So, I decided to make a higheffort shitpost in case someone wants to shoot xenos in pen-and-paper instead of CM. If something seems off, homebrew it.
It may actually be playable but someone needs to test that.
Colonial Marines tabletop rules V. 0.0.1
Overview:
Marines play against aliens, balance doesn't exist. Squad of PFCs with 1 or 2 medic right now, for your authentic unga experience of slayin' xenos and yellin' for pills.
Map:
Whatever the GM cooks up. Squares preferred, hexes approved.
Movement:
Each mob (xeno or marine) can move up to their movement speed of tiles on their turn, in up to two sets. 3/4s of those moves (rounded up) must be made in the first move because hit and run is bullshit.
Mobs can also sprint in a straight line to get 50% increase to their travel distance (rounded down), while forgoing other actions.
Diagonal movement counts as 1.5 tiles as opposed to 1.414 because I like to round things. You can't move your fat ass diagonally if you only have 1 movement left.
Climbing on things costs 2 movement for waist-high obstacles and 3 movement for chest-level.
Actions:
During your turn, in addition to moving, you may take 2 normal actions like shooting and applying meds.
You may also take infinite number of free actions, such as toggling motion detectors, until devs change them to normal actions.
Shooting:
The bread and butter. Shooting is a normal action, which includes aiming at whatever you want to shoot and pulling the trigger.
Shooting skill, your target, cover and all that jazz determines how hard it is to hit the fukken xenos.
Roll d100. If higher or equal to your target's hit difficulty, you hit them, and do damage as stated by the weapon's stats.
Short range attacks have no accuracy penalty, every tile after medium range imposes -3 penalty, and on top of that, long range has -5 penalty for each tile.
If your target is behind cover, you get penalties to hitting it, depending on the cover.
Smaller targets are harder to hit.
So to hit a xeno with 30 hit difficulty, behind a small cover giving it 5 bonus, you'd have to roll 35 or more.
Switching between burst and single shot is free action, so is attachment toggling.
When firing in burst, roll for each hit. First shot is at -3 penalty, increasing by -3 for each subsequent shot (so 3rd shot of a burst is -9)
Reloading takes one action. For single-round reloading (shotguns), load 5 shells per action.
Dropping a gun and pulling knife is free action. Picking stuff from ground is action.
Cover gives penalty to hitting, from -5 of small trees, about -20 for flipped over tables all the way to full cover. GM gets to decide which applies.
Health:
So you got hit. You got 100 hitpoints as CM says and you die at -100. You crit at 100 damage, but burns count twice and toxins count half for crit. After you're dead, you may salt in dchat.
You can take the usual four damage types: Brute, burn, toxin, oxygen.
Brute comes from bullets and slashes, burn is from acid blood and fire and some explosives, toxins from abusing meds and oxygen from being in crit.
Bleeding will be in 0.0.2, maybe.
Being in crit causes you to take 5 oxygen damage per turn.
Once you are at 75 damage (soft-crit), you lose one of your actions and take a -2 penalty to your movement speed.
PFC first aid:
All medical items take an action to use unless otherwise stated.
Bandages heal 5 brute damage when used and 1 more every turn after applied, for up to 20 turns. You can only have one bandage in effect.
Burn Salve heals 5 burn damage when used and 1 more every turn after applied, for up to 20 turns. You can only have one salve in effect.
Using an action to perform CPR on someone else next to you heals 5 oxygen damage and prevents more from building up that turn on whoever you just helped.
First-aid autoinjectors apply 10u of tricordrazine into your system. Details on medicine in later parts.
Painkiller autoinjectors apply 15u of tramadol into your system. Ditto.
Medic first aid:
Advanced brute and burn kits heal 10 damage and 3 more every turn after applied, for up to 20 turns. Having advanced kit in effect overrides bandage/salve and no you can't both salve and kit it you munchkin.
You can apply pills of all basic damage types, plus tramadol and inaprovaline to marines adjacent to you or yourself, one pill per action. Pills are dosed at 15u unless otherwise stated. You can only have 30u in system because I don't want to write OD rules yet.
