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Metroid Marines

Player's Handbook and Game Master's Guide

Metroid Marines was created by johnathan frey, also known as Obelion13, with
help from his friends joe and nathan.
As the Metroid universe is very reserved on its finer details, some freedom has
been taken when designing the game with faithfulness to source material as the
highest priority.
Any comments or feedback can be left at obelion13.wordpress.com in the
comments section

Table of Contents
Welcome to the Galactic Federation Marine corps

Basic Knowledge

D#

Difficulty Check

Marine Rank, EXP, and Ranking Up

Rounds and the Passage of Time

Marine Recruitment
Determining Aptitudes
Skill Training
Performing Basic Actions
Vocations

4
4
5
6
7

Marine Trooper

Demolition Trooper

10

Technician

12

Field Medic

14

Force Recon

16

Other Federation Marine Specifications

18

Hit Points and Dying

19

Equipment

20

Improving Equipment
Advantage and Disadvantage
Field Training and Basic Maneuvers
Combat

21
22
22
28

Initiating Combat

28

A Unit's Turn

28

Movement

28

Marksmanship: Using a Firearm

28

Reloading

28

Close Quarters Combat: Melee Attacks

29

Dropping Prone

29

Taking Cover

29

Using a Skill

30

First Aid

30

Restoring HP

30

Vehicular Training and Space Combat

31

Zero-Gravity Combat for Infantry

31

Ship Combat

31

Missile Weapon Systems

32

Federation Ship Classifications

33

G.F.S. Stiletto-Class

33

G.F.S. Anhur-Class

34

G.F.S. Aries-Class

35

G.F.S. Griffin-Class

36

G.F.S. Olympus-Class

37

Dangers in the Field: Environmental Hazards

39

The Mysetrious Phazon

40

Phazon Sickness

40

Mutation

40

Madness

41

Rejection

42

Assimilation

42

Phazon Enhancement Devices (PEDs)

42

Game Master's Guide: Building Creatures

43

Setting Creature Aptitudes

43

Creature Attack Power and HP

44

Creature Skill Training

44

Using Creature Abilities

44

Example Creatures

45

Zoomer

45

Desgeega

45

Grenchler

46

Space Pirate

47

Metroid

49

Ridley

50

Credits

52

Welcome to the Galactic Federation


Marine corps

Please do not be alarmed by my appearance. I assure you that I am not going to


harm you. I am here to help you in your training.
I am Aurora Unit 132, a biological supercomputer linked to a vast Federation
network. Across the known universe we Aurora Units have been created to
serve the Federation and their personnel.
First we will brief you on the basics and determine your physical capabilities.
After that, we will determine your specialized role and begin your field training.
Good luck Marine. You are now a soldier-in-training for the Galactic Federation.
We expect you to serve with pride and honor.

Basic Knowledge
Before you begin your recruitment process, you must know of a few standard
terms you will be hearing frequently during your time as a Marine.

D#
D# refers to a dice with a particular number of numbered sides to it. A D6 is a
six-sided dice, which is the primary die used in Metroid Marines. The number of dice
you roll at a time are determined by your Aptitudes, which are explain in the
following chapter. If asked to roll a certain amount of dice, a number will
precede the dice you are required to roll. For example rolling 3 dice would be
listed as 3D6, and so on. It is advised to be in possession of at least a standard
dice set to avoid being unprepared.

Difficulty Check (DC)


A Difficulty Check, or DC, is how difficult a task is to accomplish. Piloting a
small aircraft through a training course is would have a lower DC than piloting
the same aircraft through a stormy mountain range. Difficulty Checks are
determined by the person running the game, known as the Game Master. The
following table shows all DCs used in the game.
Dice Roll Difficulty Check (DCs)
Easy
5
Average
10
Hard
15
Difficult
20
Impossible
25
Legendary
30
When rolling your D6s, you can add Skill bonuses on if applicable to help.
Skills and general rolling for actions will be covered in the next section.

Marine Rank, EXP, and Ranking Up


Your Marine Rank is your position in the Galactic Federation. New recruits start
off as Rank 1 Privates. The following table shows every rank for the Galactic
Federation Marine Corps:
1
2
3
4
5

Galactic Federation Marine Corps Ranks


Private
6
Captain
Corporal
7
Major
Sergeant
8
Colonel
Warrant Officer
9
Brigadier General
Lieutenant
10
General

Moving up to a higher rank is called Ranking Up. You can Rank Up by collecting
Experience Points, or EXP. EXP is gained by subduing hostiles, completing
objectives, or can be received as a reward from the Game Master by rewarding
good role play.
The EXP threshold to rank up is (Your Rank's Level + 7). A Warrant Officer
looking to rank up to Lieutenant would need 11 EXP to rank up.
Every time you Rank Up, you gain 1 Skill Training point you can freely assign. At
certain Ranks, your Vocation might grant you more bonuses. Refer to the
Vocations section to see what bonus you obtain.
Remember to respect higher Ranks, Marine. Superiors deserve respect, and some
will expect it of you.

Rounds and the Passage of Time


When you hear the phrase "a round", it is referring to an increment of 5 seconds.
Combat is divided into rounds, or a period of 5 seconds a unit can act within.
Conversely, when encountering an amount of time not specified in rounds, divide
that number by 5 to see how many rounds that would translate into combat.
For example, someone taking 15 seconds to reprogram a terminal out of combat
would take 3 of their rounds in combat, since 3 rounds is the same as 15
seconds.

Marine Recruitment
Making a new Marine is referred to as recruitment. The standard process for
training a Federation Marine during recruitment is as follows:
Determining Aptitudes
Skill Training and Performing Basics Actions
Selecting a Vocation
Selecting your Equipment
Field Training

Determining Aptitudes
Every Marine is different in some way due to basic physiology and variations in
genetic coding. We determine your capabilities and classify them into 4
categories, or Aptitudes:
Vigor, Intellect, Finesse, and Tech
Each Aptitude also has 4 skills associated with an Aptitude that can affect
your efficacy at a particular task.
Vigor is your physical strength and resilience.
Intellect is your general acuity and deductive reasoning.
Finesse is your dexterity, both mental and physical
Tech is your familiarity with technology, vehicles, and Explosives
To determine your Aptitudes, distribute points to all 4 Aptitudes from a pool of
11 points. The maximum an Aptitude can be is 5, but be careful about setting your
other Aptitudes to a low value.

Skill Training
While your Aptitudes are important, Skill training can provide much needed
bonuses to succeed in harder tasks.
Each Aptitude has four skills related to it, and when making a roll, you can use
your Skill bonus if applicable on top of your normal Aptitude roll.
Upon recruitment, every Marine receives 4 Skill Training Points they can
distribute freely amongst their skills. Skill Training bonuses cannot be higher
than a Marine's rank unless boosted over the maximum by a Vocation's skill
bonuses.
You also gain 1 Skill Training Point upon each Rank Up.
The skills, their purpose, and their related Aptitude are as follows.

