Professional Documents
Culture Documents
First Contact QuickStart
First Contact QuickStart
auTHor
Jos Manuel Palacio
TransLaTion
Jos Luis Porfirio
THe madrid inCidenT by
Ismael de Felipe Galvn and Jos Manuel Palacios Rodrigo
QuiCksTarT ruLes CompiLed by
Andrew Peregrine
arT by
Antonio Manzanedo, Jrme Huguenin, David Lecossu, Borja Pindado,
Simon Labrousse, Christian Granero, David Lanza,Eloi Molas, Jorge Carrero,
Sandra Callejas, Victor Bravo.
LayouT by
David Lanza, Florent Turpault
First Contact X-Corps
2014 Translation AKA Games. All rights reserved.
2014 Holocubierta Ediciones . All rights reserved.
OpenD6 OGL Rules System by West End Games,
property of Purgatory Publishing Inc.
QUICKSTART
For survivors
inTroduCTion
When the Chandra came, the world
changed.
Earth was under attack from an advanced
alien invasion force and there was little we
could do to stop them. Cities were burned
and the people panicked. The nations of the
Earth in a rare moment of mutual alliance created Global Defence. This organisation was
formed of the best each nation could offer,
and armed with the most advanced weaponry
they could muster. Money was no object, the
safety and security of the entire planet hung
in the balance.
But then the invasion stopped. The Chandra took control of small areas across the
world and fortified their positions. These areas became known as Dark Zones. No one
went in, no one came out, and the enigmatic
invaders agenda became all the more mysterious.
For survivors
X-Corps
First Contact: X-Corps is a role-playing
game set on Earth during the Chandra invasion. The Core Rulebook offers you two styles
of play. The first setting is for civilian characters investigating conspiracies relating to the
alien menace. In the second setting players
take the role of Global Defence operatives,
the elite Ghost Wolves who stand ready to
fight the alien menace.
In this quickstart guide we focus on civilian
characters. This booklet gives you everything
you need to play through the player characters first contact with the Chandra menace, in
a deadly fight for survival. It may be the beginning of a campaign for survival in a broken
gLobaL deFenCe
The Global Defence organisation (commonly known as X-Corps) was set up under
a new Strategic Defence Initiative, funded by
several countries. It has a budget of 540,000
million dollars, mostly from the United States,
Japan, Germany, United Kingdom, France,
Spain, Brazil, Italy, Switzerland, South Korea
and Russia. Of the 193 nations in the UN, many
have refused to be a part of the initiative. China, Argentina, Venezuela, Bolivia, Mexico, Iran
and Cuba, among others, do not ratify the SDI
cooperation treaty and refuse to allow Global
Defence operatives carte blanche to run missions in their territory. Some countries decided to create their own defence divisions, like
Chinas Tiandun (Shield of Heaven) or Venezuelas Fuerza de Autodefensa Nacional (FAN).
Global Defence is a military organisation
but reports directly to the Alien Countermenace Commission. This committee is a subbranch of the United Nations Security Council. It organises the budget for Global Defence
and directs the operations of the organisation
under the advice of its military leaders. While
all the members of this multinational committee are dedicated to fighting the Chandra
threat, they are all subject to the differing
agendas of their own countries.
Global Defence is made up of three main
operational sections:
aggressive LaWyer
desCripTion
world of men youd have to work twice as hard as them. Far from demotivating you, that drove you in your studies. You were a model young lady,
you studied hard, you were class leader in high school and you earned a
scholarship for the university where you graduated Summa Cum Laude
after five years as Department Assistant. You left university wanting to
eat the world. Big firms made you offers, but you decided to invest
your savings and set up your own office. You made it to the top, now
you are the boss.
psyCHoLogy
You are a thorough person who thinks things through before saying
them, but when you make a decision, you stick to it. Your opponents call
you a tough negotiator. You like that, and enjoy being in control. You use
to say to yourself that all the sacrifices you have made (your lack of a personal or romantic life, friends or the distance you keep from your family)
have all been worth it. But, sometimes, you feel pangs of nostalgia and
you feel youd like to change some things.
TypiCaL pHrase
agility 2D
DexteRity 3D: Driving 3D (Cars 4D)
stRength 2D
KnowleDge 4D: Academics 4D (Law 5D), Business 4D+1, Computers 4D+1, Languages 4D (Latin 5D),
peRception 3D: Investigation 4D, Search 3D+1
pResence 4D: Deceit 4D+1, Empathy 5D, Leadership 4D+1, Persuasion 5D, Willpower 4D+1
advantages: Intuitive
Damage bonus: 1D
Damage Resistance: 6
Defence: 9
Movement: 4
standard of living: 4
character points: 5
guts: 1
Disadvantages: -
desCripTion
Life in your country was very hard, so your family emigrated
looking for an opportunity for prosperity. Arriving in a new country you
clashed with the strange culture that treated you as a second class citizen. Despite all your attempts at integration, you found it impossible.
You eventually left your studies and after a stack of undignified jobs, you
managed to acquire a taxi driver license. You dont dislike the job, you listen to music, chit-chat with your clients and spend long hours thinking,
you are your own boss.
psyCHoLogy
You are a cheerful man who always tries to see the
bright side of things. You dislike standing still and are always planning something. Sometimes your foreign heritage
feels like a burden due to peoples prejudices. But ultimately you are still attached to the traditions of the old
country.
TypiCaL pHrase
Where to?
Disadvantages: -
psyCHoLogy
friendly with those you work with, but never servile. You are
bothered that the suits look down on you, thinking theyre
better than you. In some way, you feel somewhat ashamed for
not having completed your studies. You take pleasure in small
joys and do not mind leading a simple life. Sometimes you feel
demotivated and wish something important would happen in your
life.
TypiCaL pHrase
advantages: Tempered
Disadvantages: -
Damage bonus: 2D
Damage Resistance: 8
Defence: 10
Movement: 7
standard of living: 2
character points: 5
points of guts: 1
11
desCripTion
From your earliest childhood moments you wanted to be a doctor. You
would see them on television, with their white coats, saving people. That
was what you wanted to do. However, med school was too expensive and
your grades, although decent, werent enough to get you a scholarship. But
that setback didnt stop you. Now you work helping those who most need
it. You travel in an ambulance on the night shift, and despite having
seen it all, you still believe you can save everybody.
psyCHoLogy
altruism, others stupidity. Sometimes your sensitivity gets
you too involved with people and you suffer with them.
Maybe it was this excessive commitment that made so
many romantic partners leave. But you hope to find the
right person any moment now. In a wounded world, all it
takes for everything to fall apart is for decent people to do
nothing. And you dont intend to do that.
TypiCaL pHrase
Please be calm, sir, we came to help.
advantages: Dauntless
Damage bonus: 1D
Damage Resistance: 6
Defence: 9
Movement: 4
standard of living: 3
character points: 5
points of guts: 1
Disadvantages: -
nosy reporTer
nosy reporTer
desCripTion
You have devoted your life to journalism. Since you were little you
liked writing and telling stories. While your friends played with their
dolls, you set up your own television studio and were the star anchorwoman. You studied very hard to reach your goal. But you only got work
on a small local daily which sometimes got accused of sensationalism
and being a tabloid. But you still soldier on, waiting for that story, that
article that will make the media giants notice you and propel you to
stardom.
psyCHoLogy
Nosy, gossipy, indiscreet, are some of the adjectives that
best define you. You like knowing everything about everybody.
