Serena Dawn Spaceport



INTRODUCTION

    Humans suffer from peculiarly self-centered notions as to the nature of life. We assume out of hand that other life forms must somehow conform to our comfortable standards of logic and morality. This, of course, is absurd.
    Our human "morality" is a thin tissue of arbitrary principle, easily ignored when expedient. Why should we expect more from alien life forms than we expect from ourselves?

By Dr. Waidslaw Orona, civilian advisor to the CMC

THE GAME:

     “Alien: FUZION” is a Role Playing Game using the FUZION rules created by R. Talsorian Games and Hero Games.  It is not a hack / slash gunfest like other adaptations.  This one attempts to make a detailed setting where the characters can have many adventures that not even have to include the name species of the series.

     The FUZION game system can be downloaded in its entirety from the FUZION home page but you will need the PDF viewer.  Go to the Waystation from this site to go to those locations.  I do recommend all of R. Talsorian Games because of their immense detail in their setting and artwork (eww…I feel so dirty).  Seriously, I wouldn't choose this format if it wasn't the best.

        GET THE PDF VIEWER           GET THE FUZION CORE RULES
HERE                          HERE

RESOURCES

    It is my intent to create an extremely detailed game system / universe based on the Alien movie series.  However, upon constructing the outline, I asked myself one question:  Who the hell owns this story?  Technically, the origin comes from Dan O’Bannon and adapted by Ronald Shusset.  The franchise is owned by Twentieth Century Fox but the original Alien was created by HR Giger.  Who is to say what is official and what is not?  Dark Horse has made most of the detail in the last few years.  And what of Lee-Brimmicombe-Wood, the writer of many books including the often ripped off USCM Tech Manual?  The problem is, the consensus seems to point to several sources as being official when there is no legal binding for that to be true.  Legally, the only truly official media are the four movies.

     It is surprising to note than the famous USCM TM is not official.  In fact, it was only until this book came out that Colonial Marines were identified as being from United States when in the Leading Edge Games and in the second film, they are identified only as the CMC (Colonial Marine Corps). So…I have deiced to use all the specific information presented in all media.  However, some things might surprise you being included and not.

  MOVIES: Everything that could be named is present.  Most of the information from the USCM Tech Manual appears.  And Yes, Alien 3 is included.  Alien Resurrection is present as a plug-in (see later)
  THE NOVELS:  Most of the published material is actually adapted from the Dark Horse Comics.  I have not read enough of them to use them.
    DARK HORSE:  The major addition, what sets this conversion from he rest, is the inclusion of Dark Horse material.  The following publications were utilized:  Outbreak, Nightmare Asylum, Earth War/Female War, DHP Aliens, Genocide, Hive, Rogue, Labyrinth, Music of the Spears, Stronghold, Beserker, Colonial Marines, Alchemy, Salvation, Kidnapped, Pig and everything else that comes along the way...
  UNITED STATES COLONIAL MARINE TECHNICAL MANUAL:  A major resource but the with the big change is that I do not consider it the bible.  You will notice that I do not enforce their name.  Refer to the chapter on them for more information.
  ALIENS RPG: I finally acquired it.  It wasn't as usefull as I had hoped but I at least got some insight.
  INTERNET: A large chunk of information comes from people who fill in the missing pieces but I only refer to respectable sources for this info.  Translation: I took text from other sources instead of typing it out myself.
  TOY LINE:  I decided against using these because…well…most are somewhat immature.
  COLLECTOR CARD GAME: I don't have all the cards, but I have a lot, and I promptly took advantage of it all.
  ALIENS ADVENTURE PC-CDROM: The computer game was written by Dark Horse but it really isn't a very good game.  Besides that, there is not much info continued within it.  It has been avoided.
  ORIGINAL: Some material is from yours truly but there are names or descriptions for items or places already created for the series.  Like the Combat Buggies in Aliens: Colonial Marines.  They don't have a name but they are centrepoint in the last issue, so I decided to add them.

