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XXXzone - Extraterrestrial Elimination and Experimentation

Started by the_taken, March 24, 2016, 11:13:36 PM

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the_taken

It's been a long time since I have posted here, but this is a little thing I've been working on in my spare time for the past couple of weeks. I've been exposed to too much Fallout and Xcom recently.

------- xXx -------

You enter the dim office for your interview. You aren't sure what your new job will involve, but a rookie fresh from boot camp like you know that when you a general tells you you've been selected for an experimental program you know that mum's the word. Sitting at the desk is your new commander, his silhouette and, his white gloved hands and the reflection of the light from the door's window in his glasses the only things you can see.

A short raspy inhale prelude's the man's course voice. "Welcome, recruit. I've already reviewed your dossier, and am impressed with the results of your training. While you are untested in battle, I believe you will be instrumental in the coming campaign. I only have one have one question. Are you willing to believe in Extra-terrestrial lifeforms?"

You blink for a moment to process what he's asking. The military as a rule denies the existence of space aliens for lack of evidence. To ask this means going against policy. You can only nod, strangely confident he has proof.

"Good. Welcome to the Ex-zone program."

-------xXx-------

XXXzone is primarily a tactical combat game designed to emulate the modern era or soldiers armed with guns taking cover and shooting at enemies in cover. What you need to play the game are a set of polyhedral dice, though the most important one going to be used are the percentile dice as it's used for shooting and hurting enemies as well as will power tests against fear, pain and mind control. You will also need a way to keep track of entities in battle, like a battle mat, a bunch of blocks, some markers and a few models of the right scale to fit on the battle mat.

All entities in the game have six attributes. Strength, Perception, Endurance, Charisma, Intelligence, and Agility. Player controlled characters have an additional stat called Luck. All of these attributes affect game play in small ways and normally range from 1 to 10 (though you can play with zeros).
All entities also have several derived statistics calculated at character generation and occasionally adjusted between battles.
  • Accuracy - Starts at 85 and the entity gains a 5 point bonus for every point of Perception they have,
  • Action Points - Explained below,
  • Encumbrance - Two stats representing how much an entity can carry. Humans can carry 25kg plus an additional 10kg for every point of Strength they have comfortably in battle. Humans can still move if they are carrying 50kg plus 20kg per point of Strength and 5kg per point of Endurance, but can't use weapons or move quickly,
  • Fortitude - How resistant an entity is to poison attacks and dying from mortal trauma. This stat is a straight bonus of five times the entity's Endurance plus twice their Strength. Humans and most other entities get a 20% bonus to against Poison,
  • Sneak - How hard the entity is to detect. This stat is equal to five time's the entity's Agility attribute.
  • Sight - How far an entity can reliably see. Entities have a base 100% chance to see anything within fives squares plus one square per point of Perception, afterwards, the chance to see an entity that is Moving Cautiously drops by 5% per square of additional distance. The actual chance is modified by the any enemy's Sneak stat and where the spotter is facing at the time,
  • Willpower - The entity's ability to grit their teeth (or beak or whatever) and shake off the effects of pain or psychic attacks, or the strength of their psychic powers if they have them. This stat is equal to five times the entity's endurance plus their intelligence and twice their charisma.
All entities have a number of action points available to them every round, which they spend to perform actions. The base number for player characters is 6, plus 1 additional AP for each odd numbered point of AGI a character has. Using a weapon has a different AP cost dependent on what kind of weapon is being used, while attempting to heal someone, hack a computer or quietly unlock a door has a variable AP cost rolled with each attempt.
  • Moving Quickly - 1AP - Move a single square on the battle mat,
  • Moving Cautiously - 2AP - Move a single square on the battle mat with a decreased chance of being spotted by enemies.
  • Interact - 1AP - Pushing a button on a panel, opening a door or pulling the pin out of a grenade,
  • Hunker Down - 2AP - Take a better position in cover, getting double the benefits of any adjacent cover, but being unable to take anymore actions for the rest of the round,
  • Draw Item - 1AP - Pull an item off a belt, harness or bandoleer,
  • Stow Item - 1AP - Put an item on a belt, harness or bandoleer,
  • Shoot - xXx - Spend AP to use your weapon. The cost depends on the type of weapon fired and the firing mode used,
  • Overwatch - xXx - Declare Overwatch when there is left over AP to save them for shooting enemies that move on their turn, however there is a 15% accuracy penalty to do so,
  • Aim - 2AP -Spend a moment carefully lining up the weapon at a single target and gain a 20% accuracy bonus against that target until either a new target is shot at or the shooter decides to move quickly to a new position.

Shooting is once of the most common actions taken, and while the AP cost varies, hitting enemies and causing wounds or killing them follows the same seven steps.
  • Count Distance to Target - First add up the squares between the shooter and the target, then reduce the shooter's accuracy by 2% for each square.
  • Roll to Hit - Roll percentile dice (d100), add the shooters adjusted Accuracy score and subtract the target's Agility attribute. If the resulting Attack Roll is over 100 then something is hit, though not necessarily the target.
  • Consider the Cover - Now take into the consideration all the intervening cover between the shooter and the target. Cover provides a penalty to the Attack Roll as determined by its type, though the target only gets half the benefit from cover they are not immediately adjacent to. Subtract from the attack roll each value of cover starting with the piece closest to the shooter until the resulting number is below 100, at which point that piece of cover is hit instead of the target.
  • Consider the Target's Armour - Just like cover, armour reduces the chance to be injured by attacks. Subtract the Armour Rating from the remaining attack roll and if the result is still over 100, then the target has been injured. In either case, the Armour loses a Hit Point.
  • Determine Wounds - Now subtract from the remaining attack roll the weapon's Damage Threshold adjusted by the target's Endurance attribute. If the result drops the attack roll below 100, then only a Minor Wound is dealt. But if the result is still over 100, then subtract the weapon's adjust damage threshold again and if this final result is still over 100 then a Mortal Wound is dealt and the target is likely dying, else the final result drops below 100 and the target takes a Severe Wound instead.
  • Check Special Effects - Some attacks and weapons have special effects, in which case you need to follow the rules specified by that attack to determine if something unusual happens.

