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Xeno Dead Zone Rulebook 11

XENO DEAD ZONE is a tabletop role-playing game set in a future where players take on the roles of COMMANDOS fighting against lethal alien species known as XENOS. The game includes a toolkit for creating missions, managing objectives, and handling combat scenarios, allowing for both structured gameplay and free-form role-playing. Players can engage in various missions with a focus on survival and strategy, utilizing a simple ruleset based on the ICRPG system.

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0% found this document useful (0 votes)
227 views45 pages

Xeno Dead Zone Rulebook 11

XENO DEAD ZONE is a tabletop role-playing game set in a future where players take on the roles of COMMANDOS fighting against lethal alien species known as XENOS. The game includes a toolkit for creating missions, managing objectives, and handling combat scenarios, allowing for both structured gameplay and free-form role-playing. Players can engage in various missions with a focus on survival and strategy, utilizing a simple ruleset based on the ICRPG system.

Uploaded by

nathangaskell82
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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|| TRANSMIT 441-D ||

1
RUNEHAMMER GAMES presents:
XENO DEAD ZONE

Copyright Runehammer Games 2019


Artwork by Brandish Gilhelm
Additional writing and design by Alex Alvarez

Special thanks to:


Blades in the Dark by John Harper
ZOMBICIDE by CMON Games

‘Alien’ (1979) and ‘Aliens’ (1986)


20th Century Fox, Ridley Scott and James Cameron
‘Necronomicon’ creature concepts by H.R. Giger
These movies created a cultural phenomenon
It is a genre in itself that deserves a myriad of new forms
I will forever be inspired by the creative vision of these films

PRINTING: Permission granted to print this doc for personal use.

2
mission parameters

DEBRIEF.......................................................4

KEY TERMS..................................................5

COMMANDOS.............................................6

XENOS.........................................................9

OBJECTIVES................................................11

ESCALATIONS.............................................14

MAPS.........................................................17

ASSETS.......................................................19

BAKER’S DOZEN.........................................20

XENO ICRPG STAT PAGE..............................24

VEHICLES....................................................25

PRINT N’ PLAY.............................................29

3
debrief
just another op
Those things are out there, and we’re all that’s left to stop ‘em.

XENO DEAD ZONE is a micro setting, adventure tool kit, rules set and enemy behavior system built for
ICRPG players and GM’s. It can be played with or without a GM, with 1 to 4 players. It can be a night of
free-form RP, or play more like a board game. The feel is up to you, we provide the XENOS.

To get started, print a few COMMANDO SHEETS and a MISSION SHEET at the end of this document, and
read on. You can also play the classic ICRPG way. All those who survive will be issued full shares upon
return to earth with requisitioned equipment and personnel intact. You know the drill, get out there and
kick some.

lock and load


The year is 2170. Corporate spacefarers have colonized over two dozen worlds in the inner systems. Another
hundred have been surveyed. Space is big money. Mercs, marines and COMMANDOS protect investments.

No one really knows when we first contacted the XENO. They are a hyper-lethal predatory species, perfected
by evolution or engineering to hunt anything that moves. Wherever they came from, they have a taste for
human blood, and they infest every planet they reach. That’s where YOU come in.

Your unit is a highly trained division of special forces, armed and equipped to take on the bugs. Average
COMMANDO life expectancy? Don’t think about that too much. Combat drop in 10 seconds. Lock and load.

dcs and tac supplies list


This doc can be color printed to build YOUR XDZ set. Spiral binding can be
handy for fast rules access. Print maps separately for table use, or download
the included ONLINE PLAY map assets and tokens.

XDZ RULEBOOK: Keep this book handy for your first few games. XDZ is a sim-
ple mod of ICRPG, but there are enough differences to need a lookup now
and then. Use what you like and chuck the rest!
SHEETS: Print ‘em for each game. You’ll need lots of COMMANDOS, but just
one MISSION SHEET per game. Players fill out COMMANDO SHEETS, the GM
manages the MISSION SHEET. Use a pencil, you’re going to make a mess.
DICE: Each player will need a trusty D20 D4, D6, D8 and D12.
THE TABLE: Use the printable MAPS to assemble your play space, or build
custom TERRAIN. For XENOS and COMMANDOS you can print, cut and fold
the attached miniatures, or use store-bought XENO and MARINES minis.
Yep, they make those in 15mm, 28mm, and even 32mm.

4
key terms
commandos
A squad of colonial marines are sent to accomplish the MISSION. Start every MISSION by creating 3
COMMANDOS per player. Space is deadly, you’ll need ‘em.

MISSIONS
A set of OBJECTIVES, LOCATIONS, THREATS, and TREATS.
By combining different elements, and arranging your MAPS in new ways, you can create all kinds of new
MISSIONS. They’re easy to create using the included MISSION SHEET.

objectives
3 per MISSION. Accomplish these to in order to unlock a safe EVAC, your 4th OBJECTIVE.
Every OBJECTIVE is placed somewhere in the MAP by using a LOCATION ROLL. You’ll be using LOCATION
ROLLS frequently to place all kinds of things.

evac
Reach an ESCAPE POD or DROPSHIP to complete the MISSION.
As long as at least 1 COMMANDO makes it out alive, the MISSION is a success.

ESCALATIONS
During a MISSION, every time it’s the XENOS’ TURN, it’s time to make another ESCALATION ROLL. ESCA-
LATIONS can add or change OBJECTIVES, introduce more XENOS, or just plain ruin your day.

MAPS
For each MISSION, create a MAP! This will be one of two types: STARSHIP or COLONY. Once you have
chosen which you want to build, take those 16 AREAS, and arrange them however you like.

xenos
These nasty homicidal aliens get into everything, kill everyone, and build their insidious nests. Every
XENO turn, they advance toward COMMANDOS, hide, and increase in numbers. It’s a bug hunt.

