First Contact QuickStart

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    CReDITS

    AUTHORJos Manuel Palacio

    TRANSLATIONJos Luis Porrio

    THE MADRID INCIDENT BYIsmael de Felipe Galvn and Jos Manuel Palacios Rodrigo

    QUICKSTART RULES COMPILED BYAndrew Peregrine

    ART BYAntonio Manzanedo, Jrme Huguenin, David Lecossu, Borja Pindado,

    Simon Labrousse, Christian Granero, David Lanza,Eloi Molas, Jorge Carrero,Sandra Callejas, Victor Bravo.

    LAYOUT BYDavid 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.

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    QUICKSTART

    FOR SURVIVORS

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    When the Chandra came, the worldchanged.

    Earth was under attack from an advancedalien invasion force and there was little wecould do to stop them. Cities were burnedand the people panicked. The nations of theEarth in a rare moment of mutual alliance cre-ated Global Defence. This organisation was

    formed of the best each nation could oer,and armed with the most advanced weaponrythey could muster. Money was no object, thesafety and security of the entire planet hungin the balance.

    But then the invasion stopped. The Chan-dra took control of small areas across theworld and fortied their positions. These ar-eas became known as Dark Zones. No onewent in, no one came out, and the enigmaticinvaders agenda became all the more myste-rious.

    For the rest of the world, it was businessas usual. People got used to the idea of liv-ing close to the Dark Zones and even with theChandra presence on Earth. Sure, you heardstories, but you still had to go to work, keepup with your bills, brush your teeth. Some-how the threat didnt seem so bad. Some ofthe countries without Dark Zones began towithdraw funding from Global Defence. Why

    should they pay for what seemed now to besomeone elses problem?

    All the while the Chandra waited. Theirplans quietly advancing as the forces againstthem squabble and bicker.

    INTRODUCTION

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    FOR SURVIVORS

    First Contact: X-Corps is a role-playinggame set on Earth during the Chandra inva-sion. The Core Rulebook oers you two stylesof play. The rst setting is for civilian charac-ters investigating conspiracies relating to thealien menace. In the second setting playerstake the role of Global Defence operatives,the elite Ghost Wolves who stand ready toght the alien menace.

    In this quickstart guide we focus on civiliancharacters. This booklet gives you everythingyou need to play through the player charac-ters rst contact with the Chandra menace, ina deadly ght for survival. It may be the be-

    ginning of a campaign for survival in a broken

    city, or the encounter that brings them to theattention of Global Defence to be recruited asSTRATCOM or LOGCOM operatives. We detailall the rules you need to know and give yousix ready to play characters so you can divestraight into the adventure.

    Keep an eye out for the First Contact:X-Corps Core Rulebook, which will be fundingsoon on Kickstarter. This book (already avail-able in Spanish and French) is the rst part ofan epic setting detailing the ght for Earth it-self.

    Global Defence needs you! Are you ready

    to face the challenge?

    X-CORPS

    GLOBAL DEFENCE

    The Global Defence organisation (com-monly known as X-Corps) was set up undera new Strategic Defence Initiative, funded byseveral countries. It has a budget of 540,000million dollars, mostly from the United States,Japan, Germany, United Kingdom, France,Spain, Brazil, Italy, Switzerland, South Koreaand Russia. Of the 193 nations in the UN, manyhave refused to be a part of the initiative. Chi-na, Argentina, Venezuela, Bolivia, Mexico, Iranand Cuba, among others, do not ratify the SDIcooperation treaty and refuse to allow GlobalDefence operatives carte blanche to run mis-sions in their territory. Some countries decid-ed to create their own defence divisions, likeChinas Tiandun (Shield of Heaven) or Vene-zuelas Fuerza de Autodefensa Nacional (FAN).

    Global Defence is a military organisationbut reports directly to the Alien Countermen-ace Commission. This committee is a sub-

    branch of the United Nations Security Coun-cil. It organises the budget for Global Defenceand directs the operations of the organisationunder the advice of its military leaders. Whileall the members of this multinational com-mittee are dedicated to ghting the Chandrathreat, they are all subject to the dieringagendas of their own countries.

    Global Defence is made up of three mainoperational sections:

    GLOBAL STRATEGY (STRATCOM): Works asstrategic command and runs intelligenceand espionage operations against theChandra. They also work with scientists todevelop new weapons and reverse engi-neer Chandra technology.

    TACTICS AND OPERATIONS (TACCOM): Or-ganises individual missions and co-ordi-nates all military operations. Most of thework of Global Defence is done by thissection as they run the war against the al-ien invaders.

    LOGISTIC COMMAND (LOGCOM): This armof Global Defence is the administrativeand logistics division. They make sureeverything runs as it should do and theother departments get what they need to

    do their jobs.

    Youll nd a lot more detail on Global De-fence, the history of the Chandra invasion aswell as how to create characters of your ownin the First Contact: X-Corps Core Rulebook. Inthe meantime we present six characters andan adventure The Longest Night that will al-low you to dive straight into the world of FirstContact: X-Corps.

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    world of men youd have to work twice as hard as them. Far from demoti-vating 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 ascholarship for the university where you graduated Summa Cum Laudeafter ve years as Department Assistant. You left university wanting toeat the world. Big rms made you oers, but you decided to investyour savings and set up your own o ce. You made it to the top, nowyou are the boss.

    AGGRESSIVE LAWYER

    DESCRIPTION

    PSYCHOLOGY

    You are a thorough person who thinks things through before sayingthem, but when you make a decision, you stick to it. Your opponents callyou a tough negotiator. You like that, and enjoy being in control. You useto say to yourself that all the sacrices you have made (your lack of a per-sonal or romantic life, friends or the distance you keep from your family)have all been worth it. But, sometimes, you feel pangs of nostalgia andyou feel youd like to change some things.

    TYPICAL PHRASE

    AGILITY 2DDEXTERITY 3D: Driving 3D (Cars 4D)STRENGTH 2DKNOWLEDGE 4D: Academics 4D (Law 5D), Business 4D+1, Com-puters 4D+1, Languages 4D (Latin 5D),PERCEPTION 3D: Investigation 4D, Search 3D+1

    PRESENCE 4D: Deceit 4D+1, Empathy 5D, Leadership 4D+1, Per-suasion 5D, Willpower 4D+1

    Damage Bonus: 1DDamage Resistance: 6Defence:9Movement: 4Standard of Living: 4Character Points: 5Guts: 1

    Advantages: Intuitive Disadvantages:-

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    Life in your country was very hard, so your family emigratedlooking for an opportunity for prosperity. Arriving in a new country you

    clashed with the strange culture that treated you as a second class cit-izen. Despite all your attempts at integration, you found it impossible.

    You eventually left your studies and after a stack of undignied jobs, youmanaged to acquire a taxi driver license. You dont dislike the job, you lis-ten to music, chit-chat with your clients and spend long hours thinking,

    you are your own boss.

    DESCRIPTION

    PSYCHOLOGY

    You are a cheerful man who always tries to see thebright side of things. You dislike standing still and are al-ways planning something. Sometimes your foreign heritagefeels like a burden due to peoples prejudices. But ulti-mately you are still attached to the traditions of the oldcountry.

    TYPICAL PHRASE

    Where to?

    AGILITY 3D: Brawling 3D, Stealth 3DDEXTERITY 4D: Driving (Car 6D, Machinery 6D), Repair 5D, Sleightof Hand 4DSTRENGTH 3D: Stamina 3DKNOWLEDGE 2D: Business 3D, Languages (English 4D)PERCEPTION 3D: Orientation 4D, Streetwise 4D

    PRESENCE 3D: Empathy 3D, Persuasion 4D

    Damage Bonus: 2DDamage Resistance: 7Defence: 10Movement: 6Standard of Living: 3Character Points: 5Points of Guts: 1

    Advantages: Sense of Direction Disadvantages: -

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    to fund your leisure time. It was clearly a temporary job, while you were stud-ying. But ultimately the job took too much time from your studies and youeventually left college. You went into debt when you bought a car and rentedan apartment, but the commitment meant you could not stop working. Youremained in this job with long hours, knowing its unlikely youll ever getout. Still, you continue to try to nish your education by studyingwhen you can, during the night shift.

    FRUSTRATED SECURITY GUARD

    DESCRIPTION

    PSYCHOLOGY

    friendly with those you work with, but never servile. You arebothered that the suits look down on you, thinking theyrebetter than you. In some way, you feel somewhat ashamed fornot having completed your studies. You take pleasure in small

    joys and do not mind leading a simple life. Sometimes you feeldemotivated and wish something important would happen in yourlife.

    TYPICAL PHRASE

    AGILITY 3D: Brawling 4D, Stealth 3DDEXTERITY 2D: Driving 2D (Car 3D), Firearms 3DSTRENGTH 3D: Stamina 3D (Night watch 5D)KNOWLEDGE 4D: Computers 4D, Electronics 4D, Security 5D+1PERCEPTION 3D: Search 4D+1PRESENCE 3D: Empathy 3D, Intimidation 4D+1, Willpower 4D

    Damage Bonus: 2DDamage Resistance: 8Defence: 10Movement: 7Standard of Living: 2Character Points: 5Points of Guts: 1

    Advantages: Tempered Disadvantages: -

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    From your earliest childhood moments you wanted to be a doctor. Youwould see them on television, with their white coats, saving people. Thatwas what you wanted to do. However, med school was too expensive andyour grades, although decent, werent enough to get you a scholarship. But

    that setback didnt stop you. Now you work helping those who most needit. You travel in an ambulance on the night shift, and despite having

    seen it all, you still believe you can save everybody.

    DESCRIPTION

    PSYCHOLOGY

    altruism, others stupidity. Sometimes your sensitivity getsyou too involved with people and you suer with them.Maybe it was this excessive commitment that made somany romantic partners leave. But you hope to nd the

    right person any moment now. In a wounded world, all ittakes 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.