THE STORY, CONSPIRACY, AND TECH LEVELS

    The Alien mythos traverses generations and hundreds of Light years.  Unfortunately, some of these collide.  If every single technology came crashing together, why would the PCs bother walking around with M41A Pulse Rifles when they could all have Full power armor.  So, in my ONLY real inspiration, I separated the story and technology in six levels.

  CONSPIRACY LEVELS (CL)

    CLs are only used by the GM to denote the setting at the beginning of the game.  This really just reveals what is available in the setting at this point.  The prime reason for the Conspiracy Levels are for what impact the corporations have, how much power the USCM have, but mostly, how many Aliens are out there.  This is a simple guide and they can be broken up at any time.  The course of events can either be descending or ascending.  You can start with the Alien War (like the Dark Horse Comics) or reverse them like I did for a course of events that fits in with the Film series.   The GM, before hand, should organize the CLs as he sees fit.  I suggest simply following the course from 1 to 6.  Therefore, the PCs can progress through the CLs for a very fulfilling gaming experience.  CL is only used in further chapters for story development. (EG:  Grant Corp needs Royal Jelly at CL 3 but operates its own hives in CL 4).

  CONSPIRACY LEVEL 1:  “A VISITOR”
        CL1 takes course around the time of the movie.  A Narcissus Shuttle is towed from  Outer Reaches to Gateway station.  On the basis of the report from the survivor, a CMC Cruiser was sent to a planet on the Outer Rim.  The Aliens are only known by that survivor.  This setting is a pre-threat scenario.  Marines usually don't even consider any non-human threats in known space.  The human quotient is another story.  The Aliens still exist in deep, deep space, and on the planet Acheron, quarantined after the Atmospheric Processor there went critical.
    EG:  Aliens

  CONSPIRACY LEVEL 2:  “IT’S ON A NEED TO KNOW BASIS”
        In CL2, stories have leaked about some alien life form on the rim.  The PCs still don't know anything but their superiors may not be revealing everything.  Weyland Yutani and several other corporations are committed to a secret agenda.  Meanwhile in deep space, in the deepest of the deep, several ships and colonies are found abandoned, destroyed, or they simply have gone missing.  PCs may encounter trace evidence of something…deadly…something someone is trying to hide.
    EG:  Alien 3

  CONSPIRACY LEVEL 3:  “WHAT ARE THEY?”
        CL3 reveals them finally…but who will believe you?  The PCs would have to be in deep space to encounter them.  Outer Colonies are fighting for their very survival.  Meanwhile, on Earth, no one knows a thing.  Rumors have leaked through the systems about strange infections on the rim colonies.  Corporations are directly fighting for control of the Xenomorphs biotechnology.  The CMC (or USCM) funds a secret brigade of forces sent into the rim to keep the infestation from swarming out of control.  This is a great start for some basic action and plot development.

  CONSPIRACY LEVEL 4:  “MY MOMMY ALWAYS SAID…”
        In CL4, the Xenomorphs have replaced the boogey man for those night time camp stories.  Adults know better.  The ones in the deep fear for they very lives.  Chances are someone knows someone who knows of someone who has been killed by these creatures.  The marines are now dedicated to their extermination.  Several corporations and even the military have funded research stations, some even live life specimens and maybe even an operating hives.  The Alien Homeworld has been found.  Many fear this fight is doomed.  Most on Earth are blind to the threat.  Life continues as normal.  PCs here are one of many groups fighting to keep the infection to a minimum.
    EG: Genocide, Hive, Rogue, Labyrinth,

    CONSPIRACY LEVEL 5:  “THEY'RE EVERYWHERE”
          Its war.  No one is safe.  Chances are, everyone knows someone who has fallen victim.  The fight seems hopeless.  Religious cults have cropped up.  The Aliens are on Earth.  Marines fight to keep the peace.  Bureaucrats and politicians are the real enemy.  Lock your doors.   Arm yourself.  The Human race smells it own extinction.  Marines here struggle, trying to fight off, grabbing every chance they get.
    EG:  Outbreak., Music of the Spears