5
commandos
GET SOME
You only need to know one thing: where they are.
We gonna get there, we gonna conquer, and we
gonna kick some.

When your GM announces ‘Roll WEAPONS!’ or ‘Roll


SYSTEMS!’ just roll a D20, add your TRAINING, and
beat the current TARGET to succeed! Beyond that
fundamental style of rolling, here are all the rules
you need to play from your COMMANDO SHEET.

ON YOUR TURN: MOVE and use rolls to reach OBJECTIVES


• MOVE: Use ICRPG CORE movement rules. CLOSE, NEAR, and FAR as normal. XENOS always move FAR and
make an action. COMMANDOS move as normal, unless equipped with a HEAVY GUN, in which case they
can only move NEAR on their TURN. The damn gun is heavy.
• USE TRAINING: On your TURN, you can announce your intent as ‘I want to take a look at the code panel.
Can this door be hacked?’ or simply announce your roll ‘I roll SYSTEMS roll to hack this door.’ Whether
you or the GM determine what roll applies to your intent, roll D20 + TRAINING and meet or beat the
TARGET to succeed. Always start with a 12 TARGET, use HARD and EASY rules as normal.

GETTING INJURED and DYING:


• INJURIES: All harmful things in XDZ do either 1 INJURY, 1D4 INJURIES, or require a DEATH roll to avoid
instant KIA. A XENO claw or tail attack, for example, inflicts 1 INJURY. A XENO that surprises its victim
with a crushing bite inflicts 1D4 INJURIES, and a fuel cell explosion calls for a DEATH roll. A COMMANDO
can absorb 4 INJURIES before falling incapacitated. Reach your ally and make a MEDICAL roll to recover
1 INJURY for them.
• DEATH: Once down, COMMANDOS lose 1 INJURY per TURN. At 6 INJURIES, they bleed out. KIA. XENOS
will attack downed soldiers, wildly accelerating the process. Gruesome.

For each COMMANDO in your control, you’ll need a NAME, RANK, TRAINING and RESISTANCES.
NAME: Keep it short, so it’s easy to scream.
RANK: Here’s your chance to role play a bit. No offense, but you’re just a grunt. Or are you?
TRAINING: Distribute 10 points into these categories. These will modify your D20 rolls.
• Pilot: Operate an APC, land a DROPSHIP, open the bay doors in orbit, run a LOADER
• Systems: Run a bypass, hack a map computer, align a transmit dish
• Mechanic: Repair damaged weapons, operate auto-guns, repair damaged vehicles
• Weapons: Shoot straight, fire short controlled bursts, operate a heavy gun gyro
• Medical: Patch up your squad in combat
RESISTANCES: Distribute 6 points in these three categories. You look scared, man. You scared?
• Fear: Make a roll here to stand your ground when those...things...show up
• Dodge: Walls explode, bullets fly, XENOS are flying all over. Limber up and evade!
• Death: A jaw through the brain or a massive explosion can kill instantly...unless you make this roll

6
commandos
USING YOUR LOADOUT:
• ROLL WEAPONS TRAINING: Beat the target. On a hit, destroy the number of rolled enemies. Your
COMMANDO sheet will list details for each weapon.
• ROLL TARGETS DESTROYED: XENOS, crazed miners, or fuel tanks all explode the same when caseless
military weapons are employed. No need to roll damage, you’re rolling ENEMIES DESTROYED.
• EXPEND AMMO TO UNLEASH HELL: If your DESTROY roll is too low, the situation desperate, or your
COMMANDO terrified or panicking, you can expend 1 AMMO to upgrade your DESTROY die by one die
quality. A D4 becomes a D6. A D6 becomes a D8. You can decide to ‘spray and pray’ after your initial
DESTROY roll and ADD the new result.
• DAMAGED WEAPONS: Acid, gunfire, and crushing force can damage equipment. Once all of a weap-
on’s DAMAGE boxes are filled, it is useless. REPAIR can only be used on weapons with 1 or more DAM-
AGED boxes remaining. A successful MECHANICS roll will replenish 1 DAMAGED box.
• OTHER WEAPONS, ITEMS, AND GEAR: Pistols, shotguns, a picture of your sweetheart, or a deck of
cards may be important in play. Improvise the rules for these objects with players and/or the GM. Keep
it simple, make it zesty.

For stats on playing XDZ the classic ICRPG way, see ‘BAKER’S DOZEN’ on page 20.

7
commandos
TAKING OBJECTIVES AND END GAME:
• Take all 3 OBJECTIVES and EVAC to complete a MISSION.
• Any time a COMMANDO takes an OBJECTIVE, all COMMANDOS NEAR heal 1 INJURY.
• Some MISSIONS do not go as planned. Bug hunts. These MISSIONS take on a life of their own, and can
only be completed when the story reaches a resolution. Even if all OBJECTIVES are accomplished, some-
thing must be done. You’ll know when these MISSIONS creep up. Go with it!
• If all COMMANDOS are slain, the MISSION is failed. Some OBJECTIVES, if failed, also fail the entire MIS-
SION. Don’t let a single one of ‘em live, Private.