If you are throwing an item, like a grenade, step 1 and 3 of the shooting process is different.
  • Count the number of squares between the thrower and the target then subtract from that the thrower's Strength score. Now reduce the shooter's accuracy by 5% for each remaining square.
  • Step 2 is the same as before. Of course the thrower can target and area instead of an entity, so you don't have to take in consideration anything's Agility score.
  • Because thrown objects follow and arc and not fly in a straight line, ignore all intermittent cover except that which the target is benefiting from. Of course the thrower can just target an area instead of a creature, so there may be no need to consider armour.

As noted in the shooting rules, there are three types of wounds an entity can take, each worse than the last.
  • Minor Wound - Taken when receiving the barest of hits, each Minor Wound wracks the entity with pain and taxes their bodies. Minor wounds incur a stacking -10% penalty to all further percentile die rolls in battle until healed, except Fortitude checks to avoid death. Minor Wounds each take 1d6 days to heal.
  • Severe Wound - Taken by solid hits that deal severe damage but don't hit anything immediately vital. Every time this type of wound is taken, the victim needs to succeed on a Willpower test or be stunned, loses a turn to wracking pain. Furthermore, each Sever Wound taken incurs a stacking -25% penalty to all further percentile die rolls in battle until healed, except Fortitude checks to avoid death. Severe Wounds each take 4d8 days to heal.
  • Mortal Wound - A vital part of the entity has been hit and is likely dying. First, a Mortal Wound forces a Willpower Test from the victim or the entity passes out from the shock of pain. Second, this type of wound forces the victim to make a Fortitude Test of begin to bleed out and die in 1d4 rounds. Thirdly, if the injured entity hasn't passed out from pain and/or die of vital fluid loss, they take a -50% penalty on all further percentile rolls during the battle. Mortal wounds each take 4d12 days to heals.
Regardless of whether the wounds are Minor, Severe or Mortal, of if they have passed Fortitude checks to avoid dying, if an entity has accumulated enough penalties from wounds to have a total -100% or greater to their rolls, they fall unconscious and are considered disabled until they are treated by another entity with medkit or similar ability.

A couple of weapons, notably the Flash Bang Grenade and Incendiary Grenade deal no damage directly but instead affect anything hit with a status effect.
  • Stunned - Often caused by taking a Severe Wound and failing a Willpower check, the entity affected by this condition is unable to act for the duration of the effect.
  • Disoriented - Caused by the Flash Bang Grenade, an entity affected by this condition has trouble moving. They take a 50% on aim checks and Willpower checks, movement costs twice as much, they cannot use the aim action, and they cannot interact with devices (like opening a door or pulling the pin on a grenade).
  • Poisoned - This condition is caused by creatures as poisonous as Dart Frogs or more venomous than most snakes. A Poisoned entity automatically takes a Minor Wound at the end of its turns until the condition is removed. This condition can be removed by medkits, or may wear off on it's own. A variation of Poison is Lethal Poison which will kill the victim if they are rendered Unconcious by the Poison and then fail a Fortitude check.
  • Toxified - A worse version of the Poison condition, victims take a Severe Wound at the end of its turn until the condition is removed. Medkits work on Toxified, as does time, though the later is unlikely. And just like poison, there is a Lethal Toxic variation.
  • Unconscious - Often caused by the entity taking a Mortal Wound and failing a Willpower check or taking too many wounds, unconscious entities are unable to act. They may be able to be revived by medkits, but must pass another Willpower check to wake up.
  • Dying - The entity has failed a Fortitude check from taking a Mortal Wound and will soon die. Alternatively, they could have been rendered Unconscious by Lethal Poisoned or Lethal Toxified condition.
  • Dead - The entity is dead. It has expired. It is an ex-entity and has passed on.
-------xXx-------

And now here some pre-generated Characters as examples. I'm not entirely certain how I want to have characters level up, but I do want it more free-form than the class based system from Xcom. I'm also having trouble figuring out enough special abilities to fill out a chart like fallout 4 has so I'm leaning more and more with going for a classic fallout system with arbitrary perks/abilities. You may recognize these characters as they exist in an alternate universe.

[spoiler]Johnny Miller, Codename "Hot Stuff"
Str 5, Per 5, End 5, Cha 1, Int 1, Agi 7, Lck*10

Acc 110, AP 10, Enc "null", Fort 35, Sneak 45, Sight 10, Will 28

Armour: DR 35%, 2hp (Type3 Shootout Body Armour)

7mm Assault Rifle, 4 Magazines Regular Ammo
   Str 5, DT 35%, Rec 10%, Mag 45, Reload 3AP, Range 30
   Shoot 5AP ( 1 round )
   Brust 6AP ( 3 rounds) Roll Twice to hit
   Spray 7AP (15 rounds) Roll Twice to hit, cone

Battle Shotgun, 3 Clips of Regular Shot, 1 Clip of Incendiary Shot
   Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
   Shoot 4AP ( 1 round )

Flare Gun, 1 shot
   Str 1, DT 60%, Rec 03%, Clip 1, Reload 5AP, Range 25 (Flare can travel 100 but not accurately)
   Shoot 3AP ( 1 round )
   Successful Minor Wound or better sets the target on fire.

"Axey McFireaxe"
   Str 5, DT 30%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing 3AP

"Popcorn" Grenade x2 (Incendiary Grenade with popcorn kernels held to the device with plastic wrap.)
   Str 1, DT 20%, Range 1-2-3
   Doesn't deal damage, but anything hit catches fire.

Frag Grenade
   Str 1, DT 20%, Range 1-2-3
   Three chances to hit

Special Abilities:
Grenadier: Explosives you use have their DT reduced by 5%. (already calculated above)
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Sneak Attack: Sneak is increased by 10, and attacks that hit while stealthed have their weapon's DT reduced by 5%.


Trevor McDougal, Codename "Slugger"
Str 4, Per 5, End 3, Cha 4, Int 2, Agi*10, Lck 6

Acc 110, AP 14, Enc "null", Fort 23, Sneak 55, Sight 10, Will 25

Armour: DR 35%, 2hp (Type3 Shootout Body Armour)

Automatic Shotgun, 3 Magazine Regular Shot
   STR 6, DT 25%, Rec 10%, Mag 12, Reload 5AP, Range 3-5-8
   -15% Accuracy due to low Str
   Shoot 4AP ( 1 Round )
   Burst 7AP ( 3 Rounds) Roll Twice to hit (six total. why am I letting you do this?)