Vigor Related skills


Close Combat - Your melee fighting abilities
Endurance - Your ability to resist outside forces and effects
Athletics - Your ability to climb, jump, lift, and swim
Reflex - Your quickness to react to a situation

Intellect Related Skills


Identification - Your ability to recall and identify
Assessment - Your deductive mind and judgment skills
First Aid - Your medical knowledge and ability to treat wounds on the field
Coercion - Your talent for persuasion and deception

Finesse Related Skills


Stealth - Your ability to operate silently and move unseen
Marksmanship - Your ability to use Firearms
Evasion - Your ability to avoid harm in melee or ranged combat
Perception - Your general sensory awareness

Tech Related Skills


Piloting - Your skill in piloting vehicles in harsh situations
Explosives - Your knowledge of explosive ordnances
Operating - Your ability to operate machinery and utilize terminals
Repairing - Your ability to repair technology and machinery

Performing Basic Actions


When rolling to make an action, you roll your Aptitude dice and add the relevant
Skill bonus onto the result. Only one Skill bonus may be used per task unless
the Game Master says otherwise.
For example, a Marine is climbing a wall. that Marine's Vigor aptitude is 3 and
their Athletics is a +2, so they would roll 3D6, add +2 to the result, and tell
their result to the Game Master, who compares it to the set DC to see if the
action was successful or not.
The Marine rolls their 3D6 and gets a 9, then adds their +2 bonus for a total of
11. The DC for this task was 10, so the Marine successfully climbs the wall.
These actions will may be presented in the form of the skill's name instead of
the Aptitude and the skill's name but serve the same basic function.
Going back to the previous example, the phrases "Make Vigor roll with your
Climbing bonus" and "Make a Climbing check" are the equivalent in terms of what
is being asked of you.

Vocations

Not every Marine is cut out to do everything we expect of you. That's why we
sort Marines into Vocations, or specialized roles, to maximize their talents.
There are four basic Vocations to choose from and each one will be detailed in
the next section.

Marine Trooper

You are the backbone of the Galactic Federation forces. Durability and
reliability are your strong points. While not as trained or as specialized as other
roles, you possess the ability to protect those weaker than you and be the last
one standing.

Favored Aptitudes:
Vigor > Finesse > Tech > Intellect

Proficiencies:
Heavy Power Suits, Assault Weapons, Heavy Weapons, Secondary Weapons

Skill Bonuses:
+1 Endurance

Rank 1 Active Ability - Inspiration


Inspiration can be used to grant a +1 bonus to a squad member's specified skill
roll out of combat. In combat, it grants +1 damage and +1 damage reduction to
all allies that can hear you for one minute. The speech given must be spoken in
character to the best of your ability. Inspiration can be used 3 times a day

Rank 4 Passive Ability - Close combat Training


You gain a +1 to your Close Combat, Athletics, and Evasion skills

Rank 7 Active Ability - Shield Overcharge


Gain temporary hit points equal to your Marine rank and roll 2D6. On a result
of 2 you instead lose the HP you would have gained. Any remaining temporary hp
disappears at the end of combat. You can overcharge a number of times equal to
your Soldier Rank divided by three (rounded down).

Rank 10 Passive Ability - Shield Capacitors


Your HP regenerates at a rate of 2 points per hour.

Demolition Trooper

Your enemies hide in caves and construct massive formations of steel and stone.
Large warship engines whir to life, ready to destroy what we have sworn to
protect. You are a Demolition Trooper, and by your command, the steel and
stone crumble. The warships burn and crash, and your enemies flee in terror.
People know when the Demo Troopers arrive.

Favored Aptitudes:
Intellect> Tech> Finesse> Vigor

Proficiencies:
Medium Power Suits, Assault Weapons, Explosive Ordnance, Secondary Weapons

Skill Bonuses:
+1 Explosives

10

Rank 1 Active Ability - Controlled Demotion


When using a Det Pack, you can make a DC10 Explosives check to angle the blast
of the explosion in the direction you choose. Using angled blasts on a structure
will let you manipulate where the structure fails and where it collapses. When
using larger explosions, this DC increases by 5 as determined by the Game
Master.

Rank 4 Passive Ability - Advanced Demolitions


Training
You gain a +1 to your Repairing, Identification, and Assessment skills.

Rank 7 Active Ability - Request Artillery


You contact either a land based artillery station or an artillery satellite in
low orbit to bombard the targeted location. A heavy weapons craft of some kind
can be substituted if one is present. Using your scanner, you analyze the
target's structural integrity and must succeed on a DC15 Assessment or
Explosives check to properly ascertain if the bombardment would be worth
undertaking. Role playing the request is highly encouraged and specifics can be
requested at this time. On a failure, the bombardment is deemed inappropriate
and your request is denied.
After submitting the coordinates for bombing, there is a 5 minute waiting time
before the ordnances are delivered to the targeted coordinates. You can only
call in one bombardment a day and only if there is a station or craft available
to fulfill your request.

Rank 10 Passive Ability -Destroyer


The number of times you can call in Artillery is increased by 2. Additionally, you
take 1/4 damage rounded down from all explosions and automatically succeed on
Controlled Demolitions with a DC of 10 or lower.

11

Technician

You are skilled in all forms of Technology and are second to none in Piloting
skills. The most sound cyber security systems fall to your technological
prowess and bend to your programmed whim.

Favored Aptitudes:
Tech > Intellect > Vigor > Finesse

Proficiencies:
Light Power Suits, Assault Weapons, Comm links, Secondary Weapons

Skill Bonuses:
+1 Operating

12

Rank 1 Active Ability - Override


You use your Commlink to override the functions of the targeted electronics
and gain control over it. You must first succeed on breaking into the devices
security by succeeded on a DC set by the Game Master. After that, 15 seconds
per rank of DC must be spent reprogramming the device (Ex a DC15 device takes
45 seconds to reprogram). The device may be stepped away from but the Hack
will fail if unattended for more than one turn.
This ability has no usage limit, but each successive use adds one turn to the time
it takes to reprogram the device. This penalty disappears the next day.

Rank 4 Passive Ability - Adv. Mechanical Training


You gain a +1 to your Piloting, Repairing, and Identification skills.

Rank 7 Active Ability - Datalink


Your suit's communications and scanning devices are linked to the nearest orbital
satellite database via an extra powerful transmitter. By activating the
transmitter, you can grant yourself a +3 bonus to your Identification, First Aid,
Perception, Assessment, and Operating skills. This bonus lasts for 1 minute and
can be used a number of times a day equal to your Soldier Rank divided by thee
(rounded down). This ability does not work if harsh atmospheric conditions
prevent contact with the satellite or there is no satellite to link with.

Rank 10 Passive Ability - Codebreaker


Your Override time is cut in half (rounded up to the nearest division of 5) and you
automatically succeed on hacking attempts of DC15 or lower.

13

Field Medic

There are a lot of way to kill a man. Shoot him, burn him, cut him up, blow him to
pieces. Your job is to make sure these shot and broken men return home alive to
their families. Sad that you didn't get one of those cushy hospital jobs though.

Favored Aptitudes:
Intellect > Vigor > Finesse > Tech

Proficiencies:
Medium Power Armor, Medical Launchers, Secondary Weapons

Skill Bonuses:
+1 First Aid

14

Rank 1 Active Ability - Shield Fortification Aura


The two large dynamos on the back of your Power Suit emit a field of electrical
energy that overcharges shields. When activated, all friendly units within 30ft
gain a number of temporary Hit Points equal to your Marine Rank. These
Temporary Hit Points last for 1 minute. You can use this ability 2 times a day.

Rank 4 Passive Ability - Advanced Medical


Training
You gain a +1 to your Endurance, Operating, and Assessment skills.

Rank 7 Active Ability - Force Shield


The generator on your arm emits a powerful shield that grants 2 Damage
Reduction for 2 turns. You can use this ability twice a day at Rank 7 and 3 times
at Rank 9.

Rank 10 Passive Ability - Cheat the Reaper


If you make a DC25 First Aid check on a target that has been deceased for less
than 1 minute, you revive the target. The revive target is stabilized but
unconscious. Additionally, you can now wield Medical Launchers in one hand.