    AGILITY 2D+1: Dodge 2D+1DEXTERITY 3D: Driving 3D (Cars 4D), Sleight of Hand 3DSTRENGTH 2DKNOWLEDGE 4D+2: Academics 4D+2 (Biology 5D+2, Chemis-try 5D+2), Computers 4D+2PERCEPTION 3D: Orientation 3D, Search 4D, Streetwise 3D

    PRESENCE 3D: Empathy 4D, Leadership 4D, Willpower 4D

    Damage Bonus: 1DDamage Resistance: 6Defence: 9Movement: 4Standard of Living: 3Character Points: 5Points of Guts: 1

    Advantages: Dauntless Disadvantages: -

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    NOSY REPORTER

    You have devoted your life to journalism. Since you were little youliked writing and telling stories. While your friends played with theirdolls, you set up your own television studio and were the star anchor-woman. You studied very hard to reach your goal. But you only got workon a small local daily which sometimes got accused of sensationalismand being a tabloid. But you still soldier on, waiting for that story, thatarticle that will make the media giants notice you and propel you tostardom.

    NOSY REPORTERDESCRIPTION

    PSYCHOLOGY

    Nosy, gossipy, indiscreet, are some of the adjectives thatbest dene you. You like knowing everything about everybody.However, you zealously keep your own secrets and refrain fromintimacy with others. Suspicious, you question everything andalways look for answers. The simple explanation for things is notfor you.

    TYPICAL PHRASE

    AGILITY 3D: Stealth 3DDEXTERITY 2D: Drive 2D (Cars 3D), Lockpicking 3DSTRENGTH 2DKNOWLEDGE 4D: Academics (News 6D), Languages 4D (French4D+1, Chinese 4D+2), Security 5DPERCEPTION 3D: Art 3D (Writing 5D), Investigation 4D, Street-

    wise 3DPRESENCE 4D: Deceit 5D, Persuasion 5D

    Damage Bonus: 1DDamage Resistance: 6Defence: 10Movement: 5Standard of Living: 3Character Points: 5Points of Guts: 1

    Advantages: Artist (Writing) Disadvantages: -

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    As far back as you can remember your parents encouraged youto study. The child of a working class family, the cost of your studies

    came mostly from the eort and sacrice of your parents. Your life hasnothing to do with what youd see in the movies, no wild parties and vidaloca.You spend half your time in low-paid part time jobs in order to nish

    studies that do not even guarantee a job in the future. Waiter, privateteacher, 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?

    DESCRIPTION

    PSYCHOLOGY

    You are a very energetic young man, although some-times you wake up exhausted. You live your day in apractical way. There is always the temptation to suc-cumb to the invitations to parties, but until now youvemanaged to resist. The future worries you a lot andsometimes you think all your eort will be for nothing.

    TYPICAL PHRASE

    I should be studying

    AGILITY 3DDEXTERITY 2D: Driving 2D (Car 3D)STRENGTH 2D: Running 2D+1KNOWLEDGE 4D+1: Academics 6D+1, Computers 5D+1, Lan-

    guages 4D+1 (Japanese 5D+1, French 5D+1)PERCEPTION 3D+2: Art 4D+2, Investigation 4D, Search 3D+2,

    Streetwise 3D+2PRESENCE 3D: Deceit 3D+1, Empathy 3D+1, Persuasion 3D+2

    Damage Bonus: 1DDamage Resistance: 6Defence: 10Movement: 5Standard of Living: 2Character Points: 5Points of Guts: 1

    Advantages: Mathematical Mind Disadvantages: -

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    RUNNING X-CORPS

    X-Corps uses a simple rules system re-ferred to as the D6 system, which unsurpris-ingly uses only six sided dice to resolve ac-tions. In the Core Rulebook you will nd anarray of extra rules and systems to help youmanage chases, combat and all manner of ac-tion and adventure. It also provides detail on

    managing the system itself and oers severalguidelines and options for the Game Direc-tor to take advantage of. However, to get youplaying this introductory adventure as quicklyas we can we will cover just the basic detailhere.

    RUNNING X-CORPS

    STANDARD ROLLS

    You will have noticed each character hasa series of attributes, with several skills de-tailed under those attributes. Both skills andattributes express a level in D or dice, suchas 3D+2. When your character attempts a taskthe Game Director will tell you which skill isappropriate, such as Firearms for shooting agun or Demolitions for planning explosives.If you do not have the required skill you maystill attempt the task but instead use the at-tribute that governs that particular skill, suchas Dexterity instead of Firearms or Knowledgeinstead of Demolitions.

    The Game Director will then assign the taska di culty number based on how hard the ac-tion might be to perform. This generally rang-es from 3 to 30. The player rolls the amount ofdice for their skill or attribute and totals theresult. If they have a bonus noted after the Dthat is added to the total. If the dice roll resultis equal to or higher than the di culty num-ber the action succeeds. If not it fails.

    Sarah is trying to find a memory stick

    with valuable data on it that she knowsis hidden in an offi ce. The Game Directordecides Search is the most appropriateskill. Sarah has the skill at 3D+2, but ifshe didnt she could use her Perceptionattribute rated at 2D. The memory stickhasnt been hidden especially well sothe Game Director decides the diffi cultynumber is a quite average 12. Sarahsplayer rolls 3 six sided dice and adds 2to the result. She rolls 5, 6 and 3 for aresult of (14+2) 16. After a quick searchshe finds the memory stick taped be-

    hind a picture on the desk.

    ESTABLISHINGDIFFICULTY

    One of the most complex tasks for a GameDirector is establishing the di culty of thecharacters actions. To make this easier we pro-vide a range of di culty levels for the GameDirector to pick from. Within each di culty lev-el is a small range of di culty numbers to pickfrom allowing the Game Director to ne tunetheir decision. Sometimes a task will be so easy,or the character such an expert that the GameDirector might rule the action to automatically

    succeeds without any need to roll the dice.

    vry easy (3-5): something anyone cando, extremely simple.

    easy (6-10): something uncomplicatedthat can be performed without much ef-fort or training.

    Arag (11-15): something someonewith the adequate training or skill can dowith minimum eort or concentration. Nothaving adequate skills or knowledge mayrequire eort. Its the most common di -culty used.

    diffi ct (16-20):something an untrainedperson can hardly do, its likely to be out-side his abilities. A trained person needseort and concentration to succeed.

    vry diffi ct (21-25): something some-one untrained cant do, competent peopleneed a great deal of eort to succeed, or astroke of luck.

    Hric (26-30): Something an untrained

    person can never do, and only really com-petent people can succeed using all theireorts.

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    TYPE Difficult

    VERY EASY 3

    EASY 6

    AVERAGE 12

    DIFFICULT 18

    VERY DIFFICULT 24

    HEROIC 30

    COMMONDIFFICULTIES

    SUCCESS AND FAILURE MARGINS

    Sometimes it is not enough to know if thecharacter has simply succeeded or failed. Inthese cases we also need to know how well orhow badly they did so. To calculate this failureor success margin, you simply subtract the dif-culty number of the task from the charactersnal result. The bigger the number the greaterthe success, or the more dismal the failure.

    In her search of the offi ce, Sarahs play-

    er rolled 16. Subtracting the diffi cultyof 12 gives a success margin of 4. Asthis is only a basic success the Game Di-rector rules that her search took a littlelonger than she expected and guardsmay well be on their way.

    SUCCESS MARGINS

    Miima (0):the character manages it bythe skin of his teeth, if there is a minimum

    possible eect for the action, thats whathappens.

    Basic (1-4): the character succeeds the ac-tion with no frills and nothing of note.

    G (5-7):the character has a noticeablesuccess, not spectacular but eective andcan bring some sort of additional benet(like taking less time, for example).

    Grat (8-12):this superb, accurate, quickor more eective execution will bring sev-eral additional benets.

    Spctacar (13-16): the skill and accu-racy of the task is incredible, worthy ofan ovation. If additional benets can begiven, the character will get almost all ofthem (the execution takes a fraction of thetime, a spectacular e ciency, etc.).

    Icrib (17 r +): The characters accu-racy is optimum and the result perfect.

    FAILURE MARGINS

    Miima (1): the character fails by a whisk-er. He is about to do it, but doesnt quitemanage it. If possible, the character man-ages to achieve of what he intended.

    Basic (2-5): The character fails. It is a clearfailure but no catastrophe. If possible, thecharacter manages half of what he intended.

    Accptab (6-8):the failure is complete, ob-vious and demolishing. If possible, the char-acter just manages of what he intended.

    Grat (9-13):a major failure. The charac-ter doesnt manage what he intended atall. He doesnt move at all, achieves noth-ing or fails by a lot.

    Spctacar (14-17):the failure is so badthat the character can be hurt in some way,like breaking his tools, taking damage, etc.

    Icrib (18 r +):the failure is of suchmagnitude that, besides suering thesame consequences as a Spectacular fail-ure, the character is humiliated and, at the

    discretion of the Game Director, he maylose 1 point of Guts.

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    RUNNING X-CORPS

    THE WILD DIE

    However many dice you roll, one of themmust always be distinctive from the rest. Thisis the Wild Die. This die represents the whimsof chance and chaos, and can be as much of aboon as a burden. The Wild Die is not an extradie though. One of dice you roll for the testmust be a Wild Die. So if a player is rolling justone die, this die will be the Wild Die.

    Usually the Wild Die counts in just the sameway as any other dice, unless it rolls a 1 or a 6.If a character obtains a 6 on the Wild Die, itcan be rolled again and that result (along withthe 6) is added to the roll. If it keeps rolling 6sit will keep adding to the result. This allows

    the character to achieve amazing successes ifluck is on his side.