You can apply autoinjectors as an action same as pills.
You can spend two actions to defib a dead marine, up to 5 turns after they died. Doing so heals 10 of each damage and revives the dead marine.
Medicine effects:
Bicardine: Every turn, heal 3 brute damage, then substract 1u of bicardine from system. If you have 0u at start of the turn, it does nothing, dumbass. If you have bicardine in your system for 5 turns witout it healing any damage, take 1 toxin damage that turn and each turn thereafter until it's at 0u.
Kelotane: Same as bicardine but for burn damage.
Dylovene: Dosage 10u. Every turn, heal 1 toxin damage, then substract 1u. Otherwise same effects.
Dexalin: Every turn, heal 5 oxygen damage, then substract 1u. No toxin effect.
Inaprovaline: Prevent oxygen damage from crit when in system, substract 1u per turn.
Tramadol: Increases the crit limit by 20 damage when in system, increases soft-crit limit by 15. Prevents annoying whining. 1u per turn still.
Oxycodone: Increases the crit limit by 50 damage when in system. Soft-crit increased by 40. Both cumulative with tramadol. Comes in autoinjectors of 10u only. Every turn it remains in system, take 2 toxin damage.
Weapon stats:
M41A Mk2
Damage: 35
Melee: 15
Burst size: 3
Mag size: 40
Accuracy bonus: +5
Short range: 1-8 tiles
Medium range: 9-12 tiles
Long range: 13+ tiles
M37 Shotgun (Buckshot)
Damage: 120
Melee: 10
No burst
Mag size: 9
Accuracy bonus: +10
Short range: 1-2 tiles
Medium range: 3-5 tiles
Long range: 6+ tiles
Special: Short range attacks do +30 damage and stun the target for 1 turn. Medium range penalty is -6 instead of -3, long range penalty is -8 instead of -5 and does -60 damage.
88 Mod 4
Damage: 15
Melee: 5
Burst size: 3
Mag size: 18
Accuracy bonus: 0
Short range: 1-5 tiles
Medium range: 6-9 tiles
Long range: 10+ tiles
Combat knife
Melee: 20
More guns to be added
Attachments soon (tm)
Marine stats and skill:
Marines have base movement speed of 7. By default, they have no modifier to accuracy.
All marines have base hit difficulty of 40.
Marines may choose one skill to have from the following list:
+5 to shooting accuracy
+1 to speed
+5 to crit and soft-crit limit
Marine equipment
Assume they have bottomless pockets, or don't, whatever fits your game better.
PFC
Basic clothing
Armor: -5 to all bullet damage, so M41A doesn't instacrit on FF burst.
Primary weapon (M41A or M37) of your choice
Ammo: 320 rounds for M41A, 90 buckshot shells for M37
Sidearm with 4 magazines
Combat knife
First aid kit with 5 bandages, 5 salve, 1 of both PFC autoinjectors
MED
Same as PFC, EXCEPT
200 rounds for M41A, 60 buckshot shells for M37
30 bicardine pills
10 dylovene pills
20 of other pills
3 oxycodone autoinjectors
Xenos:
Xenos can't heal. This is Whiskey Outpost bug hunt.
Xenos do not have crit or soft-crit, and die when they reach 0 health.
If xeno takes damage, all humans within 1 tile will take 50% (rounded down) of that damage in burn, because acid blood is fair. If humans are within 2 tiles, they take 20% of the damage in burn.
Xenos use melee attacks only until I write up spitters.
--Drone:
Health: 150
Speed: 8
-Slash:
25 brute damage, 1 tile range, +25 to accuracy
-Tail stab
30 brute damage, 2 tile range, +0 to accuracy
--Runner:
Health: 100
Speed: 9
-Slash:
20 brute damage, 1 tile range, +20 to accuracy
-Tail stab:
25 brute damage, 2 tile range, -5 to accuracy
NEXT VERSION: GRENADES AND FF