INTENT training SUCCESS FAILURE

Shoot a XENO Weapons Destroy enemies Miss


Cut through a bulkhead Mechanic Create opening Damage systems, INJURED
Seal an airlock Mechanic Lock a door shut Waste time, door flimsy
Pilot a Ship Pilot Keep Flying Crash, delay arrival
Repair a machine Mechanic Resume function INJURED, explosion, delay
Help a fallen COMMANDO Medical Heal an INJURY Inflict an INJURY
Throw a grenade Weapons Destroy enemies Botched throw, randomized
Reboot a ship‘s computer Systems Make progress Damage systems, delay

ROLL 1D20 COMMANDO QUIRK


1: CHICKEN This soldier isn’t fooling anyone: he’s scared to death of most everything
2: SELL OUT No one knows it at first, but this one is a company scab
3: GETTIN’ PAID Just here for the shares. Can we discuss the bonus situation?
4: TWO WEEKS Due to retire in two weeks, this soldier doesn’t let anyone forget it
5: SCRAPPY This grunt never gives up, never sweats, always on mission
6: COUNTRY Accent thick as molasses and all the dang ol’ slang to go wit’it
7: SPECS Glasses thick as coke bottles. Keeps dropping the damn things
8: OLD SCHOOL Prefers to use pistols, shotguns, and bare fists
9: STREET Raised in the ghetto, still representin’ it
10: COMICS This soldier is always buried in a comic book at the weirdest moments
11: SUNNY SIDE UP A quintessential optimist, to the annoyance of all
12: PYRO Joined the corps to see it all burn, and generally gets his way
13: VET Old as dirt, tough as leather, seen it all
14: JUICER This grunt smuggled a vile of NUKE on the drop ship. A tweaker
15: WASHOUT Some folks make terrible soldiers, but wind up here anyway
16: BLACK OPS No talking, black gear, cool goggles, ninja style
17: HYBRID The company has been dabbling in genetically altered warriors
18: TECH No one better with wires and microchips. People? Nah. Pass.
19: NATIVE Prefers to use a knife and the ‘old ways’
20: SARGE A glorious, loud-mouthed, cigar-chompin’ boot in your ass

8
XENOS
hostility matched only by resilience
Silicate skin, composite bone structure, molecular acid blood, decentralized organs. The XENOS are natural
born killers, and even better survivors. They reach Earth, it’s really game over. They can’t be reasoned with,
and they feel no pity, or remorse, or fear. Here’s how they do what they do.

On the XENO TURN, roll an ESCALATION, then follow these steps, and you don’t even need a GM. A GM can
use the rules as written or choose to improvise with more devious detail. Your table. Your call.

1: Roll to SPAWN XENOS

2: Move and resolve all XENOS in SEEK mode

3: When XENOS contact COMMANDOS, they always attack! COMMANDOS then need to roll RE-
SISTANCE to survive. Which roll they need to make is determined by battle conditions:
• Roll FEAR when XENOS appear from HIDE mode to SEEK mode
• Roll DODGE when XENOS are attacking
• Roll DEATH when XENOS SPAWN IN CONTACT with a COMMANDO, this gruesome event is also
called an AMBUSH

9
xenos
XENO BEHAVIOR EXPLAINED
XENOS should be able to ‘run themselves’ without a GM. Here’s the breakdown.

ROLLING TO SPAWN: How many , and where are they? First, roll 1D20. That many XENOS enter the MISSION.
Yes, that’s right, 1D20. Next, roll 1D4. Split the amount spawned into that many LOCATIONS, evenly. Finish
this phase by rolling LOCATIONS and placing the minis. No one can hear you scream, but scream anyway.

HIDE MODE: Blending in, silent, hungry. If a XENO spawns in a LOCATION with no COMMANDOS, it remains
in HIDE mode. Minis can be placed, but they do not move until entering SEEK. If playing with a GM, and
concealing rolls, XENOS in HIDE mode can remain secret. Brutal.

SEEK MODE: Any COMMANDOS in their LOCATION will switch XENOS from HIDE to SEEK. Once in SEEK,
XENOS are either fighting, moving toward COMMANDOS, or dead. There is no middle ground. If a XENO can
reach COMMANDOS with multiple paths, they ALWAYS take the shortest path.

HOW THEY FIGHT: Blades, claws, teeth, jaws. All XENOS who get CLOSE to COMMANDOS attack, whether
they spawn there, move there, or in any other way contact prey.

HOW THEY DIE: One hell of a survival mechanism. IF XENOS are killed while CLOSE, there is a 1 in 4 chance
the acid will inflict 1 INJURY on any COMMANDOS. Close encounters of the nasty kind.

10
mission objectives
move like we got a purpose
• Every MISSION has three OBJECTIVES. An OBJECTIVE is a goal or task that must be completed in order for
the MISSION or current military operation to be deemed a success. The fourth or last OBJECTIVE is always
EVAC.
• A MISSION gets its action, details, challenges, and fiascoes as COMMANDOS move around the MAP. Each
piece of the MAP, the LOCATIONS, has dangers and challenges to face. Also, there are XENOS harassing
COMMANDOS at every turn. These simple factors, combined with a good dose of ICRPG role playing, cre-
ate the deadly action.
• Track OBJECTIVES on your MISSION SHEET as a quick reminder and checklist.
• Listed here are 20 OBJECTIVES to choose from or roll 1D20 to select. For each, determine its LOCATION
(see: LOCATION ROLLS p. 17), mark that with a token, terrain or standee, and the MISSION is set!

ROLL 1D20 OBJECTIVE


SWEEP AND CLEAR
Go room by room through the current area and eliminate any XENO threats. Kill ‘em all!
Make 3 LOCATION ROLLS to determine 3 LOCATIONS. COMMANDOS must kill all XENOS in
1 these areas.

RESTORE POWER
Restore power to a critical system or area. Find the generator, splice a cable, or locate the
right terminal or switch. Make a LOCATION ROLL to determine where the generator, cable,
or terminal is located. COMMANDOS must reach this LOCATION and spend 1D4 rounds de-
2 fending it while the system is activated.

ANOMALY RECON
The “Brass” want a certain odd location investigated. What could be causing the anomaly?
Moreover, what could be lurking there? Go check it out. Make a LOCATION ROLL to place
the anomaly. COMMANDOS must reach this LOCATION and roll an extra ESCALATION to de-
3 termine its nature. Get the data and get out.