    If the Wild Die rolls a 1, something terriblehas gone wrong. The player may choose be-tween two options in this case. The rst is toremove his best dice result from his roll. Thesecond is to allow the Game Director to nar-rate the outcome with a small but potentiallydisastrous addition.

    Having found what she is looking for, Sa-rah decides to make a quick exit. Howevershe does not want to alert the buildingssecurity. So she makes a Stealth (underAgility) roll in which she has 4D. She rolls4 dice, one of which is the Wild Die. TheGame Director decides the diffi culty is 14.Lets say she gets lucky, rolling 5, 4, 4 and6 on the Wild Die. She has scored 19, butcan reroll the Wild Die. She gets another6, so can roll again, this time getting a 5so she cannot roll again. This adds anoth-er 11 points to her roll bringing it to 30, aSpectacular Success.

    But lets say she isnt so lucky. Insteadshe rolls 5, 4, 4 and 1 on the Wild Die.She can choose to lose the 5 from herdice pool for a result of 9 (4+4+1). Asthis would mean failure she decides tolet the Game Director narrate the out-come and keep her 5 for a result of 14(just making the diffi culty). While sheavoids the security guards the cruelGame Director tells her that just beforeshe exits the building she discovers shehas dropped the memory stick!

    OPPOSED ROLLS

    Sometimes, characters nd themselves ina situation where one of them wants to dosomething and someone else wants to stop it.This is called an opposed roll. In an opposedroll, the Game Director decides which skillsare to be used by the participants. The skill touse doesnt have to be the same for all thoseinvolved, for example, a character trying tofollow another without being seen can make

    a roll using his Stealth skill while the one be-

    ing followed may use his Perception attribute.The one obtaining the higher result will be theone successful in his endeavour. In case of atie, and if the situation allows, no one will besuccessful at the attempt. When one of theparties is active (trying to perform an action)and another is passive (trying to prevent theaction from happening), a tie favours the pas-sive party.

    MODIFYING DICE ROLLS

    There are several ways the result of a diceroll might be adjusted; mainly with the use ofcharacter points or Guts (see later). We cansummarise them as follows:

    Mifyig ic: Any bonus noted after theD is added to the result. These bonusesrange from +1 to +3 and are called thirds.

    Aig ic:This increases the number ofdice rolled, thirds are added afterwards. Ifa character rolls 3D+2 in a skill and gets abonus of 1D, he will roll 4D+2, you add thedice first and the thirds at the end.

    Sbtractig r paisig ic:Decreasesthe number of dice rolled, thirds are add-

    ed afterwards. The resultant number ofdice may be a zero or a negative number,

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    in which case the character cannot per-form the action (unless character pointsare used, see below). A character with a3D+2 skill gets a 2D penalty, so hell roll1D+2. The dice are subtracted, then rolled,

    and finally the thirds are added.

    Mtipyig ic: Some actions allowthe player to double the number of dicerolled. In this case, the dice are multipliedand the thirds added afterwards. A charac-ter with 3D+2 doubling the number of dicewill roll 6D+2. The dice are multiplied andthe thirds added in the end.

    diiig ic: Some actions force theplayer to halve the number of dice rolled.In any division rounding is ALWAYS up.As in the previous cases, you divide thenumber of dice and nally add the thirds.A character with 3D+2 dividing his dice inhalf will roll 2D+2. In this case, 3 divided by2 is 1.5, rounding up gives a total of 2. Tothis 2D we finally add the thirds.

    I cas f mtip pratis: Multi-plications and divisions are always donerst and additions and subtractions areperformed last. A character with 3D+2doubles his dice and also has a 1D pen-alty. So we first solve the multiplication,which gives us 6D+2, and next we apply

    the penalty, obtaining a final roll of 5D+2.If a character multiplies the dice in onemanoeuvre and divides them in another,both operations cancel each other. Thenthe following operations occur, followingthe usual order of priorities. A character

    with 3D+2 doubles his dice (due to using apoint of Guts) then divides them because ofa manoeuvre. He also has a 1D bonus be-cause of an exceptional tool. The multipli-cation and division cancel each other out,

    we apply the 1D bonus and we get a totalof 4D+2. As always, we add the results andadd the thirds in the end.

    CpratiSometimes, several characters will want totake part in the same task to improve theirchances of success. Usually, the Game Direc-tor establishes with the players if it is possi-ble to get such help and how many people canhelp without being a hindrance. After that hewill establish who is the main character (whowill perform the task), and who are the help-ers. Next each helping character must roll theskill determined by the Game Director with adi culty of 10. For every level of success mar-gin (Minimal, Basic, Good, Great, Spectacular,Incredible), the helper grants a +1D bonus tothe main character (up to a maximum equal-ling the number of dice the helper has in theskill he rolled). Meaning, if the helper getsa Minimal level of success in his roll, he willgrant +1D, if a Basic level, he will grant +2D,Good +3D, Great +4D, Spectacular +5D and -nally Incredible +6D, taking into account thatthe granted bonus cannot be higher than thehelpers skill. If the helping character fails his

    roll, no bonus is granted. If he gets a 1 on thehelp roll, the Game Director may establish heis hindering instead and give him a penalty.Finally, the main character then makes his rollusing all the bonuses granted by the helpers.

    CHARACTER POINTSAND GUTS

    Character points are used to grant extradice to a specic roll. They represent thecharacter giving the action more of their fo-cus and energy than usual. For each charac-ter point used, the character gets an extra dieon his roll. Moreover, among the extra diceadded with character points one of them be-comes a second Wild Die, with the peculiar-ity that it never Fumbles (if it gets a 1 it is

    added normally to the total, without any oth-er eect). The Game Director may limit the

    number of points that can be spent in oneroll, depending on how heroic or gritty thegame is.

    Another way players can use characterpoints is by introducing an element into thenarrative. Usually it is the Game Director whodescribes the scene and its contents, but thisoption allows the players to add something of

    their own, such as an object, a person, a sud-den change in a condition, etc. This option

    USING CHARACTER POINTS

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    CHARACTER POINTS AND GUTS

    ALWAYS requires the approval of the GameDirector, who can veto it, suggest a change, oraccept it, at his discretion. The introduced ele-ment must be something possible, consistentto what is happening and have some causallogic to the situation. Using a character pointwill not make a gun appear as if by magic, normake the villain suer a sudden heart attack,

    for example, but it is possible that the charac-ter nds a baseball bat under the bar counteror that the villain steps on his shoelaces andfalls. The Game Director can suggest a costhigher than 1 character point for a specic el-ement. In that case, the costs can be sharedamong several players present in the scene.

    USING GUTS

    Like character points, Guts are a measureof the character pushing themselves to theirlimits. Guts are a level above character points,where the character puts their all into whatthey are trying to do. You can only use onepoint of Guts per roll and in no case can youcombine them with character points. Using apoint of Guts can grant one of the followingeects:

    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. Diethirds are not doubled. Also, bonuses orpenalties in the form of dice given by ad-vantages and disadvantages, exceptionaltools, wounds, etc. are NOT doubled. Theyare added or subtracted in the end, afterdoubling the characters dice.

    If the character has already made the rollbut the Game Director hasnt narrated theresult, he can repeat the roll. The rst re-sult is completely discarded and the dicerolled. The character must keep the sec-ond roll even if it is worse than the rst.

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    AGILITY

    Represents the characters athletic ability, espe-cially actions requiring balance, speed or exibility.

    ACROBATICS: performing gymnastic feats

    BRAWLING: hand to hand ghting

    CLIMBING: includes use of harnesses andmountaineering equipment

    DODGE: avoiding blows

    ESCAPE ARTIST: escaping from bonds

    JUMPING: propelling yourself vertically orhorizontally

    MELEE WEAPONS: use of close combat weap-ons such as knives and swords

    RIDING: getting about on an animal

    STEALTH: moving silently and avoiding observers

    DEXTERITY

    Represents hand-eye coordination andprecise skill as well as the characters abilityfor ne manipulation.

    BOATING: piloting watercraft

    dRIvInG: driving land vehicles

    FIREARMS: use of handguns and small arms

    LOCKPICKING: unlocking mechanical andelectronic locks

    PILOTING: piloting air vehicles

    RANGED WEAPONS: use of archaic rangedweapons such as bows

    REPAIR: making mechanical repairs

    SLEIGHT OF HAND: feats of prestidigitationand concealment

    THROWING: throwing weapons or items at atarget

    STRENGTH

    Represents the characters muscle capaci-ty, stamina and resilience.

    LIFTING: picking up heavy stu

    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 beused to measure the characters culture andgeneral knowledge.

    ACADEMICS: general knowledge, humanitiesand science

    BUSINESS: understanding company systemsand economics

    COMPUTERS: using all kinds of computer sys-tems

    DEMOLITIONS: using explosives and position-

    ing them properly

    ELECTRONICS: repair and creation of electronicdevices

    FORGERY: making convincing copies

    LANGUAGES: speaking languages other thanyour own

    MEDICINE: rst aid, trauma medicine, surgeryand diagnosisSECURITY: setting up a secure area, managing

    protocols

    ATTRIBUTE ANDSKILL

    DESCRIPTIONS

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    TIME AND COMBAT

    PERCEPTION

    Represents how sharp the characterssenses are, his ability to notice details and hisreaction speed.

    ART: creating all forms of art from painting topoetry

    CAMOUFLAGE: using natural cover to hideyourself or items

    GAMBLING: understanding probability andgames of chance

    InveSTIGATIon: analysing a crime scene andunderstanding clues

    ORIENTATION:navigation and map reading

    SEARCH: making a visual inspection of an area

    STREETWISE: understanding criminal systemsand using contacts for illegal items

    SuRvIvAl: staying alive in the wild

    TRACKING: following a target in urban or ruralareas

    PRESENCE

    Represents the characters strength of char-acter, personality, charisma and willpower.