15

Force Recon

As Force Recon, your job is to be unseen. Get in, do your job, get out. Fighting is
not your strong point. You'd rather leave the battlefield glory to the Marines
and get the job done. A silent hand from the shadows is one of the deadliest
things on the battlefield, and unfortunately for your enemies, you're very good
at what you do.

Favored Aptitudes:
Finesse > Vigor > Tech > Intellect

Proficiencies:
Light Power Suits, Assault Weapons , Long Range Weapons , Secondary Weapons

16

Skill Bonuses:
+1 Athletics

Rank 1 Active Ability - Cloaking


You activate your power suit's personal cloaking field, which bends light around
you to render you invisible in a chameleon-like state. You can stay cloaked for
15 seconds per Soldier Rank. While cloaked, you still produce noise, but gain a +2
bonus to Stealth rolls when stationary and a +1 to Stealth rolls when moving.
Your cloaking is automatically deactivated when you're knocked unconscious or
an effect such as an electromagnetic pulse forcibly jams your cloaking
functions.

Rank 4 Passive Ability - Reconnaissance Training


You gain a +1 bonus to your Stealth, Reflex, and Perception skills.

Rank 7 Active Ability - Physical Augmentation


Cocktail
Your power suit injects you with a potent mixture of steroids and adrenaline to
temporarily increase your physical prowess. When activated, you gain 15ft to
your movement speed, a +3 to all Vigor-related skill rolls, and a +2 to your
Marksmanship and Evasion rolls. These bonuses last for 1 minute but do not end
at that time.
If you wish to continue to use these bonuses by injecting more cocktail, roll a
d6 every 15 seconds. On a 3-6, the bonuses continue and can be canceled safely
at any time, but on a roll of 1 or 2, the bonuses end forcibly and you take a -1
to your Vigor, Intellect, and Finesse rolls for every 15 seconds you went over
your time limit. These penalties last until you rest for two hours or receive a
DC15 First Aid check.
If the penalty is more than your Vigor, Intellect, or Finesse Aptitudes, you fall
unconscious.

Rank 10 Passive Ability - LANCE System (Local


Area Noise Cancellation Enhancement)
You do not produce noise unless you wish it. Objects you interact with within
your reach do not product noise as well.

17

Other Federation Marine


Specifications
This section lists the basic loadout of a Federation Trooper.

Foot Speed: 30ft


Unarmed Strike Damage: Varies by your Vigor Aptitude
Unarmed Strike Damage Chart
Vigor Aptitude
Unarmed Strike Damage
1-2
1D4
3-4
1D6
5
1D8

Universal Power Suit Features:


Live Feed Heads Up Display
Basic Life Support
Functional in a temperature range of -200C to 800C
Basic Modularity with Galactic Federation technology
Communications Device
Range: 1/2 Mile (2640 ft)
Scanning Device
Linked to installed Federation database
Can upload previously scanned data or download data packages at data
collection terminals
Scanning ranges
Basic Identification - 50ft
Detailed Analysis -10ft

18

Hit Points and Dying


Every Trooper has a Hit Point Total of 12 + your Vigor Aptitude. Hit Points, or
HP, are a combination of your energy, the integrity of your power suit and its
shields, and your well being.
The First Aid skill can be used once a day to restore (1D6+your First Aid bonus)
HP a day. This skill cannot heal serious injuries, such a broken bone.
When your Hit Points reach 0, you fall unconscious. While unconscious you cannot
move, take actions, and you fall prone.
On your next turn after falling unconscious, you must succeed on a DC10
Endurance roll to stay stable. On a success, you stay stable until your next
turn, where you must make another Endurance roll to stay stable.
If you receive a DC10 First Aid check, you stabilize without having to roll more
stabilization rolls unless you receive another injury, in which you receive a
Death Strike and must make stabilization rolls on your next turn.
If you fail an Endurance roll, you mark off a Death Strike. When you accumulate
3 Death Strikes, you die.
As a Federation Trooper, dying is strictly prohibited if not in your mission plan,
so please avoid dying as often as possible.

19

Equipment
The Galactic Federation uses a plethora of tools to help keep peace in the
universe. As a Federation Trooper, your main tools will be firearms. The
following section details the different types of firearms and specialized tools
you will be using in the length of your career.
As part of Recruitment, each Trooper starts off with one piece of equipment
that they are proficient in. They also receive 2 Stim Packs at the start of every
mission.
Each piece of equipment also comes with a spare energy -based ammo clip. Clips
and ammo can be restored at charging terminals found in most outposts. Enemy
ammo terminals can be used, but be careful about using them; they may be
guarded by hostiles.
Using a piece of equipment you are not proficient in gives you Disadvantage, which
is detailed in the next section.
Galactic Federation Standard Trooper Power Suits
Type
Damage Reduction
Details
Light Power Suit
0
Medium Power Suit
1
Heavy Power Suit
2
Speed -5ft

Name
Assault Rifle
Battle Rifle
Energy
Shotgun
LMG
Missile
Launcher

Galactic Federation Standard


Type
Range
Clip
Assault
80ft
6
Assault
60ft
4
Assault
45ft/15ft
4
cone
Heavy
50ft
10
Heavy
60ft
2

Flamethrower Heavy

30ft/15ft
cone

Det Pack

Explosives 20ft
radial
explosion

AntiPersonnel
Land Mines

Explosives 20ft
radial
explosion

Trooper Weaponry
Damage Die/Properties
1D6
1D8
2D4/secondary targets take
1D6 damage
2D4/Two Handed
2D6/Reload between
shots/Two Handed/targets
within 15ft of blast take 1D6
damage
1D6, then 1D4 burn damage
for 2 turns after the initial
burn/Two Handed
6D6/Must be set and
activated in melee range/
triggered from up to 200ft
away/Consumed upon use
4D6 to infantry/1D6 to
vehicles and heavily armored
targets/Consumed upon use

20

Armor
Piercing Land
Mines
Sniper

Explosives 20ft
radial
explosion
Long
125ft
Range

Rail Gun

Long
Range

Handgun
Large
Handgun
Combat Knife
Grenade
Flash
Grenade

Secondary 60ft
Secondary 40ft

8
6

Secondary Melee
Secondary 30ft
Secondary 30ft

1
1

Name
Comm Link
Medical
Launcher
Stim Pack

200ft

4D6 to vehicles and heavily


armored targets/1D6 to
infantry/Consumed upon use
1D12/Reload between
shots/ineffective at a range
of 40ft or lower/Two Handed
1D10/Reload between
shots/ineffective at a range
of 100ft or lower/ Two Handed
1D4
1D6
1D8
2D6/Consumed upon use
Stuns for 2 rounds/Consumed
on upon use

Galactic Federation Specialist Weaponry and Tools


Type
Clip
Properties
Comm Link
Allows Technicians to use
Override
Medical
4
Two handed/Can restore 2 HP
Launcher
to a target 30ft away/Cannot
be used without proficiency
Item
Restores 3 HP/Consumed upon use

Improving Equipment
By Ranking Up, you may qualify for Equipment Upgrades as deemed. Only Marines who
prove themselves receive these upgrades, but those who do make good use of them.
Advanced Power Suit Reinforcement
Your Power Suit gains +1 Damage Reduction
Power Suit Modularity
Power Suits are modular by nature. Common modifications include flight-enabling
jetpacks or gravity suit systems made for underwater excursions.
Advanced Energy-Based Ballistics
Your non-explosive armament gains +1 damage

21

Advantage and Disadvantage


Now that you've received your basic training and selected your vocation,
you will soon be tested for your abilities on the field. Before that,
however, you must learn the mechanics behind Advantage and Disadvantage.
Advantage and Disadvantage is awarded by the Game Master for situational
bonuses. For example, climbing a wall with a rope coming from the top of the
wall might give you Advantage on the Climbing roll. Conversely, Climbing the
wall with a broken leg might give you Disadvantage,
When you have Advantage, you add 1D6 to the number of dice you are rolling. A
Marine with a Finesse of 3 shooting a crippled target could gain Advantage,
which would let them 4D6 instead of the usual 3D6. Skill bonuses are applied
normally after rolling the dice.
The same Marine shooting a target with a weapon they are not proficient in
would give them Disadvantage, thus forcing them to roll 2D6 instead of their
normal 3D6.
Interacting with your environment to gain Advantage can help you and your squad
achieve things they may not be normally be able to do, so keep an eye on your
surroundings.