However, you zealously keep your own secrets and refrain from
intimacy with others. Suspicious, you question everything and
always look for answers. The simple explanation for things is not
for you.
TypiCaL pHrase
Disadvantages: -
desCripTion
As far back as you can remember your parents encouraged you
to study. The child of a working class family, the cost of your studies
came mostly from the effort and sacrifice of your parents. Your life has
nothing to do with what youd see in the movies, no wild parties and vida
loca. You spend half your time in low-paid part time jobs in order to finish
studies that do not even guarantee a job in the future. Waiter, private
teacher, computer technician the money allows you to pay for just
one more semester, but will you have time to prepare for exams?
Couldnt you use a break?
psyCHoLogy
You are a very energetic young man, although sometimes you wake up exhausted. You live your day in a
practical way. There is always the temptation to succumb to the invitations to parties, but until now youve
managed to resist. The future worries you a lot and
sometimes you think all your effort will be for nothing.
TypiCaL pHrase
I should be studying
agility 3D
DexteRity 2D: Driving 2D (Car 3D)
stRength 2D: Running 2D+1
KnowleDge 4D+1: Academics 6D+1, Computers 5D+1, Languages 4D+1 (Japanese 5D+1, French 5D+1)
peRception 3D+2: Art 4D+2, Investigation 4D, Search 3D+2,
Streetwise 3D+2
pResence 3D: Deceit 3D+1, Empathy 3D+1, Persuasion 3D+2
advantages: Mathematical Mind
Damage bonus: 1D
Resistance: 6
Damage Resistance
Defence: 10
Movement: 5
living: 2
standard of living
character points: 5
points of guts: 1
Disadvantages: -
running X-Corps
running X-Corps
X-Corps uses a simple rules system referred to as the D6 system, which unsurprisingly uses only six sided dice to resolve actions. In the Core Rulebook you will find an
array of extra rules and systems to help you
manage chases, combat and all manner of action and adventure. It also provides detail on
sTandard roLLs
You will have noticed each character has
a series of attributes, with several skills detailed under those attributes. Both skills and
attributes express a level in D or dice, such
as 3D+2. When your character attempts a task
the Game Director will tell you which skill is
appropriate, such as Firearms for shooting a
gun or Demolitions for planning explosives.
If you do not have the required skill you may
still attempt the task but instead use the attribute that governs that particular skill, such
as Dexterity instead of Firearms or Knowledge
instead of Demolitions.
The Game Director will then assign the task
a difficulty number based on how hard the action might be to perform. This generally ranges from 3 to 30. The player rolls the amount of
dice for their skill or attribute and totals the
result. If they have a bonus noted after the D
that is added to the total. If the dice roll result
is equal to or higher than the difficulty number the action succeeds. If not it fails.
esTabLisHing
diFFiCuLTy
One of the most complex tasks for a Game
Director is establishing the difficulty of the
characters actions. To make this easier we provide a range of difficulty levels for the Game
Director to pick from. Within each difficulty level is a small range of difficulty numbers to pick
from allowing the Game Director to fine tune
their decision. Sometimes a task will be so easy,
or the character such an expert that the Game
Director might rule the action to automatically
succeeds without any need to roll the dice.
very easy (3-5): something anyone can
do, extremely simple.
easy (6-10): something uncomplicated
that can be performed without much effort or training.
Average (11-15): something someone
with the adequate training or skill can do
with minimum effort or concentration. Not
having adequate skills or knowledge may
require effort. Its the most common difficulty used.
dicult (16-20): something an untrained
person can hardly do, its likely to be outside his abilities. A trained person needs
effort and concentration to succeed.
very dicult (21-25): something someone untrained cant do, competent people
need a great deal of effort to succeed, or a
stroke of luck.
Heroic (26-30): Something an untrained
person can never do, and only really competent people can succeed using all their
efforts.
15
Common
diFFiCuLTies
Type
difficult
very easy
easy
average
12
diFFiCuLT
18
very diFFiCuLT
24
HeroiC
30
In her search of the oce, Sarahs player rolled 16. Subtracting the diculty
of 12 gives a success margin of 4. As
this is only a basic success the Game Director rules that her search took a little
longer than she expected and guards
may well be on their way.
suCCess margins
Minimal (0): the character manages it by
the skin of his teeth, if there is a minimum
possible effect for the action, thats what
happens.
Basic (1-4): the character succeeds the action with no frills and nothing of note.
Good (5-7): the character has a noticeable
success, not spectacular but effective and
can bring some sort of additional benefit
(like taking less time, for example).
Great (8-12): this superb, accurate, quick
or more effective execution will bring several additional benefits.
16
Spectacular (13-16): the skill and accuracy of the task is incredible, worthy of
an ovation. If additional benefits can be
given, the character will get almost all of
them (the execution takes a fraction of the
time, a spectacular efficiency, etc.).
Incredible (17 or +): The characters accuracy is optimum and the result perfect.
FaiLure margins
Minimal (1): the character fails by a whisker. He is about to do it, but doesnt quite
manage it. If possible, the character manages to achieve of what he intended.
Basic (2-5): The character fails. It is a clear
failure but no catastrophe. If possible, the
character manages half of what he intended.
Acceptable (6-8): the failure is complete, obvious and demolishing. If possible, the character just manages of what he intended.
Great (9-13): a major failure. The character doesnt manage what he intended at
all. He doesnt move at all, achieves nothing or fails by a lot.
Spectacular (14-17): the failure is so bad
that the character can be hurt in some way,
like breaking his tools, taking damage, etc.
Incredible (18 or +): the failure is of such
magnitude that, besides suffering the
same consequences as a Spectacular failure, the character is humiliated and, at the
discretion of the Game Director, he may
lose 1 point of Guts.
running X-Corps
Having found what she is looking for, Sarah decides to make a quick exit. However
she does not want to alert the buildings
security. So she makes a Stealth (under
Agility) roll in which she has 4D. She rolls
4 dice, one of which is the Wild Die. The
Game Director decides the diculty is 14.
Lets say she gets lucky, rolling 5, 4, 4 and
6 on the Wild Die. She has scored 19, but
can reroll the Wild Die. She gets another
6, so can roll again, this time getting a 5
so she cannot roll again. This adds another 11 points to her roll bringing it to 30, a
Spectacular Success.
But lets say she isnt so lucky. Instead
she rolls 5, 4, 4 and 1 on the Wild Die.
She can choose to lose the 5 from her
dice pool for a result of 9 (4+4+1). As
this would mean failure she decides to
let the Game Director narrate the outcome and keep her 5 for a result of 14
(just making the diculty). While she
avoids the security guards the cruel
Game Director tells her that just before
she exits the building she discovers she
has dropped the memory stick!
opposed roLLs
Sometimes, characters find themselves in
a situation where one of them wants to do
something and someone else wants to stop it.