9mm Semi-Automatic Pistol x2, 6 Magazines
   Str 3, DT 35%, Rec 12%, Mag 12, Reload 2AP, Range 10
   Shoot 3AP ( 1 Round )
   Burst 5AP ( 3 Rounds)  Roll Twice to hit
   Spray 7AP (6&6 Rounds) "Akimbo" Roll Twice to hit, cone

Alluminum Baseball Bat
   Str 4, DT 35%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing 3AP

Frag Grenade x2
   Str 1, DT 25%, Range 1-2-3
   Three chances to hit

Special Abilities:
Action Boy: You gain 2 more AP.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
Akimbo: Any AP spent attacking with a weapon in one hand is recycled and can be spent on using a weapon in the other hand. You can use Spray action with two pistols using up twice the bullets of a burst fire mode in each gun.


Bruce Mitchel, Codename "Warthog"
Str*5, Per 6, End 7, Cha 3, Int 1, Agi 5, Lck 7

Acc 115, AP 9, Enc "null", Fort 47, Sneak 25, Sight 11, Will 42

Armour: DR 35%, 2hp (Type3 Shootout Body Armour)

7mm Assault Rifle, 6 Magazines Regular Ammo
   Str 5, DT 35%, Rec 10%, Mag 45, Reload 3AP, Range 30
   Shoot 5AP ( 1 round )
   Brust 6AP ( 3 rounds) Roll Twice to hit
   Spray 7AP (15 rounds) Roll Twice to hit, cone

Battle Shotgun, 3 Clips of Regular Shot
   Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
   Shoot 4AP ( 1 round )

Missile Launcher, 1 extra Missile
   Str 4, DT 80%, Rec 50%, 1 shot, Reload 4AP, Range 30
   Shoot 6AP
Missile Explosion: DT 10%, Range 3-5-6

Combat Knife
   Str 2, DT 45%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing 2AP

Frag Grenade x3
   Str 1, DT 20%, Range 1-2-3
   Three chances to hit

Special Abilities:
Grenadier: Explosives you use have their DT reduced by 5%. (already calculated above)
Mark Enemy: For 4AP you may point at an entity you can see and grant your allies a 10% accuracy bonus to hit them, and a 20% bonus to see them until you lose focus on them, like shooting at another enemy, or they gain total concealment against you.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.


Cane McClain, Codename "Claymore"
Str 6, Per*5, End 7, Cha 2, Int 2, Agi 5, Lck 7

Acc 115, AP 9, Enc "null", Fort 47, Sneak 25, Sight 11, Will 41

Armour: DR 35%, 2hp (Type3 Shootout Body Armour)

7mm Assault Rifle, 6 Magazines Regular Ammo
   Str 5, DT 35%, Rec 10%, Mag 45, Reload 3AP, Range 30
   Shoot 5AP ( 1 round )
   Brust 6AP ( 3 rounds) Roll Twice to hit
   Spray 7AP (15 rounds) Roll Twice to hit, cone

Missile Launcher, 4 extra Missile
   Str 4, DT 80%, Rec 50%, 1 shot, Reload 4AP, Range 30
   Shoot 6AP
Missile Explosion: DT 10%, Range 3-5-6

Highlander Claymore
   Str 6, DT 20%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing 4AP

Frag Grenade x4
   Str 1, DT 20%, Range 1-2-3
   Three chances to hit

C4 Explosive x4 and Detonator
   Str 5, DT 2%, Range 10

Special Abilities:
Grenadier: Explosives you use have their DT reduced by 5%. (already calculated above)
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.


Dane McKinnon, Codename "Cauldron"
Str 5, Per 5, End 5, Cha 5, Int*4, Agi 5, Lck 5

Acc 110, AP 9, Enc "null", Fort 35, Sneak 25, Sight 10, Will 40
Hack 50

Armour: DR 35%, 2hp (Type3 Shootout Body Armour)

Battle Shotgun, 3 Clips of Regular Shot
   Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
   Shoot 4AP ( 1 round )

9mm Semi-Automatic Pistol, 20 Magazines
   Str 3, DT 35%, Rec 12%, Mag 12, Reload 2AP, Range 10
   Shoot 3AP ( 1 Round )
   Burst 5AP ( 3 Rounds) Roll Twice to hit

Combat Knife
   Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing 2AP

Smoke Bomb x3
   Str 1, DT 90%, Range 5
   Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.

Frag Grenade x3
   Str 1, DT 25%, Range 1-2-3
   Three chances to hit

Incendiary Grenade x2
   Str 1, DT 25%, Range 1-2-3
   Doesn't deal damage, but anything hit catches fire.

Flashbang Grenade x2
   Str 1, DT 25%, Range 5-8-10
   Doesn't deal damage, but anything hit must pass a Fort check or is disoriented for one round.

C4 Explosive x2 and Detonator
   Str 5, DT 7%, Range 10

Special Abilities:
Engineering: You understanding of machines allows you to count a mechanical unit's armour as 5% lower than it actually is. You can also jury rig repairs to damaged vehicles, or bypass the need for a key to start a vehicle.
Hacking: You can bring a specialized portable computer into battle to gain illegitimate access to computer data storage. Hacking takes 3d6 AP per attempt.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.


Vadin Smirnov, Codename "Doorstop"
Str 10, Per 4, End*10, Cha 1, Int 1, Agi 5, Lck 3

Acc 105, AP 9, Enc "null", Fort 75, Sneak 25, Sight 9, Will 53

Armour: DR 45%, 3hp (Type4 Front-line Body Armour)

"Family Guy" - Fully Automatic Machine Gun, 4 Drums
   STR 8, DT 50%, Rec 10%, Drum 200, Reload 9, Range 40
   can't single shot, can't burst fire
   Spray 6AP (20 Rounds) Roll Thrice to hit, Big Cone!

Battle Shotgun, 6 Clips of Regular Shot
   Str 4, DT 30%, Rec 15%, Clip 6, Reload 3AP, Range 3-5-8 Cone
   Shoot 4AP ( 1 round )

Iron Fist - Unarmed Strike
   Str 4, DT 34%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing 2AP

Medkits x2, 7mm Magazines x10, 9mm Magazines x4

Special Abilities:
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Toughness: The first 14 (3+End) Minor Wounds you take are ignored. They incur no penalties, and heal over in a day.
Toughness 2: The first 6 (1+End/2) Severe Wounds you take and pass pain checks for incur no penalties. They still need to heal normally.
Iron Fist: You may use unarmed attacks with the same effectiveness as a weapon. The Iron Fist is a melee weapon you are always able to use, has a DT of 40%, a Strength requirement of 4, and an AP cost of 2.