    ANIMAL HANDLING: taking care of and train-ing animals

    DECEIT: convincingly lying to someone

    DISGUISE: pretending to be someone else

    EMPATHY: understanding people and seeingthrough deceit

    INTIMIDATION: making convincing threats

    LEADERSHIP: taking charge and managing ateam

    PERSUASION: convincing someone to act asyou want

    SEDUCTION: using sexuality to leverage whatyou want

    WILLPOWER: mental stamina

    SPECIALISATIONS

    Some characters further divide their ex-pertise into specialisations. These are highlyspecialised uses of a particular skill. An artistmight have a specialisation of painting undertheir Art skill; a driver might have cars as aspecialisation under Driving. If the situationapplies to the speciality the character uses

    that rating instead. So if our driver has Dex-terity 2D: Driving 3D (Cars 4D) he can roll 4Dwhen driving a car, and 3D when driving a lor-ry. You will nd more detail on the specialisa-tions available for each skill in the Core Rule-book, along with how characters can acquirethem.

    When combat occurs the rst thing youneed to gure out is who goes rst. This isdone by making an initiative roll which is astandard Dexterity roll. Players may spendGuts or character points on the roll as usualand any ties are broken in order of Perception

    (or Presence if still tied).

    The result of each characters initiative rolldetermines when they act in the open endedinitiative order. The character with the high-est result on their initiative roll goes rst, thenthe next highest etc.

    Characters may act several times in oneround if they rolled a good initiative result.

    INITIATIVE

    TIME AND COMBAT

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    REACTIONS

    When it comes to your turn in combat, youwill probably want to take a shot or throw apunch at one of your opponents. As you mightimagine, this is a standard roll using the ap-propriate weapon skill for your character.

    The di culty for the attack is based on thetargets defence rating. The Game Directormay modify this for such factors as visibilityand the targets movement, usually adjusting

    it by anything from +3 to +12. If the targetchooses to Dodge their result becomes the

    new di culty for the attack, unless it was low-er than their defence (in which case you keepdefence as the di culty).

    When using rearms you also have to takerange into consideration. Generally, targets thatare so close they can almost be touched are atpoint blank. If they are in the same room or onthe 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 modied according to the table below.

    FIGHTING AND SHOOTING

    Each character subtracts 10 from their initia-tive result and can act again when the orderreaches that number too. If their initiative isstill above 10 they can do the same again.

    Frank and Sarah are fighting someblack suited goons. They all make ini-tiative rolls. Frank scores 31, Sarah 15and the Goons (who the Game Directordecides to use the same initiative for)all roll 16. This means Frank goes first.After his action he subtracts 10 fromhis initiative, making it 21. So beforeSarah and the Goons get to act he can

    act again. Subtracting another 10 hegets 11, so the Goons go next on 16, fol-lowed by Sarah on 15. Frank then getsa turn on 11, followed by the Goons on6 and Sarah on 5. Finally Frank gets an-

    other turn on 1.

    As you see in the example the Game Di-rector may choose to keep things simple androll a single initiative for the characters op-ponents. The group may also choose to main-tain the same initiative for the duration of thecombat, although it is better to reroll it eachround for variety.

    If you get hit by an opponent, its not muchuse to have to wait until your turn to try tododge. So if the bad guys manage to land ablow and you have another action in the sameround, you can use it early to dodge, parry orevade. You still calculate the amount of ac-tions to be taken that round in the same way,even though you are acting early.

    There is unfortunately a penalty to takingthis early action. You have to subtract 1 die for

    each 5 points you are bumped up the initia-tive track. It is perfectly permissible to choosenot to do anything on your turn, holding youraction for later in the round.

    Lets say in the above example theGoons attack Frank on their first actionon initiative 16. He uses his initiative11 action to dodge. As it is bumping up

    the action from 11 to 15 Frank has a 1Dpenalty to his Dodge. After the Goonsattack, Sarah gets her action on 15 andFrank will have to wait until initiative1 to get another action, having usedhis action for initiative 11. If Frank hadchosen to hold his action from initiative21, he could have used it to Dodge with-out penalty and still acted on 11.

    There are some things a character can do dur-ing a round that dont cost actions. They canmove at a walking pace, talk, press a buttonetc. It is up to the Game Director to decide ifsomething they want to do will take an actionor not. In fact he may decide something likepicking a lock could take several. In this casethe roll to see if it succeeds is made whenenough actions have been spent at the task.

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    TIME AND COMBAT

    RANGE DIFFICULTY MODIFIERS

    Point blank -5

    Short range 0

    Medium range +5

    Long range +15

    DAMAGE

    All weapons have a damage rating meas-ured in dice, which are rolled on a successfulhit. For most ranged weapons the rating isunadjusted, but for many melee weapons thecharacter can add their Strength dice.

    Weve summarised the basic qualities ofseveral groups of weapons below. In the CoreRulebook we expand this detail with a hugearray of dierent weapons. We also includedetail on auto-re, covering re and using gre-nades.

    The damage dice of the weapon are rolledand compared with the characters damageresistance. If the resistance is higher than thedamage result, no wounds are caused. But if itis lower, you must calculate which wound lev-

    el the character suers. The higher that dier-ence, the higher the wound level produced.

    DIFFERENCEBETWEEN DAMAGE

    AND DAMAGERESISTANCE

    Wound level

    1-4 Scratch

    4-8* Wounded

    4-8** Seriously Wounded

    9-12 Incapacitated

    13-15 Mortally Wounded

    16+ Dead

    * The rst time the character gets a 4-8 re-sult, he acquires the wounded wound lev-el.

    ** The second time the character gets a 4-8result, he acquires the seriously woundedwound level.

    So, if a character takes 21 points of damageand has a damage resistance of 7, there is a 14points dierence. The character becomes mor-tally wounded.

    WOUND DESCRIPTIONS

    SCRATCH: A scratch is a minor wound, a nas-ty bruise, light trauma, a small muscle tear orstrain. A character suering a scratch becomesstunned until after the end of the next round.Remember that a stunned character halves(rounding up) all his rolls.

    MELEE DAMAGE

    Brass Knuckles 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 5

    Submachine Gun 4D 30

    Sniper Rie 6D 10

    Assault Rie 6D 30

    Hunting Rie 4D 3

    Machine Gun 8D Belt feed

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    WOUNDED: A wounded character has a sprain,a cracked bone, a laceration requiring sever-al stitches, a third degree burn. The charactergets a 1D penalty due to pain and loss of mo-bility until healed.

    SeveRelY Wounded: This result can only begained when the character is already wound-ed, and receives another wounded result. Asevere wound implies fractures, open bleed-ing wounds, severe muscle sprains or tendonrupture. The character has a 2D penalty to allactions until healed.

    INCAPACITATED: An incapacitated characterhas received serious damage, has a collapsedlung, an aected vital organ, an open fracture,a concussion. When a character gets a result

    of incapacitated, he must make a roll of Stam-ina or Willpower (players choice) with a dif-culty of 12. If the character succeeds in theroll he may still act with a 3D penalty. On theother hand, if he fails, he immediately fallsunconscious for a number of minutes equal tohis failure margin. When he wakes up he canact with a 3D penalty.

    MORTALLY WOUNDED: A character with thisresult is in real bad shape, organ failure, tornmuscles, splintered bones piercing an artery.When a character gets this result he mustmake a Stamina or Willpower (players choice)

    roll with a di culty of 18. If the character suc-ceeds, he is in such pain that he can only drag

    himself and speak. If he fails, he falls uncon-scious and will only wake up when his woundis healed. The character will start dying andshould make a Stamina roll each round with adi culty equal to the number of minutes hes

    been Mortally Wounded. If the roll fails, hiswound level increases to Dead.

    DEAD: As you might expect, at this point youneed to consider what your next character isgoing to be.

    STUN ATTACKS

    Sometimes a character does not want tocause permanent damage to his opponent, butonly stun him or take him out of the ght. The

    attacker tries to hit his rival in a vulnerable areasuch as the pit of the stomach or the back of thehead. The attack is very precise and so the dif-culty increases by +9. If successful, the num-ber of damage dice is halved (rounding up). Ifthe attack provokes a Scratch wound level, thedefender must perform a Stamina roll with adi culty equal to the suered damage, or willbecome stunned. If the attack causes a Wound-ed wound level or higher, the defender mustmake a Stamina roll with a di culty equal to thesuered damage or they will fall unconscious.A stunned character halves (rounding up) all hisrolls. The time a character remains stunned or

    unconscious depends on the failure margin ofthe stamina roll, as seen in the following table.

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    TIME AND COMBAT

    FAILURE MARGIN STUN DURATION UNCONSCIOUSNESS DURATION

    1-4 2 rounds 6 rounds

    5-8 10 rounds 18 rounds

    9-11 10 minutes 30 minutes

    12 or higher 1 hour 2 hours

    STRESS

    Not all damage is physical. Sometimesyour character will suer emotional traumathat can be just as debilitating. Stress is meas-ured like wounds are, but are challenges to a

    characters Willpower. When the Game Direc-tor calls for a stress test, the situation is ratedin dice, which are rolled to create the di cul-ty. The player then rolls Willpower againstthat di culty rating. If the roll is a success thecharacter is unaected by the stress, but upona failure they suer a stress level dependingon the margin of failure.

    DIFFERENCE BETWEENSTRESS ANDWILLPOWER

    STReSS level

    1-4 Nervous

    4-8 Stressed

    1-12 Distressed

    13-15 Panicked

    16+ Shock

    Frank comes across the dead body ofone of his friends when following theprevious team into an alien installa-tion. The Game Director tells him heneeds to make a 2D stress test. FranksWillpower is 3D. The Game Directorrolls 2D and gets a 12, for the diffi cul-ty. Unfortunately Frank rolls badlywith 2, 3 and 3 for a total of 8. He has

    failed the test by 4 points and becomesstressed.

    neRvouS: The characters hands shake slight-ly, he has trouble thinking clearly. The char-acter has a 1D penalty to Knowledge and all

    related skills.