This is called an opposed roll. In an opposed
roll, the Game Director decides which skills
are to be used by the participants. The skill to
use doesnt have to be the same for all those
involved, for example, a character trying to
follow another without being seen can make
a roll using his Stealth skill while the one be-
17
in which case the character cannot perform the action (unless character points
are used, see below). A character with a
3D+2 skill gets a 2D penalty, so hell roll
1D+2. The dice are subtracted, then rolled,
and nally the thirds are added.
Multiplying dice: Some actions allow
the player to double the number of dice
rolled. In this case, the dice are multiplied
and the thirds added afterwards. A character with 3D+2 doubling the number of dice
will roll 6D+2. The dice are multiplied and
the thirds added in the end.
dividing dice: Some actions force the
player to halve the number of dice rolled.
In any division rounding is ALWAYS up.
As in the previous cases, you divide the
number of dice and finally add the thirds.
A character with 3D+2 dividing his dice in
half will roll 2D+2. In this case, 3 divided by
2 is 1.5, rounding up gives a total of 2. To
this 2D we nally add the thirds.
In case of multiple operations: Multiplications and divisions are always done
first and additions and subtractions are
performed last. A character with 3D+2
doubles his dice and also has a 1D penalty. So we rst solve the multiplication,
which gives us 6D+2, and next we apply
the penalty, obtaining a nal roll of 5D+2.
If a character multiplies the dice in one
manoeuvre and divides them in another,
both operations cancel each other. Then
the following operations occur, following
the usual order of priorities. A character
Cooperation
Sometimes, several characters will want to
take part in the same task to improve their
chances of success. Usually, the Game Director establishes with the players if it is possible to get such help and how many people can
help without being a hindrance. After that he
will establish who is the main character (who
will perform the task), and who are the helpers. Next each helping character must roll the
skill determined by the Game Director with a
difficulty of 10. For every level of success margin (Minimal, Basic, Good, Great, Spectacular,
Incredible), the helper grants a +1D bonus to
the main character (up to a maximum equalling the number of dice the helper has in the
skill he rolled). Meaning, if the helper gets
a Minimal level of success in his roll, he will
grant +1D, if a Basic level, he will grant +2D,
Good +3D, Great +4D, Spectacular +5D and finally Incredible +6D, taking into account that
the granted bonus cannot be higher than the
helpers skill. If the helping character fails his
roll, no bonus is granted. If he gets a 1 on the
help roll, the Game Director may establish he
is hindering instead and give him a penalty.
Finally, the main character then makes his roll
using all the bonuses granted by the helpers.
CHaraCTer poinTs
and guTs
using CHaraCTer poinTs
Character points are used to grant extra
dice to a specific roll. They represent the
character giving the action more of their focus and energy than usual. For each character point used, the character gets an extra die
on his roll. Moreover, among the extra dice
added with character points one of them becomes a second Wild Die, with the peculiarity that it never Fumbles (if it gets a 1 it is
added normally to the total, without any other effect). The Game Director may limit the
18
for example, but it is possible that the character finds a baseball bat under the bar counter
or that the villain steps on his shoelaces and
falls. The Game Director can suggest a cost
higher than 1 character point for a specific element. In that case, the costs can be shared
among several players present in the scene.
using guTs
Like character points, Guts are a measure
of the character pushing themselves to their
limits. Guts are a level above character points,
where the character puts their all into what
they are trying to do. You can only use one
point of Guts per roll and in no case can you
combine them with character points. Using a
point of Guts can grant one of the following
effects:
If the character has not made the roll yet,
he can double the number of dice he is
rolling. Only one of them is a Wild Die. Die
thirds are not doubled. Also, bonuses or
penalties in the form of dice given by advantages and disadvantages, exceptional
tools, wounds, etc. are NOT doubled. They
are added or subtracted in the end, after
doubling the characters dice.
If the character has already made the roll
but the Game Director hasnt narrated the
result, he can repeat the roll. The first result is completely discarded and the dice
rolled. The character must keep the second roll even if it is worse than the first.
19
aTTribuTe and
skiLL
desCripTions
agiLiTy
Represents the characters athletic ability, especially actions requiring balance, speed or flexibility.
acRobatics: performing gymnastic feats
bRawling: hand to hand fighting
cliMbing: includes use of harnesses and
mountaineering equipment
DoDge: avoiding blows
escape aRtist: escaping from bonds
JuMping: propelling yourself vertically or
horizontally
Melee weapons: use of close combat weapons such as knives and swords
RiDing: getting about on an animal
stealth: moving silently and avoiding observers
deXTeriTy
Represents hand-eye coordination and
precise skill as well as the characters ability
for fine manipulation.
boating: piloting watercraft
dRIvInG: driving land vehicles
sTrengTH
Represents the characters muscle capacity, stamina and resilience.
lifting: picking up heavy stuff
Running: getting somewhere fast
staMina: pushing yourself further when tired
swiMMing: getting about in water
knoWLedge
Measures how easy it is for the character
to retain information and learn. It can also be
used to measure the characters culture and
general knowledge.
acaDeMics: general knowledge, humanities
and science
business: understanding company systems
and economics
coMputeRs: using all kinds of computer systems
DeMolitions: using explosives and positioning them properly
20
perCepTion
Represents how sharp the characters
senses are, his ability to notice details and his
reaction speed.
aRt: creating all forms of art from painting to
poetry
caMouflage: using natural cover to hide
yourself or items
presenCe
Represents the characters strength of character, personality, charisma and willpower.
aniMal hanDling: taking care of and training animals
Deceit: convincingly lying to someone
Disguise: pretending to be someone else
speCiaLisaTions
Some characters further divide their expertise into specialisations. These are highly
specialised uses of a particular skill. An artist
might have a specialisation of painting under
their Art skill; a driver might have cars as a
specialisation under Driving. If the situation
applies to the speciality the character uses
that rating instead. So if our driver has Dexterity 2D: Driving 3D (Cars 4D) he can roll 4D
when driving a car, and 3D when driving a lorry. You will find more detail on the specialisations available for each skill in the Core Rulebook, along with how characters can acquire
them.
21
Each character subtracts 10 from their initiative result and can act again when the order
reaches that number too. If their initiative is
still above 10 they can do the same again.
As you see in the example the Game Director may choose to keep things simple and
roll a single initiative for the characters opponents. The group may also choose to maintain the same initiative for the duration of the
combat, although it is better to reroll it each
round for variety.
reaCTions
If you get hit by an opponent, its not much
use to have to wait until your turn to try to
dodge. So if the bad guys manage to land a
blow and you have another action in the same
round, you can use it early to dodge, parry or
evade. You still calculate the amount of actions to be taken that round in the same way,
even though you are acting early.
There is unfortunately a penalty to taking
this early action. You have to subtract 1 die for
each 5 points you are bumped up the initiative track. It is perfectly permissible to choose
not to do anything on your turn, holding your
action for later in the round.