Helmut Hartmann, Codename "Heart Man"
Str 4, Per 4, End 4, Cha 4, Int*10, Agi 4, Lck 4

Acc 105, AP8, Enc "null", Fort 28, Sneak 20, Sight 9, Will 39

Armour: DR 35%, 2hp (Type3 Shootout Body Armour)

9mm Machine Pistol, 6 Magazines
   Str 4, DT 35%, Rec 12%, Mag 24, Reload 2AP, Range 10
   Shoot AP3 ( 1 Round )
   Burst AP4 ( 3 Rounds) Roll Twice to hit
   Spray AP7 (10 Rounds) Roll Twice to hit, Cone

Combat Knife
   Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing AP2

Flashbang Grenade x2
   Str 1, DT 25%, Range 5-8-10
   Doesn't deal damage, but anything hit must make pass a Fort check or is disoriented for one round.

Smoke Bomb x2
   Str 1, DT 90%, Range 5
   Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.

Med-kit x10
   Spend 4d6 AP to remove the penalties of a single Minor, Severe or Mortal Wound from someone, or stabalized someone who has taken a Mortal Wound and is dying.

Special Abilities:
Medic: You can use Med-kits more efficiently. You can use Med-kits for 3d6 AP instead of 4d6, and each has three uses for you instead of one.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.
Run and Gun: Half the AP Spent moving is recycled and can be spent on using a weapon.
Toughness: The first 7 (3+End) Minor Wounds you take are ignored. They incur no penalties, and heal over in a day.


Sam Jones, Codename "Deadeye"
Str 4, Per*10, End 2, Cha 2, Int 1, Agi 5, Lck 10

Acc 140, AP 11, Enc "null", Fort 16, Sneak 20, Sight 16, Will 15

Armour: DR 15%, 1hp (Type1 Last Chance Body Armour)

7mm Anti-Infantry Rifle, 4 Clips plus 10 lose rounds, Scoped
   Str 4, DT 25%, Rec 100%, Clip 7, Reload 5 AP, Range 75
   Shoot AP5 ( 1 Round )
   No Burst, No Spray,
Aiming uses the scope which makes targets appear 10 squares closer, but will incur a severe penalty if the aim action is used against a target that is too close.

5mm Machine Pistol, 6 Magazines
   Str 3, DT 50%, Rec 6%, Mag 40, Reload 2AP, Range 15
   No single shot
   Burst AP4 ( 3 Rounds) Roll Twice to hit
   Spray AP7 (10 Rounds) Roll Twice to hit, Cone

Combat Knife
   Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   Swing AP2

Smoke Bomb x2
   Str 1, DT 90%, Range 5
   Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.

Special Abilites:
Action Boy: You gain 2 more AP.
Disabling Shot: Take a shot and if you manage to wound your target they lose the ability to use their equipted weapon, though you cannot deal a wound worse than a Minor Wound. Your victim may spend as much AP as it would takes to reload the weapon to make it usable again.
Moving Target: Enemy accuracy is reduced by 10% and you gain 10% more Damage Resistance while you are moving.


Marcel Valjean, Codename "Spider"
Str 1, Per 5, End 1, Cha 4, Int 4, Agi*10, Lck 9

Acc 110, AP 12, Enc "null", Fort 7, Sneak 55, Sight 10, Will 17

Armour: DR 15%, 1hp (Type1 Last Chance Body Armour)

12mm Revolver Pistol, 4 Clips
   Str 5, DT 20%, Rec 20%, Clip 6, Reload 5, Range 15
   25% Accuracy Penalty due to low Str
   No burst, no spray
   Shoot AP3 ( 1 Round )

Combat Knife
   Str 2, DT 42%, Rec nul, Clip n, Reload nul, Range 00 (Melee Weapon)
   10% Accuracy Penalty due to low Str
   Swing AP2

Flashbang Grenade x2
   Str 1, DT 25%, Range 5-8-10
   Doesn't deal damage, but anything hit must make pass a Fort check or is disoriented for one round.

Smoke Bomb x2
   Str 1, DT 90%, Range 5
   Doesn't deal damage but grants concealment through the area of affect. Smokes lasts for 3d3 turns.

Special Abilities:
Executioner: Gain a 10% bonuse to accuracy when attacking enemies that have already taken a Severe or Mortal Wound.
Grim Reaper's Sprint: If an attack kills an enemy, all the AP spent is recycled to be spent on movement.
Sneak Attack: Sneak is increased by 10, and attacks that hit while stealthed have their DT reduced by 5%.

John Christoph, Codename VIP
Str 3, Per 4, End 1, Cha 4, Int 4, Agi 2, Lck 2

Acc 105, AP 7, Enc "null", Fort 12, Sneak 10, Sight 9, Will 17

Armour: DR 15%, 1hp (Type1 Last Chance Body Armour)

12mm Revolver Pistol, 1 Clip
   Str 5, DT 20%, Rec 20%, Clip 6, Reload 5, Range 15
   15% Accuracy Penalty due to low Str
   No burst, no spray
   Shoot AP3 ( 1 Round )[/spoiler]

-------xXx-------

LoA

I feel like I've seen this before... Maybe not this exactly, but i've definitely seen something akin to this.

I've just begun my first playthrough in Fallout 3 with a metric ton load of mods attached to it recently as it happens. I won't be able to provide structural feed back till i beat the game.

There's just something character building about a game that requires a Masters Degree in Computer Engineering just to make run on your system.

So if you were ever to run a game in this system I would be down for it.

sparkletwist

This is interesting. I do like this kind of game quite a bit, and I like some of what you've done here. It reminds me quite a bit of Space Hulk, although your underlying system is much more complicated. That is both an advantage and disadvantage, because it allows greater depth and realism but it can also get quite sloooooooow.

Is this system intended, like XCOM, Space Hulk, etc. to put one player in control of a squad of around 5 or 6 guys? If so, I think it might be a little too much to handle... or at least it'd be too much for me to handle. The big thing I kept thinking when reading these rules and all the little nuances and complexities was "I wish this was a computer game." Since the game is primarily a tactical combat game, I'd personally try to simplify everything down to the stuff that has the most ramifications for tactical combat-- while I do find it clever the number of different ways that you've incorporated a fairly standard list of RPG stats, it might be worthwhile to boil these down somewhat and maybe either change to a d20 or pre-multiply everything by 5, and also, for the sake of game balance, assume some universal constants. For example, I'm concerned that Agility might be too good of a stat, because having more AP is quite often the best thing you can have in a game like this, and this also being the "don't get hit" stat seems like a nice bonus on top of that.