FALL BACK!
The Xenos have overwhelming numbers! Retreat “by the numbers” and fall back to a rally
point before proceeding any further. Make a LOCATION roll to determine the rally point.
4 COMMANDOS must reach this location and spend 1D4 rounds defending it.

RESCUE THE COLONISTS


Proceed to the next location and rescue at least 50% of 4D20 cocooned colonists. Make a
LOCATION roll to place them. Rescue as many colonists per ROUND as there are COMMAN-
5 DOS in your squad.

EXTERMINATE THE ALPHA


This is a seek and destroy mission. Find the swarm-leader and terminate it with extreme
6 prejudice. Make a LOCATION ROLL to determine the LOCATION.

11
mission OBJECTIVES
DESTROY THE HIVE
Find the egg chamber and make sure every nasty crawling thing in there is dead. Make a
LOCATION ROLL to determine the LOCATION of the egg chamber. Once there, destroy 1D20
7 eggs to complete the OBJECTIVE.

REPAIR THE MACHINERY


Proceed to the right location and repair or activate a large piece of machinery: a generator,
the entire power grid, or a life support system. Make a LOCATION ROLL to determine where
the generator, power grid, or system is located. COMMANDOS must reach this LOCATION
8 and spend 1D4 rounds defending it while repairs are conducted.

STRONGHOLD
The Xenos are advancing in large waves! Repel four direct assaults on your party in ever in-
creasing waves of enemies. You have 1D4 rounds to erect defenses before they arrive. Make
a LOCATION ROLL to determine the LOCATION where the COMMANDOS must defend. Reach
9 this location and then spawn XENOS ...

ESCORT A CIVI
The Brass has brought in a civilian contractor, scientist, or other VIP. Escort this person to
the right location and make sure nothing happens to him/her. Make a LOCATION ROLL to
10 determine the LOCATION the VIP needs to reach.

SPECIMEN COLLECTION
Someone in the Bio-Weapons Division wants a live specimen. Roll its LOCATION. Take an
Electro-Net Gun and secure one of the creatures for transport. For an added ESCALATION,
11 make the XENO unique or the first of its kind.

DEMOLITIONS
It’s time to blow this joint. Take a mini-nuke to a rolled LOCATION and set it to blow. Just be
12 clear when the blast is set to go off -- hopefully when you are far from it.

DATA RETRIEVAL
Somewhere in the facility (roll it!) or ship is a computer with important data. Someone has
13 to go there, hack in manually, and save the data to portable media.

RESCUE OP
You just got an urgent communication from another fire team. Delta is trapped and running
14 low on ammo at a rolled LOCATION. Will you make it in time to save them?

ALIGN THE UPLINK DISH


Before you can Evac, you’re gonna have to align the satellite uplink dish and transmit your
15 coordinates. Good luck reaching it in time.

12
MISSION OBJECTIVES
AID A SURVIVOR
You didn’t plan on it, but darned if there wasn’t a Survivor living here in the ducts. Roll LO-
16 CATION and get to this person, escort them to a safe location (roll it), and render aid.

GET THE TECH


The Company lost a valuable piece of tech here, and they want it. Get in, find it in a rolled
17 LOCATION, and bring it with you. The trouble is, it might be heavy, bulky, volatile, or dan-

WAY POINTS
Reach three LOCATIONS in a sequence and clear each area. The trouble is, some of the ter-
18 rain might be treacherous or difficult to reach.

FIND THEIR ORIGIN


The XENOS got in, and the Brass want answers how they ended up here. Search for 3 clues,
19 in rolled LOCATIONS, piece them together, and get out with the secret.

HOSTILE AGENTS
Rogue agents or Company Mercenaries are up to some scumbaggery. Find these opposing
20 forces in 1D4 LOCATIONS and eliminate them. It’s best not to ask too many questions.

13
mission ESCALATIONS
from bad to worse
• ESCALATIONS are events that make each MISSION even more dangerous. Just like real military operations,
all sorts of unexpected events can take place.
• Roll on the D20 table below on each XENO TURN (once / ROUND).
• Track ESCALATIONS on the MISSION SHEET.

ROLL 1D20 ESCALATION


KILL ME!
A member of your unit is infected, and a XENO bursts from their chest! This person makes
a DEATH roll or dies instantly! Roll 1D4 on the ‘Who’s Infected?’ table below to choose the
victim. COMMANDOS that see the emerging XENO must make FEAR rolls.
1: Randomly choose a COMMANDO
2: Choose a survivor, colonist, or civilian in your group
3: The highest ranking COMMANDO
1 4: The lowest ranking COMMANDO

THEY CUT THE POWER!


Everything goes dark. Add the Objective Restore Power. The Target is increased by 3 until
the end of the current OBJECTIVE, and all XENOS are now in SEEK mode. Negate this effect
2 with the Night Vision or Floodlight tag on equipment.

BLOCKED!
A critical junction is blocked, either with debris, a barricade, or a locked door with a bro-
ken mechanism. The COMMANDOS work with plasma cutters to get through, but they are
3 stopped for 1D4 ROUNDS.

FLAME UNITS ONLY


For whatever reason, the brass doesn’t want anyone using projectile weapons. Complete the
4 current OBJECTIVE using only flame units.

THE BREEDER
This battle is a battle to the death and must be resolved before any further progress on the
current OBJECTIVE. For this encounter only, the Target is increased by 3. If the current OB-
5 JECTIVE is Kill the Breeder, there are now two giant Breeder XENOS.

PRAETORIAN GUARDS
The XENOS in this section are much tougher than the drones and warriors you have encoun-
tered. Until the current OBJECTIVE is complete, all XENO attacks require DEATH RESISTANC-
6 ES to survive.