    STRESSED: The characters hands shake a lot,he breathes heavily and has trouble think-ing clearly. The character has a 1D penalty toKnowledge and Dexterity and all related skills.

    DISTRESSED:The character is shaking from headto foot, breathing heavily and cant think clearly.The character has a 1D penalty to Knowledge,Dexterity and Agility and all related skills.

    PANICKED: The character is constantly shak-ing, breathes heavily to the point of hyper-ventilation, is unable to express himself clear-ly. Has a 1D penalty to Knowledge, Dexterity,Agility and Presence and all related skills.

    SHOCK: The character falls into a catatonic state

    or faints for at least 5 minutes. The character maybe awakened or reanimated by another charac-ter, and in that case he will become panicked. Thecharacter may develop a post-traumatic stressdisorder. A character becoming shocked maysuer a heart attack. The character must imme-diately make a Stamina roll against a di culty of12. If he succeeds, the character suers the usu-al shock result. If he fails, the character suers aheart attack and becomes Mortally Wounded.

    As with all dice rolls the Wild Die is stillused as normal for stress tests. If it rolls a 1the character may suer a psychotic episode.

    Well cover this in more detail in the coreRulebook. But for now, if that happens thecharacter will either launch into combat withwhatever they are confronted with, run awayor stand paralysed until the end of the scene.

    THATS IT!

    So, thats all you need to know for the moment.In the Core Rulebook we expand this systemadding detail on chases and more options forcombat, actions and damage. This should keep

    you going for now though, and give you enoughetail to run the following adventure.

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    QUICKSTART

    FOR X-CORPS

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    Since you were young youve always had a clear idea of your future, to enlist inthe air force and be a pilot. Then youd move into the private sector, and truly see theworld, date sexy stewardesses and be rich in a few years, guaranteeing an early and

    protable retirement. That was the plan. However, things started to change the rsttime you piloted a ghter plane. Of course, piloting an aircraft worth more than

    350 million dollars at two and a half times the speed of sound might hookanyone. You are one of the pilots with the most hours of ight in combat

    missions in your unit. You love being in the air. And you are not going tolet a stful of ying saucers own your sky.

    DESCRIPTION

    You are an adrenaline junky. You love to drive fast, y fast, bun-gee jump, paraglide, base jump, climb or any other activity that givesyou 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 toprove anything to anyone; you do it because you love the risk.

    PSYCHOLOGY

    Yeeeeeeeeeeeeee-Haw!

    TYPICAL PHRASE

    AGILITY 3D: Brawling 4D, Dodge 3DDEXTERITY 4D: Driving 4D (Motorcycle 5D), Firearms 4D, Piloting4D (Airplanes 6D), Repair 4DSTRENGTH 2D: Stamina 3DKNOWLEDGE 3D: Computers 4D, Electronics 4D

    PERCEPTION 3D: Orientation 4DPRESENCE 3D: Persuade 4D, Willpower 3D

    Advantages:Top Gun Disadvantages:-

    Damage Bonus:1DDamage Resistance:6Defence:10Movement: 5Standard of Living: 4Character Points:5Guts: 1

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    Yours is a natural vocation. In your childhood you used to play with anold stethoscope belonging to your grandfather and you thought a doctorsprofession was the most thrilling. You would binge watch television serieswith doctors and you studied very hard, at the cost of your teens, in orderto obtain a scholarship through which to study and become a doctor. But inyour career things changed. You saw the dark face of medicine: the brib-ery from big pharma, the business of private hospitals at the expenseof health, the jealousies and envies between medical researchersand that was just the tip of the iceberg. So you decided to go. Youleft the city hospitals and went to the neediest countries as a vol-unteer until the Chandra wiped out all the people you were go-ing to vaccinate. So you decided to enlist and to be part of some

    way to end those animals.

    DESCRIPTION

    An idealist to a fault, for you the world is black andwhite with very few shades of grey. Some people mayhave the opinion that you are somewhat uncompro-mising, but you lecture no one. You just do whatyour conscience dictates, often without quitemeasuring the consequences.

    PSYCHOLOGY

    This is going to hurt

    TYPICAL PHRASE

    AGILITY 3D: Dodge 3D, Stealth 3DDEXTERITY 3D: Driving 3D (Cars 4D), Firearms 3DSTRENGTH 2DKNOWLEDGE 4D: Academics 4D (Biology 5D, Immunology 5D),Computers 4D, Electronics 4D, Languages 4D (Arabic 5D, Swahili

    5D, Portuguese 5D), Medicine 6DPERCEPTION 3D: Investigation 4DPRESENCE 3D: Empathy 4D, Willpower 4D

    Advantages: Intuitive Disadvantages:-

    Damage Bonus:1DDamage Resistance: 6Defence: 10Movement:5Standard of Living: 4Character Points:5Guts:1

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    The rst time you blew something up you were 6 years old and you were play-ing with a chemistry set your cousin had been given. This memory of this in-

    cident kept away from anything that might explode for a long time. Butin high school you rediscovered your passion for chemistry, due to

    access to several volatile mixtures. You majored in chemistryand earned a Masters degree in explosives at a prestig-

    ious university. That opened many elds to you: youworked in a demolitions company and later as a

    consultant for the government in case of terror-ism. After the arrival of the Chandra, you decid-

    ed to move to the front lines and help to ght theenemy with your skills.

    DESCRIPTION

    quil person who likes to analyse things calmly. Anything in this life, if donehastily, breeds failure. You are a thoughtful person, perhaps even too muchso, who spends hours awake tossing and turning over past events and al-ways looks for the best way to do things.

    PSYCHOLOGY

    TYPICAL PHRASE

    AGILITY 3D: Dodge 3DDEXTERITY 3D: Driving 3D (Cars 4D, Heavy Machinery 5D),Firearms 3D, Repairs 3D, Sleight of Hand 5DSTRENGTH 3D: Stamina 3DKNOWLEDGE 4D: Demolitions 6D, Electronics 5D, Security4DPERCEPTION 3D: Investigation 3D, Search 3DPRESENCE 2D: Willpower 3D

    Advantages:Tempered Disadvantages: -

    Damage Bonus: 2DDamage Resistance: 7Defence:10Movement: 6Standard of Living: 3Character Points: 5Guts:1

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    Your life began in a small city suburb where you soon learned how to relyon yourself. But you kept bad company and ended up in trouble. The judgegave you one option other than prison, enlisting. Prison looked like a badchoice, so you decided to accept his proposal and try to get your life to-gether. In the beginning the discipline would overwhelm youand you were close to quitting several times. However, whenyou were appointed to recon, you started to appreciate yourwork. Inltration, observation, surgical strikes, freedom ofmovement With the arrival of the aliens your skills areeven more useful, and you are anxious to face this newenemy and see if you are up to the task

    RECON SPECIALIST

    DESCRIPTION

    Undisciplined, sarcastic and bold. There are few thingsthat frighten you and you know that it is a problem. You havesome problems with authority but you value skill and ability alot. That means that if anyone wants your respect they have towin it, they have to show you what theyre worth and you willtest them every moment until they impress you.

    PSYCHOLOGY

    They will never know what hit them.

    TYPICAL PHRASE

    AGILITY 4D: Brawling 4D (Kickboxing 5D), Dodge 4D, MeleeWeapons 4D, Stealth 5DDEXTERITY 4D: Driving 4D (Cars 5D, Heavy machinery5D), Firearms 5D, Lockpicking 4D, Repair 4DSTRENGTH 3D: Stamina 3DKNOWLEDGE 2D: Demolitions 4DPERCEPTION 3D: Camouage 4D, Survival 4DPRESENCE 2D

    Advantages: Fast Reactions Disadvantages: -

    Damage Bonus:2DDamage Resistance:7Defence:11Movement: 7Character Points: 5Guts:1Standard of Living:3

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    It wasnt patriotism that led you to become a soldier, but a vocation forservice and a spirit of adventure. Once in the corps, you found out it wasntwhat you had imagined. On one hand, there were the good things, the disci-pline, the camaraderie, the belonging somewhere on the other hand, therewas the abuse, the torture You didnt enlist to re at armed children inIraq or to be mutilated by stepping on a landmine protecting an oil pipe-

    line so that the rich can become richer and the poor poorer. Clinging toyour ideals, you were close to quitting. Until they arrived. They have

    come from the ends of space to butcher humanity and Global De-fence is the rst and last line of defence. You requested a

    transfer at the rst opportunity.At last you feel you are doing

    something useful, a serviceto humanity.

    DESCRIPTION

    You are a team player, you like to feel a part of something andbuild things together. You believe with all your might that unity is

    strength, up to the point that you sometimes yield too much by notarguing. One of your exes said one time it was a character aw, thatyou lacked willpower and conviction There are people that simplydont understand the bonds and relationships that are created be-tween soldiers and their codes of conduct.

    PSYCHOLOGY

    No-one is left behind.