    SPECIAL LEVEL 5.5:  “WE NEED A GOOD WAR”
        Yeah…its war.  The aliens are on Earth and it is being turned into a wasteland.  Upper classmen witness from sealed ships as the human race falls apart.  The PCs are alone.  They fight a loosing fight.  They seek out help but find little.  The infrastructure is crumbling.  Its all or nothing.
    EG:  Nightmare Asylum, Earth War,

  CONSPIRACY LEVEL 6:  “A TERRIBLE PRICE”
        Earth is a wasteland.  A couple dozen hives still function on the globe.  Nuclear weapons have washed the planet clean.  Nothing lives.  Mankind rebuilds.  Marines are now rescue personnel.  They are either trying to find survivors or they have been given the ugly duty of clean up.  Others have been forced to hunt down and completely exterminate all remnants of the alien presence.

  TECH LEVELS
    Tech levels should be enforced.  They introduce technology in a step-by-step basis.  It is recommended that you follow them with the appropriate Conspiracy Level but exceptions can be made.  Earth War, for example, is CL5 and TL1.  However, it is not recommended that you flip then (CL1, TL5) since that gives the PCs a severe advantage.  The GM should start with a low TL and work his way up as the game progresses.  It isn't that much fun when the PCs get everything at the start.   TLs are used frequently to denote when technology is introduced and when a GM should and shouldn't use them.  If a game uses TL2, you can leak TL3 technology on occasion but introducing an Anti-Alien Combat Synthetic or a Beserker suit may be unwise.

    TECH LEVEL 1:   STANDARD TECHNOLOGY
        These are all technologies from the start of the series.  Everything from the Aliens movie is present. All technology is considered TL1 unless stated otherwise.
    EG:  M41A Pulse Rifle, M51 Smart Gun

  TECH LEVEL 2:  ENHANCED
        Basically, TL2 are weapons and devices which are just slightly better.  No anti-Xenomorph technology is available just yet.
    EG:  M41A Mark2, Duchamp Blaster

  TECH LEVEL 3:  HOSTILE
        Heavier weapons are introduced to combat high quality armors.  The best defense for Aliens are more and more armor.  A Spray that counteract the acid is available.
    EG:  Alphatech Shivas, Polymer armor

    TECH LEVEL 4:   BUG HUNT
    Grant Corp makes fortune from its nutra-gel technology designed to counteract the alien acid.  This allows close combat capability. Knowledge of the alien increases.   Royal Jelly and all of its fantastic properties is ravishly utilized by the masses.
    EG:  Anti-Acid Technology, Xeno-Zip,

  TECH LEVEL 5: OFFENSIVE
        No longer are we making defensive technology against the Xenomorphs, now, we are taking the fight to them.  Anti-Acid technology has reached a pinnacle but newer capabilities for it is being developed weekly.
    EG:  Beserker Suit, Mark II Xenomorph Synthetic.

    TECH LEVEL 6:  PINNACLE
    We have reached as high as we can go with the alien threat.  Combat Synthetics specifically designed to take on whole hives have been designed.  Genetic Engineering has created viruses.  But…A newer threats abound…
    EG:  “Liston” type Combat Synthetic, “Dean” type Combat Synthetic.

    A FINAL NOTE ON CONSPIRACIES AND TECH LEVELS
    The final word is always with the GM.  Please note that they don't have to be the same number.  I just recommend they are.  To see how this form actually fits into Fox’s timelines, you will have to read the last chapter.  Many comic, books, and films have taken alternative forms of each TL and CL.  Earth War, for example has a TL of 1 but a CL of 5, then the story continues raising the TL but lowering the CL.  Course, the aliens would never be fully forgotten.  A long game could start with CL1, progress all the way to 6 then retract back to one, as people recovered and forgot about their past.  The last chapter also talks about how the GM could use these to make a very good and long action-orientated game with a plot.