14
mission ESCALATIONS
ROGUE COMMANDOS
Just when you thought things couldn’t get worse, there are rogue commandos or company
agents tracking you, bent on your elimination. 1D12 of them arrive via a LOCATION ROLL,
7 SEEKING, and using XENO BEHAVIOR to move and attack.

USED UP!
All medical equipment has been used up, the squad is in bad shape, and now COMMANDOS
must improvise tourniquets and bandages. Increase the Target by 3 for all Medical rolls until
the end of the current OBJECTIVE. This ESCALATION can also be nullified by getting 1 or more
8 COMMANDOS into a medical LOCATION or a Supply Drop ESCALATION.

MAN DOWN!
One random COMMANDO has fallen critically ill. You don’t look so good, man. This COM-
MANDO must be taken to a med bay within 1 TURN. Every TURN beyond that, the ill COM-
MANDO makes a DEATH roll or dies. If the ill COMMANDO dies CLOSE to any other COM-
9 MANDO, they become ill as well.

SOMETHING WICKED
There’s something moving in the darkness (roll LOCATION as normal). It’s terrifying and
wicked fast. All of its attacks contact all NEAR COMMANDOS at once! Any COMMANDO rolls
10 to kill the damn thing are HARD.

FUBAR’D
Your dropship crashed on the pad. The escape pods have scrambled telemetry. Make the
Align the Dish OBJECTIVE the current OBJECTIVE. Use a LOCATION ROLL to add the new
11 dropship or pod to the map.

SUPPLY DROP
The COMMANDOS find a crate of weapons, ammo, and medical equipment. Decrease the
12 Target by 3 until the end of the current OBJECTIVE for Weapon and Medical rolls.

OUT OF AMMO
All COMMANDOS run out of ammunition for their main weapons and are using sidearms
13 only. Increase the Target by 3 until the end of the current OBJECTIVE.

COMBAT FATIGUE
All COMMANDOS are exhausted and are stopped for 1D4 rounds. In addition, the Target is
14 increased by 3 until the end of the current OBJECTIVE.

SWARM!
The XENOS are suddenly coming from everywhere! 1D12 of them arrive immediately at the
15 COMMANDOS’ LOCATION. All COMMANDOS roll DEATH RESISTANCE or die.

15
MISSION ESCALATIONS
SNATCHED!
Randomly choose one COMMANDO. He vanishes. Victims taken in such a way are cocooned
16 for gestation. If your squad chooses, they can add a Rescue Op OBJECTIVE.

EXPLOSION
Without warning, 1D4 explosions suddenly occur throughout the map. Make a LOCATION
ROLL for the location of each explosion. If an explosion occurs within the COMMANDOS’
Area, all COMMANDOS make a DODGE RESISTANCE roll or take 4 injuries immediately. All
17 XENOS caught in an explosion are killed instantly.

GAME OVER, MAN!


The XENOS were just too deadly, the colonists are all dead, the VIP has vanished, and maybe
the critical system can’t be fixed. Regardless, the current OBJECTIVE is an immediate failure,
and lots of good COMMANDOS died as a result. Decrease the number of COMMANDOS by
18 half and proceed to the next OBJECTIVE.

SCENT OF BLOOD
All XENOS at any location on the map immediately run to the COMMANDOS’ area, and the
19 Target is increased by 3 until the end of the current OBJECTIVE.

TOO QUIET
20 Stay frosty, watch those corners. No escalation this turn.

16
MAPS
ok lets pull up the schematics:
• Every MISSION is comprised of 16 LOCATIONS.
• The map is divided into 4 AREAS, each with 4 LOCATIONS, each with 4 QUADRANTS. QUADRANTS are sim-
ply referred to as North, South, East, and West. Use a roll of 3D4, in sequence, to determine any location
instantly. AREA > LOCATION > QUADRANT. This is called a LOCATION ROLL.
• Mark your AREAS with a 1,2,3 or 4. Use a token, index card, or die. Also note which way is North. On your
MISSION SHEET, mark which LOCATIONS use what number, 1-4. You’re ready to go.
• When creating a MAP, any two LOCATIONS that are touching are considered attached by a DOOR. Con-
trolling DOORS as open or closed is a critical part of containing XENOS.

LOCATION ROLLS

1 2
1 2 1
4 2
4 3 3
4 3
AREA location quadrant

LOCATION

STARSHIP INFO
Escape Pod Once EVAC is unlocked, make it here to eject! You’ll be to the frontier in a few weeks
Bridge Flight control, ship’s diagnostics, and reactor-destruct terminal
Engine Room A cramped mechanical maze with high heat, bad visibility and steam vents
Airlock Door to the exterior of the ship. Can take extra time to open
Med Bay Creepy white-plastic lab feel, with supplies, canisters, and gurneys
Quarters Messy living space with a homey feel, but eerie quiet
Galley Community cooking and eating facilities with bright fluorescent lighting
Refinery Caution stripes, alert lights, hand rails and piping. A baffling environment
Hydroponics Humid, damp geodesic dome with ferns, vegetable crops and oxygen rich plants
Garage Storage for excavators, buggies, loaders and other vehicles
Loading Bay Huge, cavernous warehouse space littered with reinforced crates and air tanks
M Corridor A long hallway that connects 2 or more AREAS
Crawlspace Narrow ducts and sub floors normally unused by humans
Sump A catch for waste water and trash ship-wide. The muck is processed into space
Obs Deck Huge bowed windows that look out onto the desolate beauty of deep space
Life Support Air scrubbers rumble here as they recycle the air and maintain temperature