There are some things a character can do during a round that dont cost actions. They can
move at a walking pace, talk, press a button
etc. It is up to the Game Director to decide if
something they want to do will take an action
or not. In fact he may decide something like
picking a lock could take several. In this case
the roll to see if it succeeds is made when
enough actions have been spent at the task.
22
new difficulty for the attack, unless it was lower than their defence (in which case you keep
defence as the difficulty).
When using firearms you also have to take
range into consideration. Generally, targets that
are so close they can almost be touched are at
point blank. If they are in the same room or on
the other side of the street, theyre at short range.
Finally, unless theyre really far (in which case its
long range), we consider them at medium range.
They are modified according to the table below.
Range Difficulty
Modifiers
Point blank
-5
Short range
Difference
between Damage
and Damage
Resistance
Medium range
+5
1-4
Scratch
Long range
+15
4-8*
Wounded
4-8**
Seriously Wounded
9-12
Incapacitated
13-15
Mortally Wounded
Damage
16+
All weapons have a damage rating measured in dice, which are rolled on a successful
hit. For most ranged weapons the rating is
unadjusted, but for many melee weapons the
character can add their Strength dice.
Brass Knuckles
Dead
* The first time the character gets a 4-8 result, he acquires the wounded wound level.
Melee
Wound level
Wound Descriptions
Scratch: A scratch is a minor wound, a nasty bruise, light trauma, a small muscle tear or
strain. A character suffering a scratch becomes
stunned until after the end of the next round.
Remember that a stunned character halves
(rounding up) all his rolls.
Damage
Strength +2
Knife
Strength +1D
Sword
Strength +3D
Baseball Bat
Strength +2D
Police Baton
Strength +1D
Firearms
Damage
Magazine Capacity
Handgun
3D
10
Shotgun
6D
Submachine Gun
4D
30
Sniper Rifle
6D
10
Assault Rifle
6D
30
Hunting Rifle
4D
Machine Gun
8D
Belt feed
23
24
himself and speak. If he fails, he falls unconscious and will only wake up when his wound
is healed. The character will start dying and
should make a Stamina roll each round with a
difficulty equal to the number of minutes hes
been Mortally Wounded. If the roll fails, his
wound level increases to Dead.
DeaD: As you might expect, at this point you
need to consider what your next character is
going to be.
sTun aTTaCks
Sometimes a character does not want to
cause permanent damage to his opponent, but
only stun him or take him out of the fight. The
attacker tries to hit his rival in a vulnerable area
such as the pit of the stomach or the back of the
head. The attack is very precise and so the difficulty increases by +9. If successful, the number of damage dice is halved (rounding up). If
the attack provokes a Scratch wound level, the
defender must perform a Stamina roll with a
difficulty equal to the suffered damage, or will
become stunned. If the attack causes a Wounded wound level or higher, the defender must
make a Stamina roll with a difficulty equal to the
suffered damage or they will fall unconscious.
A stunned character halves (rounding up) all his
rolls. The time a character remains stunned or
unconscious depends on the failure margin of
the stamina roll, as seen in the following table.
failuRe MaRgin
stun DuRation
unconsciousness DuRation
2 rounds
6 rounds
1-4
5-8
10 rounds
18 rounds
9-11
10 minutes
30 minutes
1 hour
2 hours
12 or higher
sTress
Not all damage is physical. Sometimes
your character will suffer emotional trauma
that can be just as debilitating. Stress is measured like wounds are, but are challenges to a
characters Willpower. When the Game Director calls for a stress test, the situation is rated
in dice, which are rolled to create the difficulty. The player then rolls Willpower against
that difficulty rating. If the roll is a success the
character is unaffected by the stress, but upon
a failure they suffer a stress level depending
on the margin of failure.
DiffeRence between
stRess anD
willpoweR
STReSS level
1-4
Nervous
4-8
Stressed
1-12
Distressed
13-15
Panicked
16+
Shock
THaTs iT!
So, thats all you need to know for the moment.
In the Core Rulebook we expand this system
adding detail on chases and more options for
combat, actions and damage. This should keep
you going for now though, and give you enough
etail to run the following adventure.
25
QUICKSTART
For X-Corps
desCripTion
Since you were young youve always had a clear idea of your future, to enlist in
the air force and be a pilot. Then youd move into the private sector, and truly see the
world, date sexy stewardesses and be rich in a few years, guaranteeing an early and
profitable retirement. That was the plan. However, things started to change the first
time you piloted a fighter plane. Of course, piloting an aircraft worth more than
350 million dollars at two and a half times the speed of sound might hook
anyone. You are one of the pilots with the most hours of flight in combat
missions in your unit. You love being in the air. And you are not going to
let a fistful of flying saucers own your sky.
psyCHoLogy
You are an adrenaline junky. You love to drive fast, fly fast, bungee jump, paraglide, base jump, climb or any other activity that gives
you a rush. You brag that you dont mind crashing and burning once in
a while, because you always get up wanting to do it again. You dont do it to
prove anything to anyone; you do it because you love the risk.
TypiCaL pHrase
Yeeeeeeeeeeeeee-Haw!
Disadvantages: -
desCripTion
Yours is a natural vocation. In your childhood you used to play with an
old stethoscope belonging to your grandfather and you thought a doctors
profession was the most thrilling. You would binge watch television series
with doctors and you studied very hard, at the cost of your teens, in order
to obtain a scholarship through which to study and become a doctor. But in
your career things changed. You saw the dark face of medicine: the bribery from big pharma, the business of private hospitals at the expense
of health, the jealousies and envies between medical researchers
and that was just the tip of the iceberg. So you decided to go. You
left the city hospitals and went to the neediest countries as a volunteer until the Chandra wiped out all the people you were going to vaccinate. So you decided to enlist and to be part of some
way to end those animals.
psyCHoLogy
An idealist to a fault, for you the world is black and
white with very few shades of grey. Some people may
have the opinion that you are somewhat uncompromising, but you lecture no one. You just do what
your conscience dictates, often without quite
measuring the consequences.
TypiCaL pHrase
This is going to hurt
Disadvantages: -
desCripTion
The first time you blew something up you were 6 years old and you were playing with a chemistry set your cousin had been given. This memory of this incident kept away from anything that might explode for a long time. But
in high school you rediscovered your passion for chemistry, due to
access to several volatile mixtures. You majored in chemistry
and earned a Masters degree in explosives at a prestigious university. That opened many fields to you: you
worked in a demolitions company and later as a
consultant for the government in case of terrorism. After the arrival of the Chandra, you decided to move to the front lines and help to fight the
enemy with your skills.
psyCHoLogy
quil person who likes to analyse things calmly. Anything in this life, if done
hastily, breeds failure. You are a thoughtful person, perhaps even too much
so, who spends hours awake tossing and turning over past events and always looks for the best way to do things.