Field Training and Basic Maneuvers


The following section details some maneuvers you could be asked to perform in
the field.
Note that you can only perform a maneuver once in a situation unless the Game
Master calls for additional rolls or permits additional checks. Additionally,
these DCs are simply guides; DCs can be adjusted situation ally by the Game
Master.
Lines marked with are DC modifying conditions that can be applied to any DC in
that Skill section

22

Leaping (Vigor)
DC5 Athletics roll for jumping 5ft, +1 to DC for every 1 foot (EX DC15 to jump
15 feet)

Dropping Prone
+1 to Evasion rolls against ranged attacks, +1 to Marksmanship rolls, reduced to
half speed rounded down
You have disadvantage on Evasion rolls against melee attackers while
prone
You have advantage for attacking a prone creature in melee

Climbing (Vigor)
DC5 Athletics roll for climbing 10 feet, +1 to DC for every 2 feet you climb
after
(EX DC 10 to climb 10ft, then DC15 to climb another 10ft to 30ft high,
then DC20 to climb another 10ft up to 40ft high)
Fall 5ft on a failed check, Fall the entire way down on a failure of 10 or more
DC15 Reflex check to take half damage
Climb at 5ft a turn

Keeping Your Grip/Grappling (Vigor)


Your Athletics roll vs the opposed roll
If hanging on to a vehicle, the pilot makes a Piloting roll
If gripping on to or grappling a creature, the creature makes an Athletics
roll
If attempting to Grapple to subdue a creature, the creature cannot
be much larger than you
A creature can use Reflex to avoid the initial grapple but must use
Athletics to escape if already grappled.

Resist Poison/Toxic Substances (Vigor)


Resisting a toxic substance - DC10

23

Resisting Phazon - DC15


Substance is volatile or weaponized - +5 to DC

Falling (Vigor)
You take 1d6 after falling 20ft and an extra 1D6 damage for every 10ft after
EX A Marine falling 40ft would take 3D6 damage.
A DC10 Reflex check will halve the damage you take
The DC increases by 5 every 10ft you fall.
EX The Marine falling 40ftwould make a DC20 Reflex roll to attempt to
halve their damage

Swimming (Athletics Roll)


DC varies on water conditions
Calm DC5
Active DC10
Rough DC 15
Storming DC 20
Failed check means you are moved 10ft in the direction of the water
You have disadvantage on all actions underwater

Identify (Intellect)
You use your scanner to identify an object. Your scanner can identify objects up
to 50ft away and can gather detailed information at a maximum range of 10ft.
Identifying a target - DC10
Identifying a unique target - DC15
Analyzing a target - DC15
Analyzing an unknown object's inherit properties - DC20

Assess a Situation (Intellect)


24

You use your judgment to discern whether an action would have a positive
outcome or negative outcome
Assess a situation in a calm environment - DC10
Assess a situation in a chaotic environment - DC15
On a success, the Game Master tells you if the action would have a positive or
negative outcome.
On a failure, the Game Master gives you an ambiguous response (EX You're unsure
of the outcome).

Administer First Aid (Intellect)


Stabilize a unconscious, dying ally - DC10
Unaffected by the listed DC modifiers
Stabilizing a conscious, dying target - DC15
Making and attaching a splint - DC5
Torture a target - DC10
Target is unconscious/consenting - -5 to DC
Target is uncooperative/hostile - +5 to DC

Persuade a Target (Intellect)


You use your abilities of persuasion to convince a target to do something in your
interests.
Persuade a target with incentive - DC10
Persuade a target with no incentive - DC15
Persuading a hostile target - +5 to DC

Deceive a Target (Intellect)


You use a distraction or a decoy to gain advantage on your next action.
Target is unaware of your presence - DC10
Target is aware of your presence - DC15
Target is aware of your intentions - DC15

25

Piloting a Vehicle (Tech)


The Piloting skill is used for performing specific vehicular maneuvers or for
piloting through rough conditions.
Piloting a vehicle you're unfamiliar with - DC10
Piloting a vehicle through a chaotic environment - DC15
Losing a pursuer during a chase - DC15
Piloting a large ship - +5 to DC

Setting Explosives (Tech)


Setting an explosive device - DC10
Linking multiple explosive devices - DC10 +5 for every device linked
A failure with a difference of 6 or more risks setting off the explosives
prematurely. If timed, the time is cut to 1/4 of the original time. If the time
dropped to 0 because of the failure or is a manual device, the explosive
detonates immediately.

Disarming Explosives (Tech)


Disarming a timed device - DC5
Disarming a manual device - DC10
Disarming an advanced device - DC15
Disarming a device of Federation construction - DC-5
Disarming a device of non-Federation construction - DC+5
Disarming a device in a chaotic environment - +5 to DC
Disarming an explosive requires you to succeed 3 times before you fail 2 times. If
you fail on a timed explosive, the time remaining is cut to 1/4 of it. If the time
dropped to 0 because of the failure or was a manual device, the explosive
detonates immediately.

Using a Data Terminal/Operating Machinery (Tech)


Operating a terminal controlled by allies - DC5
Operating a terminal controlled by enemies - DC10

26

Operating a terminal in a chaotic environment - +5 DC


To operate a terminal with a security system, the security codes must be
obtained. Technicians can use their Override ability to seize control of terminals.

Repairing (Tech)
Repairing mechanisms - DC10
Repairing electronics - DC15
Repairing non-Federation technology - +5 to DC
Repairing in a chaotic environment - +5 to DC

Salvaging (Tech)
Salvaging mechanisms - DC10
Salvaging electronics - DC15
thoroughly search for usable salvage - -1 to DC for every 15 minutes
Search for usable salvage in a chaotic situation - +5 to DC

Sabotaging (Tech)
Sabotaging mechanisms to fail - DC10
Sabotaging Electronics to fail- DC15
Sabotaging when enemies know of your presence - +5 DC
Sabotaging in a chaotic environment - +5 to DC
Sabotaging in a calm environment - -5 to DC

Stealth Movement (Finesse)


Your Stealth roll vs nearby observers' Perception rolls

Perceive Details/Surroundings
To perceive your surroundings, make a Perception roll.
Perceiving stealth movement - your Perception roll vs the opposed Stealth roll

27

Combat
As a Galactic Federation Marine, combat will most likely be your most valuable
asset. Your duty is to protect the denizens of the cosmos and fight against the
threats that plague the galaxies. In order to do so, you must be ready to fight
against any type of opponent.

Initiating Combat
In combat, the order in which units act is called the Initiative Order. To decide
your Initiative, you make a special Initiative roll, which is a Finesse roll with your
Reflex bonus. The unit on the battlefield with the highest Initiative roll acts
first, with the next highest roll going next until the lowest roll is last.