17
MAPS
LOCATION

colony INFO
Landing Pad Used for on-planet air ops and orbital drop ship dust-off
Radio Dish Huge uplink dish that is susceptible to bad weather or mechanical failure
Command Central surveillance, systems control, and meeting chambers
Med Bay Large medical facility with extensive supplies, quarantine, and ER capability
Armory Weapons and tools storage. Also contains hazmat and vac suits
Refinery Power and fuel reclamation on a large scale, complete with volatile liquids and piping
Reactor The central power cell for the colony. Radiation hazard
Cafeteria The white tile and pressed tin trays make this a creepy place to see a XENO
Causeway A huge central public space that connects 3 or 4 AREAS of the COLONY
Surface These exo planets are all the same: brutal cold, howling wind, sharp rocks, XENOS
Residential Living quarters for families. Now a graveyard
Dump Construction debris, waste water, and heaps of residential trash in massive compactors
Substructure Beneath the colony floor levels are labyrinths of maintenance tubes and girders
Motor Pool Chained-down dozers, loaders, excavators, buggies and drilling vehicles
Potato Farm Where the food is grown for the entire colony. Tall, thick crops make it a tactical nightmare
Astrophysics The science communities on exo planets need state of the art facilities

18
ASSETS

THE GOOD STUFF


Hard to believe, but every once in a while, COMMANDOS catch a break. Every MISSION has 1D8 ASSETS.
When the MISSION starts, roll how many and where they are. If playing with a GM, these can be kept secret.
Aye-firmative.

ROLL 1D12 ASSET


1: Autoguns Place in a LOCATION. The Autocannon will kill 1D8 XENOS there for 1D8 ROUNDS
2: Barricade Place where two LOCATIONS meet to permanently block that door
3: Drop Crate Replenish squad ammo and medical supplies
4: Med Kits All COMMANDOS heal 2 INJURIES
5: Arms Cache All COMMANDOS acquire a weapon of choice (Pulse Rifle, Flamer, or Heavy)
6: Cutter Can be used by a COMMANDO to remove a Barricade
7: Pneumatics Excavate a tunnel between any 2 LOCATIONS
8: Explosives Using a 1D4 ROUND fuse, destroy a LOCATION and everything in it
9: Cover Place in a LOCATION. XENOS cannot AMBUSH there
10: Hold A brief rest. Replenish all ammo and heal all INJURIES
11: Loader A cargo moving machine, can be used in all kinds of creative, destructive ways
12: APC Move 8 COMMANDOS to any LOCATION instantly, then too damaged to use

19
BAKER‘s DOZEN
running xdz the classic way
If you are a ‘classic’ ICRPG GM, the modded mechanics in XDZ may seem off target for your table. Listed here
are 9 COMMANDOS, a XENO, and 3 VEHICLES. Combine these ‘pregen’ characters with the ESCALATIONS and
OBJECTIVES listed above, but play like any other Index Card RPG session! This PDF includes print-and-cut
standees for your tabletop, and token files for your favorite VTT.

To get started, introduce Lieutenant Baker, the starship or colony mission ahead, and equip all COMMANDOS
with the following starting equipment:

• Standard issue T11 sidearm: Weapon, Compact, 20 round mag


• High Carbon Steel tac knife: Weapon, Durable, Useful
• 3 pop-and-drop signal flares: Also burns underwater or in vacuum
• 2 MRE combat rations: Recover 1 HP
• Micro torch-lighter: Cut through steel, but slowly. Intended for cutting cable

LIEUTENANT BAKER
TYPE: COMMAND
By the numbers, people.

Stats: +3 CHA; +2 DEX; +1 CON


Armor: Command Armor: +3 Armor
Weapon: MK1 Talon Rifle: +2 Weapon Damage
STARTER REWARD: Radio Comm-Link: Once per LOCATION, make a CHA roll to
call for (or find) a supply drop

SUGGESTED MILESTONES:
Power Shield: Ignore 1D6 damage per round
Tactical Airstrike Link: Once per outdoor location, make a Hard CHA roll to call
in an airstrike at a location of your choice within 1D4 rounds
Talon Weapon Upgrade: Do Magic (D8) Damage with a primary weapon
Condition Monitor: Expend to instantly recover with one1 HP, even after hitting
0 on a DYING timer
Chemical Nerve Agent: 3 uses, rapidly fills a Near area with a chemical cloud
that disrupts the central nervous system of any creature for 1D4 rounds

20
BAKER‘s DOZEN

SARGENT. McGill
TYPE: RIFLEMAN
A real hard ass who watches over every member of her team.

Stats: +4 DEX; +2 INT


Armor: Standard Armor: +1 Armor
Weapon: Light Rifle: +3 Weapon Damage

STARTER REWARD: Hailstorm Module: On a modified 15+, roll again to attack

SUGGESTED MILESTONES:
Grenade Launcher: 6 uses, does double Ultimate Damage spread between up to
three targets that are within Close range of each other
Schematics Datapad: On a successful INT roll, instantly know the location to trav-
el, structural weaknesses, ambush points, or other data in any structure
Cutting Torch: Cut or seal metal with an Easy Int roll and Ultimate Effort
CM8 Sniper Rifle: Spend 1 ROUND aiming. On a hit, reduce 2 HEARTS or less to 0
Autocannons: Once per mission, deploy two autocannons in any location. Each
gun has one heart and 1D6 bursts which destroy one heart per burst.
Liquid Nitrogen Canister: (3 uses) Instantly freeze a lock or small piece of metal

PRIVATE LONZO
TYPE: ASSAULT
I got deeds to do. Need to balance this ledger, follow me?

Stats: +2 DEX; +3 WIS; +1 STR


Armor: Scout Armor: +2 Armor
Weapon: M39 Infantry Rifle: +1 Weapon Damage

Starter Reward: Jump Jets: Move, perform an action, and move again

SUGGESTED MILESTONES:
Motion Tracker: On a successful WIS roll, locate all moving XENOS up to FAR
range. Does not read elevation of targets
Combat Shotgun: ULTIMATE damage, CLOSE enemies only
Assault Shield: +3 AC; sacrifice to absorb all damage from one attack
Recon Drone: a small, fast drone that can recon up to Far in one turn
EMP Grenades: 3 uses, Ultimate Damage, shorts out any electronic devices
with two hearts or less
Jet Pack: Hover in a location for 1D4 rounds; ascend up to 30 feet

21
BAKER‘s DOZEN

PRIVATE Petrovich
TYPE: HEAVY
Petrovich’s girlfriend, Sasha, was killed years ago. He’s not losing one more soul.