    AGILITY 3D: Brawling 4D, Dodge 4D, Melee weapons 4D,Stealth 3DDEXTERITY 4D: Driving (Car 5D, Motorcycle 5D, Heavy machin-ery 5D), Firearms 5D, Repair 4DSTRENGTH 4D: Running 4D, Stamina 4DKNOWLEDGE 2DPERCEPTION 3D: Camouage 3D, Survival 3DPRESENCE 2D: Leadership 2D, Willpower 3D

    Advantages: Tough guy Disadvantages:-

    Damage Bonus: 2DDamage Resistance:8Defence: 10Movement: 7

    Standard of Living: 3Character Points: 5

    Guts: 1

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    SNIPER

    Your story is not like in the movies. You didnt learn how to shoot with your old grand-father in the mountains, hunting to survive. You come from a well-o city family. Youstarted learning about guns at 8 years old, at a festival in your small village. A car-ny had set up a tent in which you earned prizes by shooting down targets witha BB gun. You were lucky and won a huge teddy bear. Afterwardsyou relentlessly begged thatyour next birthday pres-ent should be a BB gun.You would spend hourspracticing impossible shots andperfecting your technique. You won amateur prizes andyou were even invited to take part in the Olympic shootingteam. 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 dierent.

    SNIPER

    on target. You are a straightforward person, not one to beat around the bushand always shoots straight. You can take your time to be sure, but when youspeak you always know what you are going say. You like neat and well madethings. Some say your perfectionism borders on obsession, but what do theyknow?

    Target down.

    TYPICAL PHRASE

    AGILITY 3D: Brawling 3D, Dodge 3D, Stealth 4DDEXTERITY 4D: Driving 4D (Cars 5D, Motorcycles 5D), Firearms 5D,Repair 4DSTRENGTH 3D: Stamina 3DKNOWLEDGE 2D: Languages 2D (Farsi 3D)PERCEPTION 4D: Camouage 5D, Search 4D, Survival 5DPRESENCE 2D: Willpower 3D

    Advantages:Marksman Disadvantages:-

    Damage Bonus: 2DDamage Resistance:7Defence:10Movement: 6Standard of Living:3Character Points:5Guts:1

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    QUICKSTART

    SCENARIO

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    THE LONGEST NIGHT

    INTRODUCTION

    SYNOPSIS

    During the evening of an otherwise peace-ful day, Chandra forces launch a devastatingattack on the city. The characters are caughtin the battle zone and must make their way tosafety if they are to survive the night. When theattack happens it causes chaos and panic acrossthe city. The player characters start the adven-ture stuck in a tra c jam on one of the busiestroads in the city. Everything is normal until an-ti-aircraft sirens sound and loudspeakers startto issue warnings as gunghts and blasts echothrough the streets. Almost the instant this oc-curs there is panic and while most people at-tempt to nd somewhere to go to ground, sev-eral become desperate and dangerous.

    NOTES FOR THE GAMEDIRECTOR

    This adventure is designed to be playedin any city. It serves as a good way to bring agroup of player characters together. The fateof the city itself after the attack is up to theGame Director. Are the Chandra repelled or dothey take the city? Are they looking to create abase here or just level the place? The answersto these questions might form the basis for along campaign. This adventure uses much ofthe detail from The Madrid Incident a forth-coming X-Corps adventure that expands theplayer characters escape in more detail.

    Average CitizensThe PCs are not the only people still inthe city. They might run into all mannerof ordinary folk as they try to escapethe danger zone.

    Agility 2DDexterity 2D: Driving 2D

    Strength 2DKnowledge 2D: Computers 2DPerception 2D: Search 2DPresence 2D: Persuasion 2D, Willpower2D

    Damage Bonus: 1DDamage Resistance: 6

    Movement: 4Defence: 9

    The Game Director might create severalsmall encounters as the PCs cross thecity and run into others in need of help.They might also run into some desper-ate criminals.

    1 A woman asks them to help her gether wounded husband to safety. He wascaught in a Chandra attack. Unfortu-nately he has already died, but she re-

    fuses to believe this.2- A man tries to tell the PCs they mustsurrender to the Chandra, it is the onlyway to be safe. He starts shouting to gettheir attention if the PCs refuse to fol-low him towards their positions.3 Someone with a gun is shooting at ba-sically anything they see in the street.The PCs need to get past. Can they man-age to sneak past, take down the shoot-er or take the long way around?4- A group of criminals are looting ashop, do the player characters try tostop them or even join in?

    5- A nearby house has caught fire andpeople are trapped inside. Some ofthem might even be children.6- A group of non-military armed menand women are trying to organise anattack on a Chandra position. Theywant to recruit the PCs, but they will behopelessly outmatched.

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    THE LONGEST NIGHT

    THE NIGHTMARE BEGINS

    Its a cool September night, and the play-er characters are stuck in a tra c jam. Each ofthem will be eager to get home as it is a Sun-day and everyone has an early day for worktomorrow. They are not alone in this, hencethe tra c jam. The Game director should takea moment to ask each player where his char-acter is. Are they in a taxi, driving a friend,even on a bus? If possible, some of the playercharacters might be grouped together at thispoint, such as being on the same bus, or in ataxi being driven by one of the other PCs.

    Temperature is around 20 C and a coolbreeze blows from the east. The city lights

    are on and spotlights illuminate the hotelsand clubs that dot this road, one of the mainstreets in the city. The sound of engines andthe horns of the cars rise above the rest of thenoises in the city that never sleeps. Given thatthe Chandra threat is ever present, militaryand police presence on the streets is manifest,with controls points at sensitive spots.

    Suddenly, an ominous sound starts to in-crease in intensity, a siren announcing an airstrike. The noise of the horns stops and fora moment the city itself seems to stop. Thenpanic breaks out. People start to shout and carhorns sound loudly again, hardly letting thecharacters hear the loudspeakers giving safe-ty instructions:

    All citizens must remain calm! Go tothe nearest shelters! Help those thatcant go for themselves!

    Many drivers decide to leave their vehi-cles, often with engines and lights on, and runin all directions. It soon becomes clear thatthis alone will ensure the tra c remains grid-locked.

    As the player characters try to decide whatto do, there is a scream of jets overhead. Then,

    after a moment of stillness, powerful explo-sions are heard close by. It quickly becomesvery clear the player characters need to getout of here, and nd a safe place. If this isntenough to convince them, another series ofexplosions shake the vehicle they are in, mak-ing it clear the danger is getting closer.

    Once they make a run for it another blastof explosions will force them to take coveragainst a building for a few moments. As it sohappens, they will all pick the same place totake cover. Hopefully they will decide there isstrength in numbers and join together for mu-tual protection. The best option for the playercharacters is to get out of this area, nd a ve-hicle and get as far away as possible. Howev-er, there are a few di culties for them to facebefore they get there.

    ENCOUNTERS

    The next few sections can be played in anyorder, depending on what the player charac-ters decide to do and how the Game Director

    feels. With a few changes, the Game Directormight even use the same encounter twice.

    Once the player characters leave the cen-tral city area they can nd some transport.Several cars have been abandoned in the pan-ic and among them a few even have the keysin the ignition. It will not be too di cult to gethold of something to get all on them to safe-ty. However, some heavy lifting might be re-quired to clear a path for their chosen vehicle.There is rubble in the street and a few more

    cars blocking the road. A concerted eortfrom the player characters should be enoughto solve the problem, but all the while, explo-

    sions and the sound of gunre continue.

    ENCOUNTER 1 -DOGFIGHT

    The thundering sound of the jet enginesis heard over the din of the surrounding cha-os and the player characters can soon see asquadron of jet ghters crossing the sky at fullspeed. Out of the clouds Chandra ships quick-ly follow. Too many. A dogght begins, with

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    machine gun bursts and the greenish glowof Chandra engines leaving tracks in the sky.They form the pattern of an intricate dance,while at the same time hell is unleashed.

    On the ground the PCs can only watch thesituation, powerless. But if they are not carefulthey will end up being collateral damage. Theweapon re from one side or the other willeventually hit the buildings and the streets,destroying everything. Rubble falls from theblasted buildings, holes open on the asphalthit by disruptor re, broken glass shatters inall directions, cars explode, etc. In this scenethe PCs will be in the middle of it, exposed toa lethal combat taking place over their headsand in which they cannot intervene. Like ascene from a movie, theyll have to breakthrough while the city crumbles around them.Such an experience may require (Game Direc-tor discretion) a 2D Stress roll.

    Depending on how dangerous the GameDirector wants to make the scene, he can re-quire several Running or Driving Rolls (if thecharacters are travelling in a vehicle), the Dif-culty increases by +9 because of the adversecircumstances (falling rubble, dust imped-ing visibility, debris in the way). Each failuremeans the character (or vehicle) suers dam-age. We recommend 1D for every 4 points inthe failure margin. Some examples are:

    DAMAGE EXAMPLE

    1D or 3D The character or vehicleis hit by broken glass andsmall fragments of rubble

    3D or 4D The character or vehicle ishit by shrapnel from a farexplosion

    5D or 6D The character or vehicleis hit by large pieces of

    rubble, a beam or anothervehicle

    7D or + The character or vehiclesuers damage from anearby explosion

    If the characters are on foot, the Directormay require Dodge rolls to get away from en-emy (and, unfortunately, friendly) re. For thisscene to have true impact the Game Directorneeds to be very graphic and oer many de-

    tails about how the buildings are blown up andhow rubble and glass y in every direction.

    If the PCs beat a hasty retreat (in a vehicleor on foot should their vehicle get destroyed)the scene comes to an end. The Game Directormay bring it to a close if they are especiallyunlucky and begin to suer too many injuries.

    Eventually the aerial combat moves away orcomes to an end, even if the PCs do not man-age to leave the immediate area.

    ENCOUNTER 2 -CARJACK!

    In this encounter, a pair of desperate crim-inals tries to steal the characters vehicle atgunpoint. Clearly, for this encounter to workthe PCs will have to have a vehicle!

    The PCs come across a police cruiser thathas collided with some fallen rubble. It ison re and blocking the road. The PCs driverwill have to brake suddenly to avoid hittingit. However they can get past it if they slowdown and drive carefully across a grass verge.