A Unit's Turn
During combat, a unit can partake in 2 actions per turn.

Movement
A unit can move up to their speed in 1 action. Another action can be taken in the
middle of movement is appropriate.
If using a firearm while moving, your Marksmanship roll is given disadvantage.

Marksmanship: Using a Firearm


When using a firearm, you make a Finesse roll and add your Marksmanship bonus
to your roll. The target then makes a Finesse roll with their Evasion bonus. If
your result is higher, the target is hit; conversely, if your result is lower, your
attack misses. In the case of a tie, the attacker is successful.

Reloading
Every time you make an attack, you use up a round in your clip. A round does not
always refer to the actual round you fire; it simply refers to a tracker for
your ammo. When your rounds hit 0, you must reload, which is a single action.
Every trooper is given one clip in their weapon and a spare clip.
Clips and ammo can be recharged at charging terminals commonly found in
military compounds.

28

Close Quarters Combat: Melee Attacks


When fighting hand-to-hand, you use a Vigor roll with your Close Combat bonus
opposed by your enemy's Evasion roll. Your attack lands if you have the higher
result.
You gain Advantage when attacking a prone target with a melee attack. You gain
Disadvantage when attempting to strike a flying target with a melee attack.
When attacking with a melee weapon, you use the weapon's damage dice. When
fighting unarmed, your damage dice varies by your Vigor Aptitude.
In the case of a tie, the attacker is successful.
Unarmed Strike Damage Chart
Vigor Aptitude
Unarmed Strike Damage
1-2
1D4
3-4
1D6
5
1D8
An Unarmed Strike does not have to be a punch; kicking, head butting, tackles, or
a body slam are all classified as Unarmed Strikes. Be creative, Marine. You're
only out of weapons when you give up.

Dropping Prone
+1 to Evasion rolls against ranged attacks, +1 to Marksmanship rolls, reduced to
half speed rounded down
You have disadvantage on Evasion rolls against melee attackers while
prone
You have advantage for attacking a prone creature in melee

Taking Cover
Taking cover is essential to your survival as a soldier. When taking cover, the
cover must be big enough for you to hide the majority of yourself behind.
When hiding behind cover, you gain a +2 to your Evasion rolls against ranged
attacks until you make an attack or move out of cover. Additionally, while
behind cover, you cannot attack targets on the opposite side of your cover. If
you wish to fire at a target, you must forego your cover bonuses to shoot
around or over your cover. You can take cover again on your following turn.

29

Using a Skill
When using a skill in the midst of combat, it counts as one action unless it is an
action that requires you to constantly work as determined by the Game Master,
such as using a terminal or repairing a mechanism. Being interrupted in the middle
of an action will not make you restart your action unless stated by the Game
Master.
Using a skill counts as a chaotic environment for skills with DC modifiers
associated with them.

First Aid
As the nature of combat, both sides of a conflict are going to expect injuries of some
kind. Those trained in First Aid will be able to treat minor wounds and take care of the
injured until proper medical treatment can be administered.
Stabilize an unconscious, dying ally - DC10
Unaffected by the listed DC modifiers
Stabilizing a conscious, dying target - DC15
Making and attaching a splint - DC5
Torture a target - DC10
Target is unconscious/consenting - -5 to DC
Target is uncooperative/hostile - +5 to DC

Restoring HP
A soldier is given 2 Stim Packs at the beginning of every mission. These Stim
Packs inject a mixture of painkillers and supplements that restore 3 HP. A Field
Medic can also use their Medical Launcher, which is a large, two handed device
that recharges shields. The method of recharging shields also has the sideeffect of numbing pain, effectively healing 2 HP per round.

30

Vehicular Training and Space Combat


While most of your training has been completed, you now need to familiarize
yourself with vehicle operating skills and respective vehicle specifications. The
Galactic Federation does not commonly utilize ground vehicles, preferring the
versatility of flying crafts. Even if you are not specializing in piloting, knowing
what a craft's functions are can be vital on the battlefield.
You will also be learning the basics of fighting in space on foot and in a space craft.
Federation technology allows all standard Federation vessels to be used in
atmospheric and non-atmospheric conditions.

Zero-Gravity Combat for Infantry


When fighting in a situation where there is no gravity, keep in mind these major
changes:
If your suit's life-support somehow ends, you must succeed on DC10 Endurance
checks to hold your breath. This check's DC rises by +1 on each success.
Your Power Suit has electromagnets installed into your boots that allow you to
stand and move on magnetic materials in space. You can move your normal speed
while running on a surface.
If you jump or are pushed back, you will continue in that direction until stopped
or you change direction. Explosive are much more potent in space as their
concussive blasts may potentially launch a soldier off into the distance. A
search party will be sent after combat, but unless someone acts quickly you
will regrettably drift until your life support ends.

Ship Combat
When a vehicle or ship enters battle, it makes its Initiative roll using it's pilot's
Piloting roll. A ship follows the same two actions per turn rules normal
infantry use.
Attack rolls use the Marksmanship roll of the person working the controls (or
the pilot if unspecified). Ship weapon systems do not usually have a maximum
range but for longer distances a penalty given by the Game Master may make
extremely long volleys difficult. The defender uses a Piloting roll instead of
their Evasion roll to determine if the attack lands.
Ships with multiples of the same weapon do not get multiple attacks unless
stated.

31

For larger ships, one pilot cannot handle all controls. Each ship will specify
the minimum amount of people who can pilot a ship and what each person
controls.

Missile Weapon Systems


Missile weapons are not instantaneous attack rolls like the energy projectiles
from chainguns and such. When a missile is used, the missile does not make
contact with the target until the end of their next turn. The attack roll is
made as normal but the defending Piloting roll is delayed until the target's
turn.
If an object comes within the missile and the target during the time the missile is
in flight, the target changes to the interfering object. For example, a missile on
track for a Griffin would treat an intercepting Stiletto as the new target.
A missile can be shot down by a skilled gunner. If someone makes an attack roll
against the missile and rolls higher than the result, the attack is successful
and the missile detonates prematurely.

32

Federation Ship Classifications


The following is a list of Galactic Federation ships used in standard Federation
fleets.

G.F.S. Stiletto-Class
The newest addition to the Federation Fleet, Stilettos replace the outdated
Cestus-class vessels as the Federation's basic air and space fighter. Nimble and
easy to transport, A Stiletto can be deployed from larger transport ships in
large numbers,
Galactic Federation Stiletto-Class
Vessel Specifications
Crew Capacity
2
Cargo Capacity
Small Cargo Bay
Travel Speed
350ft
Hull Integrity (HP)

40

Hull Damage
Resistance

10
Armaments

Energy Chaingun
Missiles (2)

5D6
7D6

A Stiletto can be operated by a single pilot, but this confers a -1 penalty to all
rolls due to multitasking piloting and weapon systems. A second pilot can
commandeer the weapon systems and other systems if desired.
A Stilleto comes equipped with 2 heat-seeking missiles that need to be
restocked in a hangar to be used again. Only one missile can be fired at a time.

33

G.F.S. Anhur-Class
The Anhur-class vessels of the Federation Fleet are used for patrolling
systems and transporting groups of soldiers from skirmish to skirmish.
Galactic Federation Anhur-Class
Vessel Specifications
Crew Capacity
6
Cargo Capacity
Small Cargo Bay
18 Marines
Travel Speed
250ft
Hull Integrity
(HP)
Hull Damage
Resistance

60
15
Armaments

Front Mounted Energy


Chainguns (2)
Wing Mounted Energy Guns (2)

5D6
5D6

The Anhur requires a helmsman. It also supports up to 2 gunners; a gunner for the
front chainguns and another for the wing mounted chainguns. The remaining 3 pilots
control communications, radar and tracking, and ship functions.
Anhur-class ships can quickly deploy large amount of troops using the large hatch
doors on either side of the craft. The entrance ramp on the underside of the ship is
also used to unload soldiers.