I'll also mention that I'm not a huge fan of your wound mechanics. While it's definitely realistic that you don't actually know how close a character is to going down, I feel like randomized damage (and possibly critical hits) against deterministic HP do that well enough anyway. The progressive death spiral is another thing that is realistic but can just be annoying when trying to play a game, because it removes a lot of uncertainty. The shock penalty of losing a turn might be enough when taking a major wound that any lasting effects aren't needed, but I guess that's something that would come out in playtesting. My own personal playing of games like this one has always led to the conclusion that the game is more satisfying and exciting if wound penalties are either very modest or nonexistent. The system seems pretty lethal, so it might not even matter much. I do like that you've incorporated the degree of success into the damage calculation.

All that said, I'd probably still play it, or at least try to hack it.  :grin:

the_taken

Had a play test with my regular D&D group. They kinda like the game, though the regular DM insisted on making a non-standard character. This led to adding a new weapon to the game. A couple of rule changes are in order, and I need to quickly come up with better rules for levelling up and gaining wealth.

In the first scenario featured a Zhetan in Power Armour and some hover drones hiding in a log cabin. One of the players moved their player out of cover and got focus fired by three drones. Taking a mortal wound and dying at the end of their next turn, she decided to pull all the pins on her grenades and charge the lone xeno controlling the hover drones. The other characters tried to flank the Zhetan during the whole battle.

In the second scenario, the team needed to bust in a heavily guarded warehouse, escorting a VIP to hack the computer system and steal some Intel. Instead of shooting their way through, they managed to sneak in and gank a single guard, hack the computer and snuck away. They used the guard's grenade to make it look like he accidentally pulled the pin and killed himself like an idiot to cover up their entry.

In the third scenario, the team had into clear out some Boorus Hive monsters from building a nest in a completely different warehouse in a completely different country. The identical layout was a coincidence, not an effect of my laziness, really.

Rule changes:
Determine Wounds - need to redo the description to explain that there are four categories of wounds; minor, severe, mortal, lethal.

Under Wounds:
Minor Wound - Taken when receiving the barest of hits, each Minor Wound wracks the entity with pain and taxes their bodies. Entities that take a Minor wound must pass a Will Power Test or lose half their max AP in the following round (round leftovers up). A second Minor wound in a round forces a second Will Power Test to avoid losing the rest of their AP. Successive Minor Wounds begin incurring a stacking 10% to all successive attack rolls, will power tests and fortitude checks until healed.  Minor Wounds each take 1d6 days to heal.
Severe Wound - Taken by solid hits that deal severe damage but don't hit anything immediately vital. Every time this type of wound is taken, the victim needs to succeed on a Willpower test or be stunned, losing all their AP in the following turn to wracking pain. Furthermore, each proceeding Sever Wound taken incurs a stacking -20% penalty to all Attack Rolls, Will Power Tests and Fortitude Checks until healed. Severe Wounds each take 4d8 days to heal.
Mortal Wound - A vital part of the entity has been hit and is likely dying. First, a Mortal Wound forces a Willpower Test from the victim or the entity passes out from the shock of pain. Second, this type of wound forces the victim to make a Fortitude Check to avoid bleeding out and dying in 1d4 turns. Additionally, each successive mortal wound taken during a turn incurs a stacking -50% penalty on all attack rolls, will power tests and fortitude checks until healed. Mortal wounds each take 4d12 days to heal.
Lethal Wound - The entity has been struck in a part needed for immediate function, and must pass a Fortitude Check or die instantly. Additionally, they must pass a Willpower test or be rendered unconscious from the shock. Like Mortal wounds, successive Lethal wound that is survived incurs a stacking -50% penalty on all attack rolls, will power tests and fortitude checks until healed, and each take 4d12 days to heal.

Then need to add a note: If an entity has taken enough penalties to take 100% penalty of on rolls they are disabled and out of combat unless they are treated with a med-kit or brought back home and properly healed.

Shotguns have been adjusted. They have more have a static range and don't blast pellets in a cone (except the sawed-off).
All guns need to have their STR requirement reduced to make it easier for rookies to use them.
Now have rules for Suppressors and "Silent" weapons

the_taken

Creating and Improving Operatives
When you best isn't good enough, get better.

To generate a new operative, assign to each of the Seven Base Attributes a roll of 1d4+1 in order, then compute the Derived Stats. Follow up by giving the new rookie a suit of Last Chance Body Armour and an eight item utility belt, a Billpup small assault rifle and up to 7 magazines of 20 rounds of standard ammo each, an SAP pistol and up to 5 magazines of 20 rounds of standard ammo each, and up to three Frag grenades. Finish them up with a name, gender, and a blurb about how and why they joined the XXXzone program, and they are ready for their first mission.

Or more training.

Operatives and enemies alike have attributes scores and special abilities. As the game progresses, the extraterrestrials are bringing more advanced technology and personnel into play. New technology can be researched but better operatives don't grow on trees. Regular troops are bettered by training programs in special facilities (or blind luck). Training an attribute or ability requires the appropriate facility to be built and uninterrupted time spent in a training regime.
  • Training to improve an attribute by single point takes Three Days plus an additional Three days for each point of the attribute the operative already has.
  • Learning a new ability requires Three Days for each point of the minimum attribute score is required to learn the ability.
This exception is the Luck attribute itself, which is improved by spending 1F and sending an operative on a one week gambling binge. With favourable fortune, they will return with a better Luck score and/or the Funding Token back. Abilities that require Luck can be trained in various facilities.

Base Management - blah blah blah, my head hurts

Training Gym - costs 1F to build, 4 units J-block
At this facility operatives can improve their Strength, Endurance and Agility, or learn abilities related to those attributes, up to the level of six in each of the attributes. A Scientist of the Biology Class must be assigned to this facility to supervise and direct the trainees to achieve any results. The facility can also be used recreationally by the operatives to keep in shape.