Stats: +2 DEX; +4 CON


Armor: Heavy Armor: +5 Armor
Weapon: MK11 “Sasha” Smart Gun: +4 Weapon Damage

Starter Reward: Thump Module: Roll 3x WEAPON EFFORT and


Distribute as needed. Use 1 TURN to reload after 2 bursts

SUGGESTED MILESTONES:
Anchor Boots: +5 STR to resist being grappled or knocked prone
Juice Pack: On a 15+ during a dying countdown, jump up with 1 HP
Extended Ammo Pod: Reload “Sasha” after every three bursts
Flame Unit: 10 uses; Does 2X ULTIMATE Damage to all NEAR targets
Trauma Inserts: Adds +2 Armor
Climbing Kit: 50’ of paracord, pitons, climbing spikes, and climbing/ice axe

PRIvate boseman
TYPE: DEMOLITIONS
Loves loud noises, but his hands have started to shake.

Stats: +2 STR; +1 DEX; +3 INT


Armor: EOD Armor: +3 Armor
Weapon: Standard Issue Corps Rifle: +1 Weapon Damage

Starter Reward: Remote Mines: (6) Fast-moving spider mines that seek out
targets up to Far and do Ultimate Damage

SUGGESTED MILESTONES:
SILAS 2 Rocket Launcher: 2 uses, launch a homing missile that does 4X Ulti-
mate Damage to a single target
Gel Explosive: 3 uses, sticky, explodes when ignited, fired upon, or detonated
on a D4 timer; does 2X Ultimate Damage
Frag Grenades: (3) Do Ultimate Damage
EOD Shield: Take half damage from all explosions
EOD Tools: Disable all explosive devices with an EASY Int roll and ULTIMATE
Effort

22
BAKER‘s DOZEN

CORpORAL BOURDEAU, M.D.


TYPE: MEDIC
ER surgeon, SWAT medic, tomboy. Rub a little dirt on it, will ya?

Stats: +1 DEX; +4 INT; +1 WIS


Armor: Medic Armor: +0 Armor; carrying capacity increased by 2
Weapon: Standard Issue Corps Rifle: +1 Weapon Damage

Starter Reward: Medkit: Heal with Magic (D8) Effort

SUGGESTED MILESTONES:
• QuickClot Bandages: (3) heal a target with Magic (D8) Effort instantly, no
roll required
• Trauma Pak: 2 uses, heal a target to full instantly; that target regenerates
1D4 hit points for 1D4 rounds
• Bio-Scanner: Scan any deceased target. Roll Easy against that enemy type
• Self-Help Datapad: Use INT stat to recover instead of CON
• Combat Tourniquet: Sacrifice to add 1D4 rounds to any dying timer
• Tranquilizer Rounds: (10) Put a target with two hearts or less to sleep for
1D4 rounds

Dr. Shana’Sullivan, P h D.
TYPE: CIVILIAN
Has a degree in everything, and a lot tougher than she looks.

Stats: +1 STR; +2 DEX; +1 CON; +1 INT; +1 WIS; +1 CHA


Armor: Overalls; +0 Armor
Weapon: Standard Issue T11 Sidearm (sneaked to her by Sgt. McGill)

Starter Reward: Ability: Take-Charge: All of your rolls are EASY for the next 4
ROUNDS; then immediately disable this ability for 4 ROUNDS

SUGGESTED MILESTONES:
• Tracking Device and Homing Beacon: Provide the homing beacon to a per-
son, or place in a location. Always be able to find that person or location.
• Duct Tape: Duct tape 2 weapons together. Roll double damage with it
• Ability: Fast Learner: Every time a teammate rolls a natural 20 (non-pisonic
or spellcasting), take a +2 in the stat they used
• Ability: Dogged Determination: Once per location, make a Hard CHA check
and reduce the room target by 1
• Ability: Loader: Add +3 to all rolls to drive power loaders or power armor

23
BAKER‘s DOZEN

CORpORAL OTTO
TYPE: SPOOK
I study spores, molds, and xenobiological super-predators. Hello.

Stats: +3 INT; +1 WIS; +2 CHA


Armor: Psi Ops Armor: +2 Armor
Weapon: MK3 Machine Pistol; +1 Weapon Damage

Starter Reward: Psionic Ability: Dominate Creature: On a successful INT roll,


control one creature for 1D4 rounds

SUGGESTED MILESTONES:
• Solar Lightcannon: +2 Weapon Damage; Does Nonstandard (D10) Damage
• Psionic Ability: Illusion: Roll INT to create a man-sized realistic illusion that
lasts for 1D4 rounds or until touched.
• Psionic Ability: Limited Telekinesis: On a successful INT roll, move objects
the size of a crate or smaller.
• Bio-Form Containment Kit: Items to stun, capture, preserve, transport,
and/or dissect a single bio-form

Reaper-XT8
TYPE: COMBAT DRONE
Some say simple bot. Some say ex-cons trapped in a silicon brain. Who knows.