34

G.F.S. Aries-Class
Aries class ships are modern iterations of the Anhur class ships. While meant to
replace the Anhur types eventually, the Anhurs are currently in use for patrol
duties while Aeries vessels are built for the modern battlefield. Using large
thrusters and thick armor, an Aeries can drop off troops safely into a battle
and still provide support with its weapons.
Galactic Federation Aeries-Class
Vessel Specifications
Crew Capacity
6
Cargo Capacity
Small Cargo Bay
22 Marines
Travel Speed
250ft
Hull Integrity
(HP)
Hull Damage
Resistance

65
15
Armaments

Front Mounted Energy


Chainguns (2)
Wing Mounted Missile
Launchers (4)

4D6
7D6

The Aries requires a helmsman. It also supports up to 2 gunners, with each gunner
controlling both a chaingun and a missile launcher. The remaining 3 pilots control
communications, radar and tracking, and ship functions.
The Aries' missile launchers can fire 2 rockets each before requiring a reloading in a
hangar.
Aries-class ships can quickly deploy large amount of troops using the large hatch
doors on either side of the craft. The entrance ramp on the underside of the ship is
also used to unload soldiers.

35

G.F.S. Griffin-Class
Griffin class ships are massive warships designed to compliment a larger class
of ship or work together in a team supplemented with Aeries and Stiletto class
ships. While lacking the destructive power of an Olympus class ship, it easily
outguns numerous Aeries class ships and can act as the flagship for a smaller
fleet.
Galactic Federation Griffin-Class
Vessel Specifications
Crew Capacity
12
Cargo Capacity
Medium Cargo Bay
200 Marines
Travel Speed
250ft
Hull Integrity
(HP)
Hull Damage
Resistance

90
20
Armaments

Hull Mounted Chainguns (10)


Guided Missile Launchers (4)

5D6
7D6

Shipcracker Missile

10D6

The Griffin requires a helmsman. It also supports up to 3 gunners. Two gunners


control 4 chainguns and1 missile launcher while the remaining gunner controls 2
missile launchers and the potent Shipcracker Missile. The remaining pilots control
communications, radar and tracking, and ship functions.

36

G.F.S. Olympus-Class
An Olympus class ship is truly a sight to behold. Built to represent
the Federation fleet, these vessels are true warships. While being a
force to reckon with on their own, Olympus-class ships are also
equipped with docking bays able to hold up to 5 separate Aeries class
ships and numerous Stiletto fighters to deploy into battle, making
multiple Olympus vessels terrifyingly powerful. Olympus vessels are
equipped with a plethora facilities to help soldiers live in space as well
as internal defense systems, miniature factories design to make munitions,
and most importantly, an Aurora Unit designed to help the Federation
send and receive data from other Aurora Units in the galaxy.

Galactic
Federation
OlympusClass
Vessel
Specifications
Crew
16
Capacity
Cargo
Capacity
Large
Cargo
Bay
400
Marines
Travel
Speed 250ft
Hull
120
Integrity
(HP)
Hull
Damage
25
Resistance
Armaments
Front Mounted Twin Hydra
Multiturrets
Hull Mounted Chainguns
(20)
Microfactory
Missile
Launchers (6)
Thunderbolt Hyper
Launcher

7D6
5D6
8D6
15D6+25

An Olympus class ship requires two helmsman. To perform Piloting checks in an


Olympus, the two helmsman must make their Piloting checks and use the average
of the 2 results.
Up to 10 gunners can be assigned to the Hull Mounted Chainguns. The Twin Hydra
Multiturrets are assigned to a single gunner, 3 gunners control 2 missile
launchers each, and the captain controls the Thunderbolt Hyper Launcher.

37

Each missile launcher can fire one missile per turn and manufactures another missile
every 2 turns.
The Thunderbolt Hyper Launcher must be charged for 3 turns, with the charging
counter going up on the captain's turn. When fired, a colossal yellow beam of
energy fires from the front of the ship. This roll acts like a missile system
except an interception does not change the target. All targets caught within
the blast line are subject to the attack. The Thunderbolt requires a cooldown
time of 4 hours before it can be fired again.

38

Dangers in the Field: Environmental


Hazards
The vast amount of planetary variation in the universe means there are a
plethora of hazards one might encounter in their travels. Below is a list of
some hazards filed in the Federation databases.

Molten Lava
1 point of damage when ending a turn near, 2D6 damage per turn spent inside

Spike Pits
1D6 damage

Tainted Water
Harmless while wearing Power Suit, 1D4 damage per turn spent inside when
outside of armor, DC10 Endurance check halves damage

Toxic Gases
Harmless while wearing Power Suit, 1D6 damage otherwise

Acid Rain
1 point of damage when exposed to acid rain, 1 point of damage every 5 seconds

39

The Mysterious Phazon


A relatively new and unknown substance that has become a popular source of
militarization and biological experimentation for Space Pirates.
While extremely rare to find in the wild, Phazon is usually a sign that a greater
danger lurks under the planet's surface. Finding Phazon could also be a sign of
Space Pirate activity in the area. Upon discovering Phazon, you are to
immediately contact your superiors and await orders.
Take extreme caution when encountering Phazon as prolonged exposure can
cause physical mutations and psychological damage. These effects have been
named "Phazon Sickness" by soldiers who have dealt with Phazon.
Subjects expose to Phazon take damage depending on the scale of exposure. 1D6
for a light exposure, 3D6 for a heavy exposure.

Phazon Sickness
About 4 to 6 hours after being exposed to Phazon, the subject may experience
one of 3 types of Phazon Sickness; Mutation, Madness, or Rejection. If you take
more than 4 damage from Phazon and fail a DC15 Endurance check, you will
suffer one of these 3 effects determined in secret by the Game Master. If the
Endurance check is successful, you only suffer the damage from the Phazon.
To determine the subject's strain of Phazon Sickness, roll 2D6.
On a roll of 2-7, the subject experiences Phazon induced Mutations.
On a roll of 8-11, the subject's mind is consumed by Phazon Madness.
On a roll of 12, the Phazon attempts to assimilate itself into the host's
biological structure,

Mutation
The most common form of Phazon Sickness involves the subject's body
undergoing horrible mutations over time.
When first exposed to Phazon, roll a D6 to determine your mutation. Every
exposure after will force you to roll for another mutation. Being exposed to
Phazon 3 times in your lifetime will instantly kill you.
1.) Generation of cancerous masses

40

The Phazon warps the subject's body, generating large tumors. Your Vigor
and Finesse are lowered by 2 permanently. If either Aptitude is dropped to
0, you lose all motor functions and become permanently handicapped.
2.) Enlargement of the Medulla Oblongata
The subject's aggression control weakens while granting them more
physical strength. You gain a permanent +2 to your Vigor but your
Assessment, Identification, and Perception skills take a permanent -5
penalty as well. Subjects are also more prone to aggression and
foregoing rational thought in even the simplest situations.
3.) Heightened Physical Abilities
The most sought after mutation for Elite Space Pirates, this mutation
gives you a permanent +3 bonus to Perception, Reflex, Evasion, and
Athletics rolls. While lacking any negative side-effects, be warned that
another exposure can be fatal.
4.) Phazon Madness
Detailed below, the subject develops Phazon Madness.
5.) Deterioration to brain tissue
The major parts of the brain are attacked by the Phazon in the subject's
body, causing them to permanently lose 2 Intellect and Tech. If Intellect
is reduced to 0, the subject is put into a comatose state. Our records
show that the coma takes years before signs of waking up begin to show,
so naturally the subject is decommissioned.
6.) Internal hemorrhaging and organ failure
The Phazon causes internal organs to swell and fail, causing a painful
death within 48 hours. Our attempts to combat this have never succeeded.