Abilities, Strength:
  • Melee Charge - STR 2 - If you spend at least twice as much AP as one of your melee attack options to move, you may perform a melee attack at the end of your movement.
  • Improved Charge - STR 3 - If your spend your full AP in a turn to move then perform a melee attack using the Melee Charge ability, your attack's DT is reduced by 10%. Must learn the Melee Charge ability before this one.
  • Steady Aim - STR 3 - Reduce the recoil of every gun you use by 3%
  • Very Steady Aim - STR 4 - When you use the aim action with a gun, then use the Burst Fire or Spray Fire mode, the first attack roll you make with this action doesn't suffer the recoil penalty. Must learn Steady Aim first.
  • Strong Back - STR 4 - Increase your Carrying Capacity by 10kg, and your Maximum Capacity by 25kg
  • Herculean Back - STR 5 - Increase your carrying capacity and max capacity again by the same amount.
  • Atlas Strong - STR 6 - You can move up to twice your max capacity in mass, but must spend tree times the AP per square to do so.
  • Iron Fist - STR 5 - You may use your Unarmed Attacks with the same effectiveness as a weapon. The Iron Fist is a melee weapon your are always able to use, and being disarmed of it requires literally being disarmed.
    • Iron Fist - DT 40%, STR 4, Weight 0 - Training
      PUNCH!!! - 2 AP
  • Chi Strike Palm - STR 6 - Reduce the DT of your Unarmed Attack or Iron Fist by 10%, and successful wounds force a Fortitude Check to avoid 1d3 turns of being Stunned and three turns of being Disoriented
Abilities, Endurance:
  • Toughness - END 2 - The first 3+END Minor Wounds you take are ignored. They drain no AP, incur no penalties, and heal over in a day.
  • Improved Toughness - END 3 - The first 1+END/2 Severe Wounds you receive and succeed Willpower checks for drain no AP and incur no penalties. Must have Toughness to learn Improved Toughness.
  • Walking Shooting - END 3 - Half of all AP you spend on shooting guns during your turn can be recycled and spent only on movement.
  • Aqualad / Aqualass - END 4 - You can move as easily in water as you can on land. You can spend 1AP instead of 2AP to swim one square. The game master also won't count how long you can hold your breath anymore.
  • Poison Resistance - END 4 - Your bonus to Fortitude Checks against Poison is now 35 instead of 20
  • Fast Healing - END 5 - Your Minor Wounds heal in 1d3 days instead of 1d6, your Severe Wounds heal over in 3d8 days instead of 4d8, and your Mortal Wounds heal over in 3d10 days instead of 4d12.
  • Chi Breath Iron Body - END 5 - If you spend 4 AP to start this special breathing technique and do not move that turn, until your next turn you gain a 20% damage resistance against attacks that do no automatically pierce your armour, and Melee attacks against you also take a -20% penalty on their attack roll until your next turn.
Abilities, Agility:
  • Run and Gun - AGI 2 - Up to half the AP your spend on movement in a turn can be recycled and spent on using a gun's firing mode.
  • Action Boy / Action Girl - AGI 3 - You gain 2 more AP you can use each round. If you have 4 Agility, you can gain train some more to gain a second iteration of this ability.
  • Shadow Attack - AGI 3 - Gain a 10% bonus to your Sneak Score. When you attack an enemy that is unaware of you, gain a 10% to your attack roll.
  • Silent Attack - AGI 4 - Gain a 10% bonus to your Sneak Score. When shooting at enemies with a suppressed weapon, decrease its DT by 5%.
  • Sneak Attack - AGI 5 - Gain a 10% bonuse to your Sneak Score. Successful melee attacks against enemies who are unaware of you have their type of wound improved to the next tier. Glancing hits become Minor Wounds, a minor becomes a Severe Wound, and severe become Mortal.
  • Quick Draw - AGI 3 - Any AP spent on movement can be recycled to perform the Draw Item action.
  • Action Reload - AGI 4 - Any AP spent on movement can be recycled to reload a weapon.
  • Moving Target - AGI 5 - If movement during your turn draws reaction fire, the accuracy of those attacks is reduced by 10% and your have a 10% damage resistance.
  • Akimbo - AGI 6 - Any AP spent to use a weapon in one hand can be recycled to use a weapon in the other. The Spray Mode can be used with two Pistols, using twice ammo of a Burst Fire Mode from each pistol.
Abilities, Luck:
  • Grim Reaper's Sprint - LCK 3 - An attack that kills an enemey can have it's full AP spent recycled and used for movement.
  • Bloody Mess - LCK 4 - Your successful attacks draw out more than the normal amount of blood. The DT of all weapons you use is reduced by 2%.
Class Room - costs 1F to build, 4 units O-block
A state of the art facility that operatives take courses in to improve their Charisma and Intelligence, or learn related abilities, up to the level of six. Any Scientist or Engineer can be assigned to teach courses to operatives, but the different classes will have different courses to offer.

Abilities, Charisma:
  • Poster Boy / Poster Girl - CHA 2 - Not only are you photogenic, but there's something about you that with the right pose that says "Give me money. I'm awesome." If only we could do recruitment posters. Increase the funding the XXXzone program gets ever month by one token.
  • Schmooze the Boss' Boss - CHA 3 - By bringing you along to Security Council meetings to mingle with the politicians we can increase our funding for the month by another token. You have to already be a Poster Boy/Girl to do this.
  • Femme Fatale / Homme Fatale - CHA 3 - You appear as charming as you are dangerous. You are more 20% persuasive to neutral combatants in the field, and the DT of your weapons decreases by 5% when attacking humans.
  • Teamwork! - CHA 3 - When you perform a similar action as an ally who also has this ability, you gain a 10% bonus on any d% roll to perform the action. This also gain the benefit of this ability as they also have the perk!
  • Mark Target - CHA 4 - You can spend 4AP to point out an enemy to your allies, and until lose your focus from this target (such as losing sight of them, or you doing something other than attacking them or moving) allies gain a 20% to hit them with their attacks.
  • Inspire Allies - CHA 4 - If you spend 4AP and say something inspiring, you can motivate your allies better. Any ally within four squares of you when you use this ability may re-roll a single Willpower Check they have failed within the past Turn.
  • Authority Aura - CHA 5 - Friendly Combatants you encounter in the field are 50% more likely to consider you their superior when met instead of ignoring you or treating you like a civilian. You also can direct panicking civilian to run in specific direction away from danger, instead of letting them pick a random direction and running into more trouble.
  • Calming Aura - CHA 5 - You have the uncanny ability to calm panicking civilians, and only need to spend 4 AP to do so.
Abilities, Intelligence:

  • MEDIC! - INT 2 - You have been trained to provide first-aid and triage in combat. You pack and use Med-kits more efficiently, each one you carry having 3+INT/2 uses instead of just one, and using one only takes 3d6 AP instead of 4d6. Requires a Bio-chemist to teach the course.
  • Combat Surgeon - INT 4 - Your knowledge of human anatomy makes you a more dangerous enemy. Melee attacks upon human with blades you perform have their DT decreased by 10%. Requires a Bio-chemist to teach the course.
  • Mechanic - INT 3 - You can tinker and jury rig repairs to damaged vehicles, the time needed and chance of success dependent on the location, type and severity of the damage. Having a tool kit and spare parts would certainly help. Requires an Engineer to teach the course.
  • Hacker - INT 3 - Your are trained in electronic espionage, and can attempt to hack any computer you can reach to illegitimately access data storage. Hacking a computer across the internet takes 3d10! hours. If you get a portable computer to bring with you in the field, you can pre-load it with data-mining and encryption breaking software to make hacking much quicker, taking 3d10! AP per attempt if you can connect your computer to the target machine. You gain a Hack score of 25+5*INT. Requires a Computer Scientist to teach the course.
  • Scientist - INT 4 - You have gained a diploma in a field of your choice and can contribute to the XXXzone program as more than a field operative. When not on a mission or convalescing from Severe or Mortal Wounds you can count as a scientist of the type of your choice. Learning this ability requires another Scientist of the same type to teach the course.
  • You can train to gain the Scientist  ability a second time and become a scientist of a another type, but the INT requirement increases to 5, and you can still only research as one type of scientist at once.
  • Field Researcher - INT 4 - To you there is no such thing as safe science. Even if on a combat mission or convalescing from Severe Wounds you count as contributing valuable scientific data to a research project.
Scientist Classes:
  • Material Chemist
  • Bio-chemist
  • Classical Physicist
  • Nuclear Physicist
  • Computer Scientist
  • Sociologist
  • Engineer - Technically an Engineer is not a Scientist, as Scientist experiments to learn about the laws of the natural world while am Engineers applies scientific knowledge to invent a world yet unknown. Engineers can do scientific research just as Scientists can apply what they learn to perform feats of engineering, but the disciplines are very different.
Abilities, Luck:
  • Loot Drops - LCK 2 - Enemy equipment is less likely to be irreversibly damage, more likely to be salvageable for research purposes.
  • More Loot - LCK 3 - Enemy equipment is even more likely to be recoverable, and sometimes they will carry extra ammo they haven't gotten a chance to use.
  • "Thank you, Stranger!" - LCK 5 - In every battle, there is now a chance that there will be additional allies. Maybe an old hunter from the woods, or an ornery alligator in that pond, or some street thugs just around the corner, or even just an extra squad of soldiers in the army base. Whoever they are, the helpful strangers are appropriate to the area they are encountered in and competent in a fire fight.
Firing Range - costs 1F to build, 4 units L-block
A long hallway with animatronic moving targets for training operatives to improve their Perception, and a lesser extent Agility. Perception and related abilities can be improved up to level 6, while agility can accidentally be improved up to level 4

Abilities, Perception:
  • Lockpicker - PER 2 - You don't need keys. Tumble locks can be bypassed with a successful Locksmith attempt. Roll d% and add your new Locksmith score of 50+5*PER, and if the result is over 100 you pick the lock. Each attempt takes 3d10 AP
  • Tactical Scouting - PER 3 - If you can see an enemy, you can determine the weak points in their armour. You can spend 4 AP observing a previously unknown enemy and determine their armour's Damage Resistance as well as it's minimum AP requirement to penetrate. (The GM will tell you the value.)
  • Grenadier - PER 3 - You know how to optimize the location and timing of your explosive weapons for maximum effect. Grenades and bombs you use get a 15% bonus on their explosion's attack roll and automatically deal full damage to terrain features.
  • Explosives Expert - PER 4 - You know how to get the most out of an explosion. Reduce the DT of any explosion you cause by 5% and increase its Armour Penetration Type by one category.
  • Dead Eye - PER 4 - If your gun has a scope replacing its sights, you don't need to use it to gain the benefit of the aim action with the weapon.
  • Lion's Eye - PER 4 - If you have taken the aim action, and the target gains concealment, you can still shoot at them with all your bonuses and they do not gain the benefit of any concealment until you actual lose track of them. They still benefit from their cover, though.
  • Guardian - PER 5 AGI 3 - You don't suffer the 20% accuracy penalty when making reaction fire from overwatch.
  • Sniper - PER 5 - You can use the Aim action consecutively and stack the benefits a number of additional times equal to half your AGI for the next shot you take. Any shots with the same gun that follow count as only having a single Aim action taken.
  • Eagle's Eye - PER 6 - If you take the aim action, you do not suffer accuracy falloff for a number of squares equal to your PER score, up to the optimal range of the weapon.
Abilities, Luck:
  • Executioner - LCK 4 - If you attack an enemy that has already taken a wound that they do not ignore for whatever reason, you gain a 10% bonus on the attack rolls.

the_taken

Base Management and Building
Base management requires building facilities in a limited area. Facilities cost funding and manpower days to construct. Bases have a limited area to construct in, and though excavations can increase the area by adding more floors, digging deeper and deeper become progressively expensive. The small base size is important to reduce the visibility of the XXXzone program to both spies, enemies and civilians.

Facilities have a specific shape and orientation, and while they can be rotated to face any of the cardinal directions, their layout cannot be mirrored.

The first base the XXXzone Program begins with is already set up with a Runway and its Radar Tower on the Surface, two Elevator units, a single floor of underground Excavation with a Command Center in it, three Air Craft Hangers, a military style Barracks, an Armoury, and a Residence for scientists and engineers. The base is also staffed by your revered commander, our head of research, six officers, three air traffic controllers, a five man team of radar technicians, five engineers, and a grumpy overworked janitor.

To determine how long it actually takes to build a facility, divide the Manpower Days it takes to build the facility by the number of Engineers assigned to complete the task, and round the reminder up to the nearest increment in hours.

Surface - 10 Days - 1 Free with each base - IMG
7x7 Area exposed to the sky to build more facilities on. 1 per base.
A relatively small space for a military base, but it should suffice for our needs.

Elevator - 30 Days - 1F - IMG
1x1 Structure, spans two layers.
An engineering marvel, this facility allows people and vehicles to change what layer of the base they are on. Can be partially overlapped vertically to save space and still allow access to deeper layers beneath the surface. Also has stairs for those who want a calm walk or bun building workout.