TypiCaL pHrase
Disadvantages: -
reCon speCiaLisT
desCripTion
Your life began in a small city suburb where you soon learned how to rely
on yourself. But you kept bad company and ended up in trouble. The judge
gave you one option other than prison, enlisting. Prison looked like a bad
choice, so you decided to accept his proposal and try to get your life together. In the beginning the discipline would overwhelm you
and you were close to quitting several times. However, when
you were appointed to recon, you started to appreciate your
work. Infiltration, observation, surgical strikes, freedom of
movement With the arrival of the aliens your skills are
even more useful, and you are anxious to face this new
enemy and see if you are up to the task
psyCHoLogy
Undisciplined, sarcastic and bold. There are few things
that frighten you and you know that it is a problem. You have
some problems with authority but you value skill and ability a
lot. That means that if anyone wants your respect they have to
win it, they have to show you what theyre worth and you will
test them every moment until they impress you.
TypiCaL pHrase
They will never know what hit them.
Disadvantages: -
desCripTion
It wasnt patriotism that led you to become a soldier, but a vocation for
service and a spirit of adventure. Once in the corps, you found out it wasnt
what you had imagined. On one hand, there were the good things, the discipline, the camaraderie, the belonging somewhere on the other hand, there
was the abuse, the torture You didnt enlist to fire at armed children in
Iraq or to be mutilated by stepping on a landmine protecting an oil pipeline so that the rich can become richer and the poor poorer. Clinging to
your ideals, you were close to quitting. Until they arrived. They have
come from the ends of space to butcher humanity and Global Defence is the first and last line of defence. You requested a
transfer at the first opportunity.
At last you feel you are doing
something useful, a service
to humanity.
psyCHoLogy
You are a team player, you like to feel a part of something and
build things together. You believe with all your might that unity is
strength, up to the point that you sometimes yield too much by not
arguing. One of your exes said one time it was a character flaw, that
you lacked willpower and conviction There are people that simply
dont understand the bonds and relationships that are created between soldiers and their codes of conduct.
Disadvantages: -
sniper
sniper
Your story is not like in the movies. You didnt learn how to shoot with your old grandfather in the mountains, hunting to survive. You come from a well-off city family. You
started learning about guns at 8 years old, at a festival in your small village. A carny had set up a tent in which you earned prizes by shooting down targets with
a BB gun. You were lucky and won a
huge teddy bear. Afterwards
you relentlessly begged that
your next birthday present should be a BB gun.
You would spend hours
practicing impossible shots and
perfecting your technique. You won amateur prizes and
you were even invited to take part in the Olympic shooting
team. But with the arrival of the Chandra youve found a
better way to use your skill. You wouldnt shoot people,
but these freaks thats very different.
on target. You are a straightforward person, not one to beat around the bush
and always shoots straight. You can take your time to be sure, but when you
speak you always know what you are going say. You like neat and well made
things. Some say your perfectionism borders on obsession, but what do they
know?
TypiCaL pHrase
Target down.
Disadvantages: -
QUICKSTART
sCenario
average citizens
The PCs are not the only people still in
the city. They might run into all manner
of ordinary folk as they try to escape
the danger zone.
Agility 2D
Dexterity 2D: Driving 2D
36
Strength 2D
Knowledge 2D: Computers 2D
Perception 2D: Search 2D
Presence 2D: Persuasion 2D, Willpower
2D
Damage Bonus: 1D
Damage Resistance: 6
Movement: 4
Defence: 9
The Game Director might create several
small encounters as the PCs cross the
city and run into others in need of help.
They might also run into some desperate criminals.
1- A woman asks them to help her get
her wounded husband to safety. He was
caught in a Chandra attack. Unfortunately he has already died, but she refuses to believe this.
2- A man tries to tell the PCs they must
surrender to the Chandra, it is the only
way to be safe. He starts shouting to get
their attention if the PCs refuse to follow him towards their positions.
3- Someone with a gun is shooting at basically anything they see in the street.
The PCs need to get past. Can they manage to sneak past, take down the shooter or take the long way around?
4- A group of criminals are looting a
shop, do the player characters try to
stop them or even join in?
5- A nearby house has caught re and
people are trapped inside. Some of
them might even be children.
6- A group of non-military armed men
and women are trying to organise an
attack on a Chandra position. They
want to recruit the PCs, but they will be
hopelessly outmatched.
Many drivers decide to leave their vehicles, often with engines and lights on, and run
in all directions. It soon becomes clear that
this alone will ensure the traffic remains gridlocked.
As the player characters try to decide what
to do, there is a scream of jets overhead. Then,
after a moment of stillness, powerful explosions are heard close by. It quickly becomes
very clear the player characters need to get
out of here, and find a safe place. If this isnt
enough to convince them, another series of
explosions shake the vehicle they are in, making it clear the danger is getting closer.
Once they make a run for it another blast
of explosions will force them to take cover
against a building for a few moments. As it so
happens, they will all pick the same place to
take cover. Hopefully they will decide there is
strength in numbers and join together for mutual protection. The best option for the player
characters is to get out of this area, find a vehicle and get as far away as possible. However, there are a few difficulties for them to face
before they get there.
enCounTers
The next few sections can be played in any
order, depending on what the player characters decide to do and how the Game Director
feels. With a few changes, the Game Director
might even use the same encounter twice.
Once the player characters leave the central city area they can find some transport.
Several cars have been abandoned in the panic and among them a few even have the keys
in the ignition. It will not be too difficult to get
hold of something to get all on them to safety. However, some heavy lifting might be required to clear a path for their chosen vehicle.
There is rubble in the street and a few more
enCounTer 1 dogFigHT
The thundering sound of the jet engines
is heard over the din of the surrounding chaos and the player characters can soon see a
squadron of jet fighters crossing the sky at full
speed. Out of the clouds Chandra ships quickly follow. Too many. A dogfight begins, with
37
Damage
1D or 3D
3D or 4D
5D or 6D
7D or +
Example
The character or vehicle
is hit by broken glass and
small fragments of rubble
The character or vehicle is
hit by shrapnel from a far
explosion
The character or vehicle
is hit by large pieces of
rubble, a beam or another
vehicle
The character or vehicle
suffers damage from a
nearby explosion
38
Encounter 2 Carjack!
In this encounter, a pair of desperate criminals tries to steal the characters vehicle at
gunpoint. Clearly, for this encounter to work
the PCs will have to have a vehicle!
The PCs come across a police cruiser that
has collided with some fallen rubble. It is
on fire and blocking the road. The PCs driver
will have to brake suddenly to avoid hitting
it. However they can get past it if they slow
down and drive carefully across a grass verge.
As the PCs try to make their way past, two
policemen approach them, one towards the
drivers window the other from the rear. They
are both armed and have a hand on their guns.
They call out to the PCs and tell them to stop.
However, a difficulty 14 Perception roll will allow any of the PCs to see there is something
odd about their uniforms. They are wearing
the right jackets, but underneath they are not
wearing the right shirts and both are wearing
dark sneakers rather than shoes.
In fact, both men are criminals who stole
the police car to escape. They took some of
the uniforms and weapons of the injured police officers they stole it from as well. Unfortunately they left in too much of a hurry and
crashed the car. Both escaped injury but have
a few cuts and bruises from the crash.
If the PCs stop the car and allow the police to approach they will draw their weapons and order them out of the vehicle. If the
PCs comply the criminals will take the vehicle and drive off. It is possible the PCs might
run into them again, either finding the vehicle
crashed, or perhaps under attack by Chandra.
