in line of sight.
\vspace{10pt}
\subsection{Keeping Guard}
If you remain \textbf{stationary} in a zone for a stretch doing nothing but watching, you get \textbf{+2 dice} to OBSERVATION rolls to spot anything coming into line of sight.
\vspace{10pt}
\subsection{Special Zones}
\subsubsection{Crawlspaces \& Air Shafts}
\begin{itemize}[leftmargin=*]
\item Enter via access points (costs one zone of movement).
\item Cannot move past other characters (even friendlies).
\item Considered \textbf{open zones} -- cannot hide or take cover.
\item Can be \textbf{sealed shut} with a cutting torch (HEAVY MACHINERY roll).
\end{itemize}
\subsubsection{Darkness}
In dark zones, OBSERVATION rolls for humans/androids get \textbf{--2 dice}. A flashlight removes this penalty.
\subsubsection{Line of Sight}
Everyone in the same zone has line of sight to each other (unless hiding/full cover). Blocked borders block line of sight unless you're at a doorway peeking through.
\end{minipage}
\end{center}