Madness
Those who suffer from Phazon Madness suffer from increase aggressiveness,
higher pain tolerance, and dementia all brought upon by severe brain tissue
deterioration.
Subjects with Phazon Madness take a -10 penalty to their Perception, Identify
and Assessment rolls. Subjects are also afflicted with crippling dementia,
constantly talking and arguing to nonexistent entities. As of now, there is no
cure to Phazon Madness and subjects who catch the Phazon Madness are locked

41

in psychiatric wards until the constant hallucinations drive them comatose or


suicidal.

Rejection
Rejection is when the Phazon contracted by the subject is not compatible with
the host's biological makeup. In such instances, the subject suffers from a light
illness before developing into both Phazon Madness and Mutation and dies within
24 hours. Those experiencing Rejection should be quarantined and allowed to
contact loved ones while their sanity is intact and neutralized if posing to be a
threat to security.

Assimilation
Very rarely do individuals accept Phazon into their physiology. In those rare
instances, Galactic Federation Head Quarters should be contacted immediately
as their body now produces Phazon internally.

Phazon Enhancement Devices (PEDs)


Troopers with a soldier Rank of 7 or higher can request a Phazon Enhancement
Device. PEDs are based on technology stolen from Space Pirates that siphon
energy from a supply of Phazon stored in an external backpack. Using Phazon, a
Trooper can enhance their Power Suit and even fire weaponized Phazon at
enemies in what is referred to as "Hyper Mode."
Although Phazon is carried on the Trooper's person, no Marines have shown signs
of serious Phazon Sickness, making PEDs the only known method of safely
weaponizing Phazon on the infantry level.
the Phazon Enhancement Device takes the form of a backpack mounted on to a
Marine's Power Suit and an attachment that connects to their weapon.
The PED can utilize a state called Hyper Mode. In Hyper Mode, the PED draws
power from the Phazon supply on the Marine's back to grant the Trooper +1
Damage Reduction and a devastating Phazon weapon. This weapon has a range of
60ft and deals 2D6+2 damage. Hyper Mode lasts for 1 minute before the fail
safe activates and cuts the energy siphon, preventing the user from suffering
the harmful effects of Phazon.
While extremely powerful, keep in mind that Space Pirates have this technology
as well. Space Pirates equipped with PEDs are extremely high priority targets
and should be taken out on sight.

42

Game Master's Guide: Building


Creatures
Now that your Marines have finished their training and grabbed their gear,
they're now ready to fight against anything that threatens universal peace.
Your Marines are ready, but are their enemies?
Creating enemies in Metroid Marines is fairly quick and simple. Every creature
has the same 4 Aptitudes Marines do, but instead of Vocations, they have
Abilities. Abilities are what makes creatures unique, and unique creatures help
make memorable missions.

Setting Creature Aptitudes


For creatures, you have to consider how tough you want them to be. To do this,
you have to consider what your Marines are capable of. Here are a few
guidelines that apply to every Aptitude and power level of creature.
0 - This creature is physically incapable of anything related to this Aptitude.
Most wild creatures will not have a Tech Aptitude, for example.
1 - A creature's fatal flaw, whether it be extremely frail or not very bright.
2 - Not the creature's worst Aptitude, but it doesn't perform very well with it.
Could potentially be a powerful monster's biggest weakness.
3 - A versatile Aptitude. An Aptitude of 3 could be a weak monster's best
Aptitude, a strong monster's average Aptitude, or a powerful creature's low
Aptitude.
4 - The most potent Aptitude of medium-strength beings or a good score for a
powerful creature. A Metroid could have a Finesse of 4 due to its agility and its
skill of avoiding gunfire.
5 - A powerful creature's main asset, this is what defines powerful beings. An
Adult Sheegoth or Berserker Lord could easily have a 5 in Vigor, for example.
6 - An extremely powerful creature's claim to fame. Only the most powerful
creatures could even be considered for such a powerful Aptitude score.
When assigning Aptitudes to creatures, take care to make a creature that's the
right strength of what you're looking for.
0-3 Aptitudes are usually the range for weaker creatures.
2-4 Aptitudes are generally middle of the road in terms of power

43

4-6 are reserved for extremely powerful creatures. An aptitude of 6 is almost


never seen unless you encounter a being of legendary power.

Creature Attack Power and HP


a creature's base damage and HP can generally be derived from its Vigor and Finesse
Aptitudes. To determine a creature's HP, the following formula is often used.
5 + (Vigor x 2) + (Creature's Highest Skill Ranking x 1.5) - (Finesse) = Creature HP
Additionally, a creature's base physical damage and damage reduction can be
determined by their Vigor Aptitude.
Creature Physical Damage and Damage Reduction
Vigor
Physical Damage
Damage Reduction
Aptitude
1
1D4
0
2
1D6
1
3
1D6+1
2
4
1D8+1
3
5
1D8+2
4
6
2D6+1
5

Creature Skill Training


Creatures may be skilled in certain actions just like your Marines. For example,
a Space Pirate trained to be a pilot can potentially have training in their Piloting
skill. Creatures with exceptional agility might have bonuses to their Evasion, or
a creature that uses blasts of toxic bile could have a Marksmanship bonus.

Using Creature Abilities


The special properties of creatures are manifested in the form of Abilities. For
example, a Geemer has the Ability to withdraw into their hard carapace, giving
them extra Damage Reduction and readying their lethal spikes in case of
attackers. a creature has 3 or less Abilities unless it is a unique creature.
Combined with Aptitudes, Creature Skill Training, and Abilities, you can create
faithful representations of iconic Metroid creatures. Some examples follow this
section. You can use them to gauge the power of your own creations.

44

Example Creatures
Zoomer
Creature Stats
Stat
Value
Vigor
1
Intellect
1
Tech
0
Finesse
1
HP
6
Speed
10ft
Damage
1D4
Damage Reduction 1
Zoomers are passive beasts that prey on smaller creatures and vermin in caves
and in places of a moderate climate. Their mandibles are not very powerful, so
they rely on their spiked carapaces to defend themselves from larger
predators.
Skills: + 1 Endurance, +1 Close Combat
Abilities:
Spiked Defense
The Zoomer can make a melee attack every time a creature makes contact with
it. This is the only way a Zoomer can attack a larger creature. The Zoomer also
gains +1 Damage Reduction.

Desgeega
Creature Stats
Stat
Value
Vigor
2
Intellect
1
Tech
0
Finesse
2
HP
12
Speed
20ft
Damage
1D6
Damage Reduction 1

45

Desgeegas are a strain of Sidehoppers that have grown more powerful legs
covered in barbs. Able to live in volcanic environments, they are durable and
much more athletic than a Sidehopper.
Skills: +2 Athletics, +2 Close Combat, +2 Endurance, +1 Evasion
Abilities:
Barbed Hide
The Desgeega automatically does 1 damage every time it comes in contact with a
creature.
Natural Leaper
When jumping, the DC for the distance jumped is lowered by 1/4 rounded down.