If the PCs try to run, or otherwise resist the
criminals will first shout and threaten them. If
near enough, they will open the car doors and
try to pull people out. If the vehicles engine
has been stopped, it must be started again.
Doing so in a rush requires a Driving roll with
9 Difficulty. But even if the car is running the
driver will still have to negotiate the crashed
Criminals
Agility 2d: Brawling 3D, Dodge 2D
dexterity 3d: Firearms 3D+1, Melee
weapons 3D+1
strength 3D: Running 3D+2
Knowledge 2d
Perception 2d: Search 3D, Streetwise
4D
presence 2D: Intimidation 3D+1
Damage bonus: 2D
Damage Resistance: 7
Defence: 9
Movement: 6
Weapon: Police issue handgun 3D
damage
enCounTer 3 Landing
As the PCs move through the city, suddenly everything falls dark. Lights seem to shut
down one after another around them for hundreds of metres in every direction. Covered in
a weird greenish glow a huge Lunaspis Chandra ship floats softly down to land, floating a
metre above the ground. If the PCs are travelling in a vehicle, it will suddenly stop and
will no longer start. Any electronic items the
characters have will shut down, the victims
of electromagnetic interference produced by
the ship. Before the PCs can properly react a
back gate opens on the ship and several Chandra come out.
Chandra Soldier
Agility 4d: Brawling 5D, Dodge 4D, Melee weapons 5D
dexterity 4d: Firearms 5D (Chandra
Disruptors, 5D+1)
Strength 5d: Lifting 5D, Stamina 5D
Knowledge 2d
Perception 5d
presence 2D: Intimidation 4D, Willpower 4D
Damage bonus: 3D (Claws)
Damage Resistance: 2D+9
Defence: 11
Movement: 5
39
enCounTer 4 soLdiers
Special abilities:
-Dark vision: The Chandra soldier eliminates 6 Darkness Penalty points.
-Improved immune system: It gets a 2D
bonus against any pathogen.
equipment:
Heavy disruptor (9D Damage)
Chandra Bloodhound
Agility 5d: Dodge 6D, Jumping 5D,
Stealth 5D
dexterity 4d: Throwing 4D (Spit Venom 5D)
Strength 5d: Running 7D, Stamina 5D
Knowledge 0d
Perception 6d: Search 6D, Survival 6D,
Tracking 8D
presence 2D: Intimidation 4D, Willpower 4D
Damage bonus: 3D (Claws)
Damage Resistance: 2D+9
Defence: 12
Movement: 10
Special abilities:
-Dark vision: Eliminates up to 6 darkness penalty points.
-Pheromone control: Identies its Chandra masters by the pheromones they issue, becoming docile and obedient to
orders.
-Improved immune system: gets a 2D
bonus against any pathogen.
Bloodhounds neurotoxic venom
vector: Blood (bite), contact (spat on
an unprotected area)
virulence: 5D
Incubation: 1 round
eects:
Light (1 round): Itching, nausea and
feeling of asphyxiation. The character
has a 1D penalty to all actions.
Severe (2 rounds): Severe disorientation, asphyxiation and intense pain.
The character is Stunned.
Acute (30 minutes): Paralysis, semi-unconsciousness. The character is Incapacitated.
40
Sooner or later the PCs will run into soldiers looking to engage and destroy the Chandra. The human military have organised into
small combat units of around ten soldiers
each that have spread out to cover as much
ground as they can. Their orders are to report
Chandra positions, engage where they have a
good chance to destroy any landing party, and
rescue any civilians.
When they come across the PCs they will
not be looking to chat for long, but they will
question them to determine if they have any
useful intelligence. The soldiers may even
rescue the PCs from any Chandra who may be
chasing them.
The soldiers will tell the PCs that a safe
zone has been set up a couple of miles from
their position. They cant offer any help getting there, but they can point the PCs in the
right direction. Trains are being brought in to
evacuate civilians, but the zone might have to
be moved if Chandra activity increases or the
humans lose ground. It would be best for the
PCs to get there as soon as they can.
The soldier cannot afford to give the PCs
any resources, but they have a medic who
can patch up any injured. If one of the PCs is
skilled with firearms, and very convincing, the
soldiers might give them a handgun. While the
area is dangerous, the soldiers need all their
weapons and they believe the PCs should be
out of the woods at this point.
Human Soldiers
Agility 3d: Brawling 4D, Dodge 4D, Melee weapons 4D, Stealth 3D
dexterity 4d: Driving 5D, Firearms 5D,
Repair 4D
strength 4D: Running 4D, Stamina 4D
Knowledge 2d:
Perception 3d: Camouage 3D, Survival 3D
presence 2D: Leadership 2D, Willpower
3D
Damage bonus: 2D
Damage Resistance: 8
Defence: 10
Movement: 7
enCounTer 5 subWay
One way for the PCs to get where they are
going is the subway. While there will clearly
be no trains running, the tunnels might provide a safe path to get out of the area, or to
the safe zone. Sadly, the tunnels are nowhere
near as safe as they might think.
The subway tunnels will be completely
dark and walking through them is complicated. When the characters have advanced a few
minutes into the tunnels, they will see rats
running in their direction. The rat tidal wave
running through their legs will require a 2D
Stress roll. The characters should worry more
with what has scared the rats so much. At that
moment they will hear a scream inside the
tunnel and soon there will be silence.
There are two Chandra Bloodhounds in the
tunnel that will pick up the PCs scent and begin hunting them. The Bloodhounds will try to
saFe sHeLTer
Eventually, the characters manage to arrive at the safe zone, a mainline train station
next to a warehouse. When the characters arrive theres a queue to get to the station and
police working with Global Defence operatives protect the area. The queue begins in the
warehouse and gradually allows people to enter the station where trains are being brought
in to evacuate them. People in the queue are
nervous and there are scenes of tension as the
authorities let people in, one at a time. Many
are concerned there wont be enough space,
and it is clear that it will take several trains to
get everyone out. More people continue to arrive as the PCs take a place in the queue.
The security forces are vastly undermanned
and may be quite rough and abrupt with anyone not following their orders. They are very
concerned a panic is about to boil over and
they wont be able to stop it. Such a panic will
not only mob the train but get people hurt in
the crush. The environment in the shelter is asphyxiating, too many people, children crying,
people calling out to each other in loud voices,
phones that dont stop ringing. This may make
the characters suffer a 2D stress roll.
The PCs will be told to join a queue, and
probably separated into different ones to
keep people moving. The guards will answer
all questions with ask when you get to the
front. When they finally get to one of the tables at the front their name will be taken and
they will be given a small emergency pack
(with a basic kit, a water bottle, energy bars,
a leaflet with safety instructions and chemical
light bars). The official who takes their name
will answer a few questions but has no time
to stop and chat. Once they have been processed they move to a more open area of the
warehouse, ready to be put aboard the next
train. The platform itself is already too crowded with earlier refugees. If the characters were
separated, this is a good moment to regroup.