    As the PCs try to make their way past, twopolicemen approach them, one towards thedrivers window the other from the rear. Theyare both armed and have a hand on their guns.They call out to the PCs and tell them to stop.However, a diculty 14 Perception roll will al-low any of the PCs to see there is something

    odd about their uniforms. They are wearingthe right jackets, but underneath they are notwearing the right shirts and both are wearingdark sneakers rather than shoes.

    In fact, both men are criminals who stolethe police car to escape. They took some ofthe uniforms and weapons of the injured po-lice ocers they stole it from as well. Unfor-tunately they left in too much of a hurry andcrashed the car. Both escaped injury but havea few cuts and bruises from the crash.

    If the PCs stop the car and allow the po-lice to approach they will draw their weap-ons and order them out of the vehicle. If thePCs comply the criminals will take the vehi-cle and drive o. It is possible the PCs mightrun into them again, either nding the vehiclecrashed, or perhaps under attack by Chandra.

    If the PCs try to run, or otherwise resist thecriminals will rst shout and threaten them. Ifnear enough, they will open the car doors andtry to pull people out. If the vehicles enginehas been stopped, it must be started again.Doing so in a rush requires a Driving roll with

    9 Diculty. But even if the car is running thedriver will still have to negotiate the crashed

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    THE LONGEST NIGHT

    cruiser. The driver should make a di culty 12Driving roll to get past. On a failure the vehi-cle stalls and stops. With a Great or Spectacu-lar success the car leaves the criminals stand-ing. With a Good result the criminals can get

    o a shot but not get close to the car. With aMinimal or Basic result, one of the criminalshas time to get into the back of the car whilethe other opens re.

    Generally, the criminals dont really wantto hurt anyone. But they are desperate andselsh and wont have a problem with shoot-ing people who get in their way. If the PCsare armed, or especially numerous, the GameDirector might increase the number of crimi-nals. If the PCs manage to ght and defeat thecriminals they might take their weapons. Eachhas a small handgun (3D damage)

    CrimiasAgiity 2d: Brawling 3D, Dodge 2Ddxtrity 3d: Firearms 3D+1, Meleeweapons 3D+1Strength 3D: Running 3D+2Kwg 2dPrcpti 2d: Search 3D, Streetwise4DPresence 2D: Intimidation 3D+1

    Damage Bonus:2DDamage Resistance:7Defence:9Movement:6

    Wap: Police issue handgun 3Ddamage

    ENCOUNTER 3 -LANDING

    As the PCs move through the city, sudden-ly everything falls dark. Lights seem to shutdown one after another around them for hun-dreds of metres in every direction. Covered ina weird greenish glow a huge Lunaspis Chan-dra ship oats softly down to land, oating ametre above the ground. If the PCs are trav-elling in a vehicle, it will suddenly stop andwill no longer start. Any electronic items thecharacters have will shut down, the victimsof electromagnetic interference produced bythe ship. Before the PCs can properly react aback gate opens on the ship and several Chan-dra come out.

    Have the Chandra seen the characters?This situation may require an opposed Stealthroll versus the Aliens Perception (to speedthings up, the Game Director can use one rollfor all of them). If the aliens nd the charac-

    ters they will begin a chase. A pair of ChandraBloodhounds will come out of the ship thatwill start running after the player characters.The PCs will have about a 50 metres headstart and a round before the hounds leave theLunaspis. The chase will end if the PCs man-age to take shelter in a safe place or if theyget over 150 metres ahead. At that point theBloodhounds leave pursuit and return to theirmasters. If the characters hide at any point intheir escape, they will need Stealth or Camou-age rolls against the Bloodhounds Search.If any of the Hounds takes enough damageto become Seriously Wounded, the pack willalso withdraw.

    If the player characters manage to hide,the Chandra will start a brief search of thearea and later will deploy as they originallyplanned. Its up to the player characters to tryand leave the area without being found. TheGame Director may require new Stealth rollsversus the Chandra Search skill. Rememberthat, thanks to their implants, if one of theChandra sees the PCs, all of them will imme-diately know their position since it will beinstantly transmitted by their neural net. If

    they are found, a chase will be initiated as de-scribed above.

    If the PCs attempt to talk they will nd theChandra are in no mood to negotiate. Theywill take anyone they nd prisoner, and shootanyone being too di cult. Their goal here isto take control of the area though, so theywont pursue anyone too far.

    Chara SirAgiity 4d:Brawling 5D, Dodge 4D, Me-lee weapons 5Ddxtrity 4d: Firearms 5D (ChandraDisruptors, 5D+1)Strgth 5d:Lifting 5D, Stamina 5DKwg 2dPrcpti 5dPresence 2D: Intimidation 4D, Will-power 4D

    Damage Bonus:3D (Claws)Damage Resistance:2D+9Defence:11Movement:5

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    Spcia abiitis:

    -Dark vision: The Chandra soldier elimi-nates 6 Darkness Penalty points.-Improved immune system: It gets a 2Dbonus against any pathogen.

    eqipmt:Heavy disruptor (9D Damage)

    Chara BhAgiity 5d: Dodge 6D, Jumping 5D,Stealth 5Ddxtrity 4d: Throwing 4D (Spit Ven-om 5D)Strgth 5d:Running 7D, Stamina 5DKwg 0dPrcpti 6d:Search 6D, Survival 6D,Tracking 8DPresence 2D: Intimidation 4D, Will-power 4D

    Damage Bonus:3D (Claws)Damage Resistance: 2D+9Defence: 12Movement:10

    Spcia abiitis:-Dark vision: Eliminates up to 6 dark-

    ness penalty points.-Pheromone control: Identifies its Chan-dra masters by the pheromones they is-sue, becoming docile and obedient toorders.-Improved immune system: gets a 2Dbonus against any pathogen.

    Bhs nrtxic vmvctr: Blood (bite), contact (spat onan unprotected area)virc:5DIcbati:1 roundeffcts:Light (1 round): Itching, nausea and

    feeling of asphyxiation. The characterhas a 1D penalty to all actions.Severe (2 rounds): Severe disorienta-tion, asphyxiation and intense pain.The character is Stunned.Acute(30 minutes): Paralysis, semi-un-consciousness. The character is Inca-pacitated.

    ENCOUNTER 4 -SOLDIERS

    Sooner or later the PCs will run into sol-diers looking to engage and destroy the Chan-

    dra. The human military have organised intosmall combat units of around ten soldierseach that have spread out to cover as muchground as they can. Their orders are to reportChandra positions, engage where they have agood chance to destroy any landing party, andrescue any civilians.

    When they come across the PCs they willnot be looking to chat for long, but they willquestion them to determine if they have anyuseful intelligence. The soldiers may evenrescue the PCs from any Chandra who may bechasing them.

    The soldiers will tell the PCs that a safezone has been set up a couple of miles fromtheir position. They cant oer any help get-ting there, but they can point the PCs in theright direction. Trains are being brought in toevacuate civilians, but the zone might have tobe moved if Chandra activity increases or thehumans lose ground. It would be best for thePCs to get there as soon as they can.

    The soldier cannot aord to give the PCsany resources, but they have a medic who

    can patch up any injured. If one of the PCs isskilled with rearms, and very convincing, thesoldiers might give them a handgun. While thearea is dangerous, the soldiers need all theirweapons and they believe the PCs should beout of the woods at this point.

    Hma SirsAgiity 3d: Brawling 4D, Dodge 4D, Me-lee weapons 4D, Stealth 3Ddxtrity 4d: Driving 5D, Firearms 5D,Repair 4DStrength 4D: Running 4D, Stamina 4DKwg 2d:Prcpti 3d: Camouflage 3D, Surviv-al 3DPresence 2D: Leadership 2D, Willpower3D

    Damage Bonus: 2DDamage Resistance:8Defence: 10Movement: 7

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    THE LONGEST NIGHT

    ENCOUNTER 5 -SUBWAY

    One way for the PCs to get where they aregoing is the subway. While there will clearly

    be no trains running, the tunnels might pro-vide a safe path to get out of the area, or tothe safe zone. Sadly, the tunnels are nowherenear as safe as they might think.

    The subway tunnels will be completelydark and walking through them is complicat-ed. When the characters have advanced a fewminutes into the tunnels, they will see ratsrunning in their direction. The rat tidal waverunning through their legs will require a 2DStress roll. The characters should worry morewith what has scared the rats so much. At thatmoment they will hear a scream inside thetunnel and soon there will be silence.

    There are two Chandra Bloodhounds in thetunnel that will pick up the PCs scent and be-gin hunting them. The Bloodhounds will try to

    stalk the characters, cause panic and split thegroup so they can pick one of them o. Thedogs will not initiate a direct confrontationand, if attacked, will withdraw if one of thembecomes Severely Wounded. The Dogs will

    stalk the characters (opposed rolls of Stealthagainst Perception or Search) to try and attackthem by surprise.

    The PCs may still manage to get closer totheir destination, even when trying to outrunbloodhounds. However, they will have anoth-er problem when they reach their destination(or decide to get the hell out of here at thenext station). Sadly the place has been lockedup, meaning they will have to break open atleast one metal gate to get out. A concertedeort and a little leverage will do the job, butthe Game Director should enjoy the threat ofapproaching bloodhounds as they panic to es-cape. Once they leave the subway the blood-hounds will cease their hunt and look for oth-er prey.

    SAFE SHELTER

    Eventually, the characters manage to ar-rive at the safe zone, a mainline train stationnext to a warehouse. When the characters ar-

    rive theres a queue to get to the station andpolice working with Global Defence opera-tives protect the area. The queue begins in thewarehouse and gradually allows people to en-ter the station where trains are being broughtin to evacuate them. People in the queue arenervous and there are scenes of tension as theauthorities let people in, one at a time. Manyare concerned there wont be enough space,and it is clear that it will take several trains toget everyone out. More people continue to ar-rive as the PCs take a place in the queue.