Grenchler
Creature Stats
Stat
Value
Vigor
4
Intellect
2
Tech
0
Finesse
3
HP
16
Speed
30ft/Swim 20ft
Damage
1D8+1
Damage Reduction Grenchlers are amphibious swamp predators that can stand as tall as a grown
adult. Usually solitary hunters, they can sometimes be found in lethal pairs.
Grenchlers use murky swamp water as camouflage to disguise their advance, and
then savagely attack with their powerful jaws. They are also capable of
unleashes a bolt of energy from their horns to subdue prey. A Grenchler's hide
is very tough; their only weak spot lies underneath their hind shell that's very
vulnerable to explosives.
Skills: +4 Close Combat, +3 Athletics, +2 Marksmanship, +2 Stealth, +2 Reflex
Abilities:
Energy Bolt
The Grenchler charges and fires a bolt of eletrical energy from their horn at a
target within 30ft. This bolt deals 2D4+1 damage and the Grenchler must wait
20 seconds before firing it again.

46

Grenchler Hide
A Grenchler's hide is resistant to almost all forms of weaponry. All weapon
attacks that connect deal no damage. The shell on its back, however, has 10HP
and 2 Damage Reduction(DR0 against explosives). Once destroyed, the hide under
the shell can be targeted. The under shell hide has 0 Damage Reduction.

Space Pirate Trooper


Creature Stats
Stat
Value
Vigor
3
Intellect
3
Tech
3
Finesse
3
HP
15
Speed
25ft
Damage
1D6+1
Damage Reduction 2
Aggressive in ambition, intelligent in tactics, and fearsome in combat, Space
Pirates are a species striving to rule the universe. Considered the main foes of
the Galactic Federation, these creatures equip themselves with diverse
weaponry and utilize combat ships to stage attacks on strategic locations. While
the standard Trooper shown wields an arm cannon and a forearm-mounted blade,
the Space Pirate ranks are known for their fearsome specialist units.
Skills: +3 Marksmanship, +3 Close Combat, +2 Athletics, +2 Evasion, +2
Perception
Abilities:
Space Pirate Vitality
The Space Pirate gain +2 to their maximum HP.
Galvanic Accelerator Cannon
The Galvanic Cannon has a range of 60ft and deals 1D6 damage.
Specialization
A Space Pirate can be outfitted with specialist weaponry. Some examples are
listed below but are not limited to this list.
Space Pirate Aerotrooper

47

A fearsome aerial foe. The Space Pirate gains a jetpack that grants them
a fly speed of 40ft. Upon death, an Aerotrooper attempts a kamikaze
rush at a target. The ensuing explosion does 2D6 damage and is treated
as a melee attack.
Space Pirate Grenadier
A Space Pirate equipped with a destructive grenade launcher. The Space
Pirate loses the Galvanic Cannon and gains a Grenade Launcher. It has a
range of 40ft and deals 2D6 damage. Targets within 10ft of the
explosion's origin take 1D6 damage.
Shadow Pirate
Space Pirates who are armed with deadly Cloaking Devices. The Space
Pirate loses the Galvanic Cannon and gains the Cloaking ability of a Rank 4
Force Recon Marine. They are also armed with more potent energy
scythes, which deal 1D6+2 damage.
Space Pirate Commando
A Space Pirate officer who is a veteran of many battles. A Space Pirate
Commando gains an Advanced Pulse Cannon and 2 EMP-Grenades alongside
their energy scythes. The Pulse Cannon deals 2D4+1 damage to a target
up to 60ft away. The EMP-Grenades deal 1D6 damage and can be thrown
up to 30ft away. Targets hit by the blast also have their Live HUDs
scrambled, giving the affected targets Disadvantage on their
Marksmanship, Evasion, Perception. Identification, and Assessment rolls
for 1 turn.
Space Pirate Commander
An extremely lethal Pirate Commando who has held their Commando rank
for 10 years. They are equipped with many tools that make them
particularly deadly. Extreme caution is advised when encountering a
Commander.
+1 to Vigor, Intellect, and Finesse Aptitudes (New HP Value = 16)
+2 to all Skills
Red Phazite Armor (+2 Damage Reduction)
Phazon Blaster (Weaponized Phazon, 1D8+1/60ft)
Teleportation Device (Teleport up to 25ft)

48

Metroid
Creature Stats
Stat
Value
Vigor
3
Intellect
2
Tech
0
Finesse
4
HP
13
Speed
Hover 25ft
Damage
Damage Reduction -/3
Creatures native to the planet SR388, these creatures are the source of
intergalactic conflicts due to their nigh invincibility and ability to drain the life
energy from anything it grabs. Research has discovered that a Metroid's true
weakness is and cold-based weaponry. When a target has been latched on to by
a Metroid, attempting to save the victim is generally not worth the effort as
these beings will simply move on to the next life form unfortunate enough to be
in the area.
Skills: +4 Athletics, +4 Reflex, +4 Evasion, +4 Stealth
Abilities:
Deadly Grip
When a Metroid has grappled a target, the target has Disadvantage on rolls
made to escape the Metroid.
Energy Siphon
Can only be used when gripping a target. The Metroid siphons the life force of a
victim out of them, dealing 1D4+1 damage that is unaffected by Damage
Reduction. The Metroid heals itself for the same amount of HP damage the
target has taken if it has taken any damage.
Cold Vulnerability
The Metroid's strange physiology renders it immune to the damage of standard
weaponry and explosives. Only cold environments and cold-based weaponry can
deal damage to a Metroid. When exposed to a cold environment, the Metroid
takes 2 damage every 10 seconds it is present in the cold.

49

Ridley

Creature Stats
Stat
Value
Vigor
6
Intellect
5
Tech
2
Finesse
4
HP
42
Speed
25ft/Fly 40ft
Damage
2D6+1
Damage Reduction 5
The cunning leader of the Space Pirate Legion, Ridley has been slain by the
famous bounty hunter Samus Aran countless times only to reappear on the next
battlefield like a reoccurring nightmare. From the data we've collected, we
know that Ridley's physical strength is unmatched and his razor-like claws and
tail can cut through most substances. Ridley can fire gouts of combustible
plasma at his opponents, making Ridley a formidable opponent in ranged combat s
well. Adapted to kill, Ridley loves to outsmart his foes, setting them up for
excruciating and prolonged torture sessions.
Skills: +6 Close Combat, +6 Endurance, +6 Athletics, +6 Reflex, +6 Assessment,
+4 Stealth, +4 Marksmanship, +4 Evasion, +3 Perception
Abilities:

50

Cybernetic Reinforcements
Ridley gains +20 to his HP value.
Accelerated Rejuvenation
Ridley regenerates 1 HP every 2turns.
Hellfire Breath Weapon
Ridley unleashes either a blast of fire or a beam of plasma energy. Each variation has
different properties but share the properties of melting almost any substance.
Ridley can use his Hellfire as often as he desires.
Blast
Ridley's fireball attack has a range of 40ft and creates an explosion in a 15ft
square foot area. The fireball deals 2D6 damage.
Beam
Ridley's beam attack has a range of 60ft and 10ft wide. It deals 3D4 damage to
all targets caught in the beam

51

Credits
Thanks are in order for the following people and organizations
Nintendo for making Metroid in the first place
Give us a new game already!
Retro Studios for the brilliance that is the Prime trilogy
Nathan and Joe for helping me iron out mechanics and designing the vocations
Metroid.wikia.com for being a great source of information
Metroid Database for the creature illustrations
/tg/ for inspiring me to make my 4th game system

52

See You Next Mission, Marine

53

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