Once past the processing tables there is
little for the PCs to do but listen to the distant
gunfire and explosions. Eventually the PCs
hear the sound of a train arriving and people
begin to pick themselves up and get ready to
board. The soldiers demand calm and begin to
organise an orderly queue to leave the warehouse once the platform has been emptied.
Just as it looks like they might be safe, the
warehouse is rocked by a large explosion.
Anyone with Explosives or Demolitions skill
might determine it is very nearby (difficulty
10). Panic quickly sets in and there is a surge
in the crowd. A wave of people starts running
towards the exit, trying to get to the train.
There is fighting, and some people are thrown
to the floor. This human avalanche may drag
41
42
Chandra Goliath
Agility 4D: Dodge 4D, Melee weapons
6D, Brawling 6D
dexterity 4D: Firearms 4D (Chandra
Disruptors 4D+1)
strength 8D: Stamina 9D, Lifting 10D
Knowledge 1D
Perception 3D: Search 3D
presence 2D: Willpower 4D, Intimidation 5D
Movement: 5
damage bonus: 4D
Damage Resistance: 3D+12
Defence: 11
Special abilities:
-Dark vision: The Chandra Goliath eliminates up to 6 points of Darkness penalties.
-Improved immune system: Gets a 2D
bonus against any pathogen.
equipment:
Disruptor canon (12D Damage).
Clip for disruptor canon.
Biosteel claw (+3D Damage).
Biosteel armour (Damage resistance
7D+12 worn)
summary
A C-17 Globemaster III transport plane
from the Indian Air Force carrying a cargo of
great value (a Chandra antiaircraft gun) suffered a Chandra attack en route. Two Manta
Ray attack ships engaged its escort in combat
and severely damage two of the C-17s engines, forcing it to veer off-course. Badly damaged, it tried to make an emergency landing
in a mountainous area on the border between
Kazakhstan and the Xingjian autonomous
region of the Chinese Peoples Republic. Its
signal was lost in the Altay region, near Lake
Kanas, a rugged, mountainous region inside
Chinese territory.
The characters are asked to perform a Covert Op, their mission, to make a High Altitude
Low Opening (HALO) jump over the Altay region, find the crash zone, rescue the crew and
secure the cargo. Then they are to activate
a transponder and await aerial extraction,
which will be waiting within the Kazakhstan
border until the wreckage is located. China is
not an ally of Global Defence, and if the characters are captured, the authorities will deny
any knowledge of their activities. Moreover,
the Xingjian autonomous region is the setting
of a separatist conflict, and rebel groups opposing the Chinese Peoples Liberation Army
are hidden in the mountainous areas.
After an extremely dangerous HALO
jump, the characters advance through a valley, dodging the Chinese Peoples Liberation
Army patrols that seem to be searching for
the plane. Eventually they find the remains of
the crash, where the characters find survivors,
some severely wounded, entrenched with the
cargo. By activating the transponder, the characters alert not only their reinforcements, but
THe CHandra
anTiairCraFT gun
Used as a perimeter defence weapon
against vehicles, this canon attaches to a
smart target detection system and fires a
beam of neutral particles at near light speed.
The beam destabilises the targets atomic
structure, causing catastrophic damage in any
target it hits. In game terms, the stats of this
weapon would be:
GUN
Chandra Antiaircraft Canon
DAMAGE
20D
advenTure
baCkground
On September 12, 2014 there was a Chandra attack on Mumbai, the capital of the Maharashtra federal state of India and the most
populated city in the country. The attack in-
43
cluded many land forces, seemingly to establish a Dark Zone in the city. Global Defence,
together with the Indian army, barely managed to repel the attack, but counted about
three thousand dead and hundreds wounded. During the incursion, a Global Defence
team lead by Captain Knight (Papa Bear)
managed to capture a Chandra defensive
position with an antiaircraft canon. The existence of this type of Chandra weapon had
been reported to Global Defence had they
had never been able to examine one. The gun
was packed into a titanium sarcophagus and
it was decided to send it to the Tomsk base
for preliminary study. The Indian government
lent Captain Knights unit a C-17 Globemaster transport from the Indian Air Force, together with an escort of two Sukhoi Su-30
fighters. They left Mumbai avoiding the Chinese airspace but, while over Kazakhstan airspace, they meet a flight of 3 Chandra Manta
Ray fighters with which they engaged in combat. In the course of the fight, two engines of
the C-17 were damaged and its course was
altered. With no other option, Captain Knight
ordered an emergency landing and the C-17
disappeared into a wooded area in the Altai
Mountains in Chinese territory, in the Xingjian Autonomous Region, at approximately
01:12 in the morning (Tomsk time zone, UTC
+6:00). Colonel Golubev of STRATCOM called
an emergency meeting of the Alien Countermenace Committee. At 2:43 he received au-
44
gagarin base
Facilities at the Gagarin Base are old and
dont provide much in the way of creature
comforts, let alone privacy. Members of the
teams are housed together in large rooms
shared by about 10 people. These rooms are
45
46
of the effective load they may carry. The airplane will also drop a zodiac-type inflatable
raft with which they can travel on the river, if
they find it is convenient.
To find the plane they will need to use a
GPS tracker that will locate the black box signal once within a 10 km radius. Once its located, theyll activate a long range transponder
that will give their position to the airborne
team that will extract them across the Kazakhstan border.
The crashed plane had three crew members on board belonging to the Indian air
force (two pilots and a freight technician) as
well as 5 members of the Bravo Sierra unit of
the Attack Airborne Force of Global Defence,
led by Captain Joseph Papa Bear Knight.
Captain Knight has become famous thanks to
a CNN story (One Day with the X-Corps) that
almost ended in tragedy when his helicopter
was shot down during a Chandra ambush. He
is a respected man in TACCOM and is considered very skilled.
Since this is a covert mission, there are no
reinforcements. If the Chinese army captures
them, Global Defence will deny any knowledge of their actions.
When the characters are clear about whats
expected of them, Sokolov will order them to
break ranks and organise their equipment. He
allows them to take a sidearm (revolver or pistol), a main gun (any kind of rifle, submachine
gun, shotgun or support weapon), ammunition
(at least 4 full clips, and they can request special ammunition), soft vests, up to 2 kg in explosives, a first aid kit, survival knife, military
communications handset, holographic sights,
silencers or tripods for their guns. Note that
this is a mission in which they need to move
fast, so Sokolov will veto any equipment he
thinks is too heavy or cumbersome to move
through mountains or woods. Also, one of the
PCs will carry a transponder (an electronic
gadget the size of a video console) and a GPS
tracker to help them to locate the signal from
the black box of the crashed plane (a bit bigger than a GPS unit for a car). The zodiac boat
pack will have its own parachute and once on
the ground it can be carried between several
people (ideally 4).
Its time. Adjust your gear and he interrupts the sentence as the specialist is
signing at him. He changes channel on
his radio and his expression changes
We have company; two Chinese Chengdu J-10 ghters are on intercept course.
Times up, you have to jump now.
47
sCene 3 - inFiLTraTion
As the characters climb down the valley
little by little, the sun starts to climb over the
horizon, tinting the sky blood red. The mountainous steppe gives way to a thick woodland
as the PCs hike down the mountain.