Stats: +3 STR; +3 DEX


Armor: Natural Plating; +2 Armor; on board flood lights
Weapon: Bolt Cannon; +2 Weapon Damage

Starter Reward: High-Velocity Slug Rounds: Standard Weapons used do


Magic (D8) Damage

SUGGESTED MILESTONES:
• Extra Plating: Add a Heart
• Tac Programming: Roll Weapon Damage twice on a natural 17, 18, 19, or
20
• Micro-Missile Pod: 6 uses, on a hit, launch 1D6 missiles at a single target;
misses do not expend a use
• Nano-Repair Module: Regenerate 1 Hit Point per round
• Reflex Programming: On a successful STR or DEX check, deflect and count-
er one Close attack per round

24
XENO

XENO bio statistics


TYPE: HYPER EVOLVED DEEP SPACE PREDATOR
Rumors once spread that the XENOS were genetically engineered by
an alien race. These have been proven false by the work of Guerns and
Halsey. They are their own species, whose infinite age has shaped them
into a perfect survivor and killing machine.

+3 ALL STATS and EFFORT

ACTIONS (1 per TURN Soldier, 2 per TURN Alpha)

Vanish: The XENO disappears into shadows or hiding places instantly,


only detectable with a HARD roll
Bite: Weapon damage
Tail Spear: A piercing weapon. If Tail Spear does 6 or more damage, add
1D12 extra damage as vital organs are ripped apart
Feed: After any successful attack by the XENO, its victim rolls DEX to
escape or takes ULTIMATE damage from a second bite
Stun: A successful attack with Stun demands a CON roll from the vic-
tim, or they are unconscious for 1-2 ROUNDS
Pounce: If hidden and NEAR a victim, the XENO leaps on its prey. Target
rolls DEX to avoid or is reduced to 0 HP instantly by a vicious bite and
claw frenzy
Ram: Using its elongated head, the XENO rams doors or other barriers,
breaking through in 1-2 ROUNDS

Soldiers and Alphas: Some XENOS are larger and more lethal than oth-
ers, often leading larger swarms. If an Alpha is killed, all Soldiers with it
will retreat for 1D4 ROUNDS.
Acid Blood: Any time a XENO is injured, any tar-
gets NEAR must roll DEX or take WEAPON dam-
age from acid burns.

Durable: If hiding, a XENO regenerates to full HP


in 1 ROUND.

Molting Growth: After feeding, or if left alone for


1 day, a XENO will molt its silicate skin and grow,
gaining a HEART and 2 feet of height.

Nimble: XENOS can use any surface to move.

25
VEHICLES

STRIKE JUMP JET


TYPE: ORBITAL DEPLOYMENT AIRCRAFT
The last word in getting troops and equipment from orbit to surface.

6 CHUNKS, 10 VEHICLE HP EACH

• 1: Twin VTOL wing rotors: Supersonic flight speed, Hover capability, Extreme maneuverability even in-
doors. Can sustain hover or flight at DOUBLE payload, but only for 1D4 ROUNDS
• 2: Reflective Panel Composite Skin: Radar-invisible, All rolls to detect the jet visually are HARD, Beyond
100 yards the jet is detectable only by heat-sensitive equipment
• 3: Cockpit and Avionics cluster: The STRIKE is not operable is this CHUNK is destroyed. If this CHUNK
withstands more than 5 damage, all piloting rolls are HARD
• 4: Smart Missiles: A pod of target-seeking explosives. 24 count, d12 vehicle damage each. Can be fired
in volleys up to 6. IF this CHUNK is destroyed it explodes, destroying 2 other CHUNKS
• 5: Payload Bay: Capable of holding one MCS rapid assault vehicle and included troops. Land and deploy
any bay contents in 1D4 ROUNDS before liftoff
• 6: Twin Flechete Anti-Personnel Pods: Shred any targets within a NEAR radius of the vehicle; 4D12 dam-
age is inflicted in all directions. This damage can be halved with a DEX roll

26
VEHICLES

mcs RAPID ASSAULT VEHICLE


TYPE: SURFACE TROOP AND ATTACK TRANSPORT
Often deployed from the launch bay of a T16 ‘STRIKE’ JUMP JET, with up to 20 troops.

6 CHUNKS, 5 VEHICLE HP EACH

• 1: Armored crew compartment and assault ramp: Crew compartment holds 10 troops in roll-protective
padded seats. Also includes helmet-camera monitor bank for at-vehicle command. Vehicle still operable
if destroyed, but cannot carry troops
• 2: Main plasma cannon: Fires slugs of super-heated uranium, 4D12, takes 1d4 rounds to reload
• 3: Dual chain guns: Inflict 1D8 on up to 4 targets
• 4: Cockpit: Room for pilot and gunner. If destroyed, vehicle is not operable
• 5: Drone nest: 2 far-scouting combat drones with advanced optics and comm systems . Drone signals
cannot be processed if crew compartment destroyed
• 6: Storage compartment: Holds 6 canisters of nerve gas, 2 remote autocannons, spare troop weapons,
8 med kits, and 1 short range escape cycle

27
VEHICLES

LIFT TRUCK
TYPE: HEAVY LOADER
Used by colonial builders and dock workers on most systems.

4 CHUNKS, 10 VEHICLE HP EACH

• 1: Operator cab: A single pilot operates this machine from a standing harness. Arm and feet controls are
mimicked by the truck, giving it very versatile capability. The operator cab does NOT feature a canopy If
this CHUNK is destroyed, the truck will not function
• 2: Walker legs: 4 pneumatic legs move the truck in all kinds of ways including spinning, climbing, and
bracing in place. The truck is very slow, moving NEAR per TURN maximum. If this CHUNK is destroyed, all
functions continue besides mobility
• 3: Lift arms: Hydraulic carbon steel lift blades are 6 feet long, can be moved in many ways to grab, lift or
load all kinds of objects. Maximum lift weight is 4 tons
• 4: Engine: The truck has a diesel hybrid power plant. It stores enough fuel for 1 hour of operation. If
destroyed, the truck becomes immobilized. If destroyed, roll 1D6, on a 6 the engine explodes destroying
the lift truck entirely, and its operator.

28

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