    The security forces are vastly undermanned

    and may be quite rough and abrupt with any-one not following their orders. They are veryconcerned a panic is about to boil over andthey wont be able to stop it. Such a panic willnot only mob the train but get people hurt inthe crush. The environment in the shelter is as-phyxiating, too many people, children crying,people calling out to each other in loud voices,phones that dont stop ringing. This may makethe characters suer a 2D stress roll.

    The PCs will be told to join a queue, andprobably separated into dierent ones to

    keep people moving. The guards will answerall questions with ask when you get to the

    front. When they nally get to one of the ta-bles at the front their name will be taken andthey will be given a small emergency pack

    (with a basic kit, a water bottle, energy bars,a leaet with safety instructions and chemicallight bars). The o cial who takes their namewill answer a few questions but has no timeto stop and chat. Once they have been pro-cessed they move to a more open area of thewarehouse, ready to be put aboard the nexttrain. The platform itself is already too crowd-ed with earlier refugees. If the characters wereseparated, this is a good moment to regroup.

    Once past the processing tables there islittle for the PCs to do but listen to the distantgunre and explosions. Eventually the PCs

    hear the sound of a train arriving and peoplebegin to pick themselves up and get ready toboard. The soldiers demand calm and begin toorganise an orderly queue to leave the ware-house once the platform has been emptied.

    Just as it looks like they might be safe, thewarehouse is rocked by a large explosion.Anyone with Explosives or Demolitions skillmight determine it is very nearby (di culty10). Panic quickly sets in and there is a surgein the crowd. A wave of people starts runningtowards the exit, trying to get to the train.

    There is ghting, and some people are thrownto the oor. This human avalanche may drag

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    the characters with it (unless they are tryingto do the same!). Regardless of their choice,if they dont make a di culty 14 Strength orDodge roll, they suer 2D damage from theblows and pushes of the desperate crowd.

    At this point the PCs might try severalthings. They might join the crowd trying to getto the train. They could join the security forc-es who are trying to regain order and control.They might also try and help the people beingcrushed in the stampede.

    If the characters go with the ow of thetidal wave of people trying to reach the door,they will have to make di culty 14 Strengthor Dexterity rolls to remain together. Thesame applies if they try to get out of the crushto another exit or even to the side, out of theway. Getting to people hurt in the crush willrequire the same roll to reach them, and to getthem clear. Such people are badly hurt andwill need medical attention, although the se-curity forces may have a medic to hand.

    Restoring order is a lot tougher. The securityforces have tried ring into the air, but that onlyincreased the panic. The only way they have achance is by forming a wall of people to standagainst the crowd. Linking arms and moving intothe crowd with the other police and soldiersthey will eventually corral those remaining in-

    side. PCs joining this attempt will need to makethe same Strength or Dexterity rolls. If they dojoin they will earn the respect and friendship ofthe security forces, which may get them bettertreatment and priority access to get on the train.

    If the PCs get outside they will nd thecause of the trouble. A Chandra Goliath hasbroken into the area and is blasting away atanything that moves. The security forces areoverwhelmed with panicking crowds as wellas this deadly Chandra creation. If somethingisnt done soon it will get close enough toopen re on the train waiting in the station, atrain the crowd is already ghting to board.

    The PCs might join the defence of the area,as there are several soldiers who have fallenwho are no longer in need of their weapons.Of course they may decide to try and forcetheir way aboard the train, or even just get thehell out of the area.

    If they join the defence of the station, theGame Director should let the concentrated reof the security forces and the characters eventu-ally put down the Goliath. Then order will need

    to be restored to get as many people aboard thetrain as possible. If they dont elect to stay and

    help the security forces with the next train theywill be among the rst aboard for their help.The train will pull out of the station and for themoment the PCs will be safe. Their assistancewill not have gone amiss though and very soon

    Global Defence will be looking to recruit them.

    If they make a break for the train the GameDirector is within his remit to decide the se-curity forces cant keep the Goliath at bay. Onre from the immense amount of damage thehuge machine has taken, it smashes throughthe security forces and blasts cannon reacross the train. At least half the carriages arereduced to ash, as are the people inside. ThePCs inside will be among those taking at least8D damage from the blast, given the minorprotection of the carriage itself. Unfortunate-ly the blast will be enough to disable the train,ensuring no one is leaving anytime soon.

    If the PCs run, either after the destruc-tion of the train or simply to get out as soonas they can, no one will stop them. Everyoneis far too busy to take much notice. However,they are still in hostile territory and escapingthe area will become all the harder. They havea long walk ahead of them, but perhaps onefull of adventure, if they survive...

    Chara GiathAgiity 4D: Dodge 4D, Melee weapons6D, Brawling 6Ddxtrity 4D: Firearms 4D (ChandraDisruptors 4D+1)Strength8D: Stamina 9D, Lifting 10DKwg1DPrcpti3D: Search 3DPresence 2D: Willpower 4D, Intimida-tion 5D

    Movement: 5damag bs: 4DDamage Resistance:3D+12Defence:11

    Spcia abiitis:-Dark vision: The Chandra Goliath elim-inates up to 6 points of Darkness pen-alties.-Improved immune system: Gets a 2Dbonus against any pathogen.

    eqipmt:Disruptor canon (12D Damage).Clip for disruptor canon.Biosteel claw (+3D Damage).

    Biosteel armour (Damage resistance7D+12 worn)

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    OPERATION RED SKY

    OPERATION RED SKY

    SYNOPSIS

    A Global Defence aeroplane, carrying a val-uable cargo, is forced to make an emergencylanding in Chinese territory, in the Altai Moun-tains. The Alien Countermenace Committeeauthorises an incursion for a team of SpecialForces operatives to locate the wreckage so arescue mission can be sent.

    SUMMARY

    A C-17 Globemaster III transport planefrom the Indian Air Force carrying a cargo ofgreat value (a Chandra antiaircraft gun) suf-fered a Chandra attack en route. Two MantaRay attack ships engaged its escort in combatand severely damage two of the C-17s en-gines, forcing it to veer o-course. Badly dam-aged, it tried to make an emergency landingin a mountainous area on the border betweenKazakhstan and the Xingjian autonomousregion of the Chinese Peoples Republic. Its

    signal was lost in the Altay region, near LakeKanas, a rugged, mountainous region insideChinese territory.

    The characters are asked to perform a Cov-ert Op, their mission, to make a High AltitudeLow Opening (HALO) jump over the Altay re-gion, nd the crash zone, rescue the crew andsecure the cargo. Then they are to activatea transponder and await aerial extraction,which will be waiting within the Kazakhstanborder until the wreckage is located. China isnot an ally of Global Defence, and if the char-acters are captured, the authorities will deny

    any knowledge of their activities. Moreover,the Xingjian autonomous region is the settingof a separatist conict, and rebel groups op-posing the Chinese Peoples Liberation Armyare hidden in the mountainous areas.

    After an extremely dangerous HALOjump, the characters advance through a val-ley, dodging the Chinese Peoples LiberationArmy patrols that seem to be searching forthe plane. Eventually they nd the remains ofthe crash, where the characters nd survivors,some severely wounded, entrenched with the

    cargo. By activating the transponder, the char-acters alert not only their reinforcements, but

    also the nearby Lanzhou Special OperationsForces who launch an attack on the place,engaging the characters in combat. But theyare not the only ones who detect the signal.A Chandra patrol, wanting to prevent humanforces from obtaining the remains of theirtechnology, also charges into the crash area,suddenly provoking a three-way reght. Justas the characters reach their limit the cavalry

    arrives, in the form of several Black Hawk heli-copters, modied with stealth technology andtwo TACCOM teams as reinforcements, puttingan end to the situation and rescuing the play-er characters.

    THE CHANDRAANTIAIRCRAFT GUN

    Used as a perimeter defence weaponagainst vehicles, this canon attaches to asmart target detection system and res a

    beam of neutral particles at near light speed.The beam destabilises the targets atomicstructure, causing catastrophic damage in anytarget it hits. In game terms, the stats of thisweapon would be:

    GUN DAMAGE

    Chandra Antiaircraft Canon 20D

    The Chandra antiaircraft gun together withthe target acquisition system can re auto-matically and has the following stats: Fire-arms 6D+2, Search 7D. The Chandra powercell attached only allows 10 shots with thisgun, which is usually connected to a largerpower plant in order to have more repower.

    ADVENTUREBACKGROUND

    On September 12, 2014 there was a Chan-dra attack on Mumbai, the capital of the Ma-harashtra federal state of India and the mostpopulated city in the country. The attack in-

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    cluded many land forces, seemingly to estab-lish a Dark Zone in the city. Global Defence,together with the Indian army, barely man-aged to repel the attack, but counted aboutthree thousand dead and hundreds wound-

    ed. During the incursion, a Global Defenceteam lead by Captain Knight (Papa Bear)managed to capture a Chandra defensiveposition with an antiaircraft canon. The ex-istence of this type of Chandra weapon hadbeen reported to Global Defence had theyhad never been able to examine one. The gunwas packed into a titanium sarcophagus andit was decided to send it to the Tomsk basefor preliminary study. The Indian governmentlent Captain Knights unit a C-17 Globemas-ter transport from the Indian Air Force, to-gether with an escort of two Sukhoi Su-30ghters. They left Mumbai avoiding the Chi-nese airspace but, while over Kazakhstan air-space, they meet a ight of 3 Chandra MantaRay ghters with which they engaged in com-bat. In the course of the ght, two engines ofthe C-17 were damaged and its course wasaltered. With no other option, Captain Knightordered an emergency landing and the C-17disappeared into a wooded area in the AltaiMountains in Chinese territory, in the Xing-

    jian Autonomous Region, at approximately01:12 in the morning (Tomsk time zone, UTC+6:00). Colonel