If the characters try to use the GPS tracker,
they will see they dont get any signal, they
are more than 10 km from their goal. If they
inspect the nearby slopes with binoculars or
other vision amplifying devices, they can attempt a Perception roll with a 14 difficulty. If
they make it, they will see, far down the valley, the groove left by an aircraft crashing in
the woods. A line of trees burned and felled
by the aircraft is riddled with parts of fuselage. The plane cant be seen from their position and the distance prevents them from
seeing any more detail. It is possible that the
characters are about 20 kilometres away. In
this terrain, it may mean a hike of more than 4
hours.
If they fail the roll, they should follow the
signals from the transponder and the GPS and
proceed through the valley looking for the aircraft.
The PCs should make a decision, whether
to walk through the woods (possibly leaving
the boat behind) and make use of the vegetation cover, or climb down to the river and use
the current so they move at a greater pace and
reach their target in far less time.
As the day goes on, temperature will reach
30 C and it will soon rain. Its a summer rain
that will last a few hours.
48
Going Downriver
The Kanas River is a wide, fast flowing river which several tributaries join before it runs
into the great Lake Kanas, a place of extreme
natural beauty. July and august are the rainiest months, when the river runs high and fast.
If the PCs decide to go downriver they will
have to carry the Zodiac to the shore, inflate it
and check the equipment before embarking.
Inflating and securing the Zodiac doesnt require any skill roll, only some time pumping to
get air into the watercraft. To manoeuvre the
Zodiac, the characters will need the Boating
skill (using their Dexterity with a 1D penalty if
they are not trained that skill). The non-familiarity penalty for the Zodiac is +3 difficulty (it
49
50
51
Speed
Resistance
passengers
Manoeuvrability
1/2/3/5
5D
+2D
weapon
Norinco Type 81 PKP
Norinco QBZ-97
type
calibRe
clip
DaMage
Machine Gun
7.62LR
Drum
7D+2
Rifle
5.56
25
6D
52
53
tiandun agent
Agility 3d: Brawling 4D, Dodge 4D
dexterity 4d: Firearms 4D+1, Melee
Weapons 4D+1
strength 3D: Running 3D+2, Stamina
3D
Knowledge 2d
Perception 2d: Search 3D, Survival 3D
presence 3D: Intimidation 3D+1, Willpower 3D+1
Damage Bonus: 2D
Damage Resistance: 7
Defence: 10
Movement: 7
The Tiandun agents are wearing soft
vests, helmets, camouage clothing, 2
Flashbang grenades, 2 incendiary grenades, 2 concussion grenades, Norinco
QSZ-92 pistols and Norinco QBZ-97 assault ries.
The QBZ-97 is a bullpup conguration
rie with a performance similar to
the French FAMAS, mass-produced for
the land forces of the Chinese Peoples
Liberation Army. The semiautomatic
pistol QBZ-92 is the service sidearm of
the Chinese military, also used by their
police forces.
THe CHandra
The aliens have come to retrieve their weapon; in fact a
Chandra officer leads the patrol,
making this group a very dangerous threat. The patrol is made
up of 3 Chandra Bloodhounds,
4 Chandra Soldiers and a Chandra Officer. Although they expect
some human resistance, they are not
counting on finding two teams at once.
Nevertheless, theyll carry on with their
plans. Depending on how the Chinese
and the PCs have engaged each other, it is
even possible the Chandra might not understand they are looking at two different human
factions.
54
chanDRa solDieR
Agility 4D: Brawling 5D, Dodge 4D, Melee weapons 5D
dexterity 4D: Firearms 5D (Chandra
Disruptors, 5D+1)
strength 5D: Lifting 5D, Stamina 5D
Knowledge 2D
Perception 5D
presence 2D: Intimidation 4D, Willpower 4D
Damage bonus: 3D (Claws)
Damage Resistance: 2D+9
Defence: 11
Movement: 5
Special abilities:
-Dark vision: The Chandra soldier eliminates 6 Darkness Penalty points.
-Improved immune system: It gets a 2D
bonus against any pathogen.
equipment:
Heavy disruptor (9D Damage)
chanDRa blooDhounD
Agility 5d: Dodge 6D, Jumping 5D,
Stealth 5D
dexterity 4d: Throwing 4D (Spit Venom 5D)
Strength 5d: Running 7D, Stamina 5D
Knowledge 0d
Perception 6d: Search 6D, Survival 6D,
Tracking 8D
presence 2D: Intimidation 4D, Willpower 4D
Damage bonus: 3D (Claws)
Damage Resistance: 2D+9
Defence: 12
Movement: 10
Special abilities:
-Dark vision: Eliminates up to 6 darkness penalty points.
-Pheromone control: Identies its Chandra masters by the pheromones they issue, becoming docile and obedient to
orders.
-Improved immune system: gets a 2D
bonus against any pathogen.
Bloodhounds neurotoxic venom
vector: Blood (bite), contact (spat on
an unprotected area)
virulence: 5D
Incubation: 1 round
eects:
Light (1 round): Itching, nausea and
feeling of asphyxiation. The character
has a 1D penalty to all actions.
Severe (2 rounds): Severe disorientation, asphyxiation and intense pain.
The character is Stunned.
Acute (30 minutes): Paralysis, semi-unconsciousness. The character is Incapacitated.
#enD box
chanDRa officeR
Agility 4d: Brawling 5D, Dodge 4D, Melee Weapons 5D
dexterity 4d: Firearms 6D (Chandra
Disruptors 4D+1)
Strength 5d: Lifting 5D, Stamina 5D
Knowledge 5D: Academics 5D, Computers 5D, Demolitions 5D, Security 5D.
Perception 4D: Search 5D, Survival 5D
presence 4D: Empathy 4D, Intimidation 5D, Leadership 6D, Willpower 6D
Damage bonus: 3D
Damage Resistance: 2D+9
Defence: 11
Movement: 9
Special Abilities:
- Dark vision: the Chandra ocer eliminates up to 6 points of darkness penalties.
- Improved immune system: Gets a 2D
bonus against any pathogen.
equipment:
Heavy disruptor (Damage 9D)
Biosteel armour (Damage resistance
worn 5D+9)
55
epiLogue
If anything goes more or less as it should, the characters will manage to defeat the Tiandun
and the Chandra and got hold of the crashed planes black box and the chest with the alien
antiaircraft gun. Some time after the combat is over the extraction helicopters will arrive, raising a lot of dust. Among them is a medical Black Hawk from EVASAN to evacuate the PCs and
the wounded. Two Ghost Wolf teams and an EVASAN response team will come to help the PCs,
stabilise the wounded and retrieve the bodies of the fallen. Sokolov himself will be in one of
the helicopters and will help the team to get the chest and the wounded into it. Before leaving,
he will place a high power explosive charge on the crashed plane. Shortly after lift-off, the PCs
will hear the explosion far away and will see a column of smoke rise from the site. As they move
away, the clouds clear and the sun shines on the perpetual snow in the Altay maintains, turning
the sky red. The PCs can finally return home.
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