Excavation - 150 Days - 1F times the layer beneath the surface - IMG
5x5 Area underground to build more facilities in. Cannot overlap or touch other Excavations horizontally.
While more cramped than the surface, our advanced mining technology allows us to dig deeper and hide the true depth of the forces and facilities we will have. Given time.

Command Center - 60 Days - 3F - IMG
Five Square Cross (3x3) Facility. Each base must have one, and only one per base. Vehicles cannot pass through it.
The heart of our extra-governmental operations, this facility is required to manage our strategic assets and direct our operatives in the field of battle. Each base we build requires one to link our operations seamlessly. The communications antenna isn't too elaborate and can be placed anywhere on the surface, though preferably on top of the Radar Tower. Has a build in residence for the bases' command crew of 12. The cost includes the salary of these fine Officers.

Runway - 20 Days - 1F - IMG
7x1 Structure. Each base needs one, and only one, on the Surface.
A flat level area of tarmac meticulously painted and lit for managing airplane traffic on the ground. Has multiple actual runways to launch or land multiple planes from.

Radar Tower - 20 Days - 1F - IMG
1x1 Facility. Each base needs one, and only one, on the Surface, adjacent to the Runway.
This tower has everything needed to keep an eye on Radar and manage air traffic in the area. Has enough residential facilities for the crew of five technicians and three air traffic controller. The cost includes hiring the staff.

Aircraft Hanger - 30 Days - 1F - IMG
2x1 Facility
This facility has everything needed to house a single aircraft and maintain it. While a base doesn't need a hanger for plans to land on the runway, it is needed if a plane is to stay in the base and allow other traffic on the runway, and isn't going to immediately leave after picking up or dropping off cargo. Vehicles can pass through it.

Automobile Depot - 30 Days - 1F - IMG
3x1 Facility
A large garage with enough room to house and maintain up to three land vehicles. Like Tanks. Naturally, Vehicles can pass through it.

Barracks - 20 Days - 1F - IMG
Z-block (3x2) shaped Facility
A spartan facility that can comfortably house up to thirty field operatives. Has all the amenities for keeping soldiers happy, healthy and entertained. Vehicles cannot pass through it.

Armoury - 30 Days - 1F - IMG
Short T-Block (3x2) shaped Facility. A base needs at least one to arm operatives and vehicles.
Description and Benefits. Can store up to five metric tonnes of weaponry and ammunition. Comes with a lock on the door. Vehicles cannot pass through it.

Residence - 30 Days - 2F - IMG
S-Block (3x2) shaped Facility
A well designed and spacious facility that can house ten Scientists and Engineers comfortably with up to date furniture and entertainment. These pampered lab operatives require more gentle accommodations than the rugged field operatives, but they ware worth the effort since they provide valuable in house work that the combat oriented operatives aren't trained to do. Vehicles cannot pass through it.

Storage Room - 5 Days - Free or 1F for Temperature Controlled - IMG
1x1 Facility
A small area with that can be used to store miscellaneous tools, materials, and artifacts. The Cold Storage Room can be used to store biological materials. Like corpses. Vehicles cannot pass through it.

Laboratory - 30 Days - 1F - IMG
T-Block (3x3) shaped Facility
This large facility has all the beakers, bunsens, ovens, centrifuges, vats, prongs, hermetically sealed rooms, and things that go "bloodoopoodoopoo" that every scientist needs to perform Science. This entire facility is enough to keep up to fifteen lab operatives busy on a single project simultaneously. Some projects may require Engineers to perform the research. Vehicles cannot pass through it.

Engineering Facility - 45 Days - 2F - IMG
Short U-Block (3x2) shaped Facility
A series of rooms, tables, furnaces, foundries and metal presses. This facility has everything needed for a team of engineers to manufacture anything we have the blue prints fore. Because of the engineering skills that went into designing this facility, up to three projects can be worked on at once, and can keep up to twenty engineers busy working on them. Some projects may require a Scientist to provide specialized knowledge from their field of expertise. Vehicles can pass through it.

Vehicle Assembly - 90 Days - 3F - IMG
Short L-block (2x2) shaped Facility
Everything needed to have ten engineers working on building, upgrading or repairing a vehicle. Vehicles can pass through it.

Training Gym - 30 Days - 1F - IMG
J-block (3x2) shaped Facility
At this facility operatives can use the various resistance machines and treadmills to improve their Strength, Endurance and Agility, or learn abilities related to those attributes, up to the level of six in each of the attributes. A Scientist of the Biology Class must be assigned to this facility to supervise and direct the trainees to achieve any results. The facility can also be used recreationally by the operatives to keep in shape. Vehicles cannot pass through it.

Class Room - 15 Days - 1F - IMG
O-block (2x2) shaped Facility
A state of the art facility that operatives take courses in to improve their Charisma and Intelligence, or learn the related abilities, up to the level of six. Any Scientist or Engineer can be assigned to teach courses to operatives, but the different classes will have different courses to offer. Vehicles cannot pass through it.

Firing Range - 30 Days - 1F - IMG
L-block (3x2) shaped Facility
A long hallway with animatronic moving targets for training operatives to improve their Perception, and a lesser extent Agility. Perception and related abilities can be improved up to level 6, while agility can accidentally be improved up to level 4 Vehicles cannot pass through it.

Missile Silo - 120 Days - 3F - IMG
O-block shaped Facility six layers tall. Top layer must be on the Surface.
A facility that is used to build and maintain a large rocket with which to launch an ICBM or Satellite from. If the area beneath the surface layer of the silo hasn't been completely excavated yet, 1F must be payed and 80 man power days must be spent to clear the area out. Vehicles cannot pass through it, however a vehicle can be loaded onto the rocket from the second layer of this facility. The Missile Silo has stairs to grant people access to the different layers, except the surface. The surface layer is camouflaged to look like baseball diamond.

Surface to Air Missile Battery - 30 Days - 1F - IMG
1x1 Facility. Must be placed on the Surface.
Has a lot of missiles that go whoosh and boom. Don't let your plane get hit by the missiles or it will fall from the sky!

Starting a new base costs 10 Funding Tokens, and takes 320 manpower days to complete. This includes clearing and preparing the Surface, putting in an Elevator, digging an Excavation, and putting in a Command Center, a Runway, a Radar Tower and a single Hanger.

[spoiler]Building Name - Man Days Work to setup or move - Funding Cost - IMG
Size and Shape. Limits
Description and Benefits[/spoiler]