WHAT IS NEEDED TO PLAY

  It is vital that you have the FUZION rules from RTG.  You can purchase one of their game systems for the full rules.   You can then implement the special rules those games suggest.  The best example is the Votoms RPG which has a really cool mecha construction system if you want to make power armor in the game (something I only touch on).  I use a d6 system for FUZION but d10 is easy to convert.  I tried to make the game as independent as possible.  You can grab and print the pics for visual references.  For GMs, nothing beats the Dark Horse comics for some great story idea.  You shouldn't need anything else!

THE THEME AND THE 2020 CONVERSION

    Alien FUZION is not designed to be a blood/violence/gore-fest although it can be.  I designed the game to offer several different themes.  It can be total war or a more subtle X-File-ish type conspiracy story.  The scale of damage and weapons might surprise you.  I tried to be as realistic as possible. There are no mecha or huge vehicles so I apologize that you think a dropship should take more than 4 kills before getting wasted.  I tried to be realistic.

    And as for the popular 2020 conversion on the web.  I think it is great, but it approaches it from an entirely different angle.  If you just want a totally war, there isn't much more offered here except for a lot more weapons and the inclusion of the vehicles  I am offering an actual full long-term game where a group can grow and experience a long story and be active e participants on the mythology.  The scale is also different.  Aliens are less powerful.

    With that….ENJOY!!!


RULE MODIFICATIONS
    There aren't very many, I have just added on the existing FUZION rules to increase game enjoyment.  Other rules are just to make my life easier and to seal up holes in my own conversion.  A lot of these rules might not make sense unless you read what they pertain to.
 

    TURRETS:
    The MV penalty to spacecraft and vehicles effect all shooting and dodging.  Thankfully, we have turrets.  All weapons on turrets always add +3 to their existing WA to hit.

FTL DRIVES
The FTL is no longer an escape route in combat.)

         The Star Map has distances for each jump.  The number given in ship's FTL range is the maximum range the FTL drive can go in a single jump.  When the range is used up, the ship must drop to sublight and recharge its jump drives.  This delay is what makes travel time so long.  The FTL speed is how fast the ship goes when jumping.  However, before and between jumps, a ship reduces it to low power and must move on sublight as it charges the drive.  Unfortunately, drive recharge rates are high.  A ship that jumps from system to system is cheap and easy but long trips require these charges.  A fully stocked spaceport can charge a drive at 2 ly per day.  A major military base, however, can charge a ship at 2 ly per six hours.  In the deep and dark of space, a ship can charge its own drive to full capacity in one week.  This is a good lesson to those who run out of gas on the road.

     Note: All systems on a ship must be shutdown for the FTL capacitors to recharge.  The FTL drive requires so much energy, it must slave every joule from the reactor to fill it up.  As a result, the crew must be in cryosleep since this action includes shutting down ALL life support and defensive systems.  Any interruption stops the recharge and diverts the energy back to their individual systems (like if the ship is suddenly attacked).  If, somehow, something is taking any energy from the capacitors, the recharge time is extended substantially.  Keeping the life support on, for example, would result in the recharge time being extended by a factor of 10.  So no one stays up.

     Rolling Astrogation is easy for jumps to colonized planets if the ship’s computer is working (DV10).   The computer requires two hour to calculate the jump and another to initiate the engine.  A human calculating the jump will take one hour per DV +1 to initiate the engine…Obviously, Jump drives are black-box technology and not meant to be delved into too intricately.  As a result, and since jumps cannot be done in a heavy gravity environments, jumping out of a combat arena is not possible.  ANY impact on the vessel automatically shuts down the FTL drive since the course has to be re-plotted.

DV MODIFICATIONS:
     If the computer isn’t working: +3
     Random cosmic phenomenon: +3-5
     To an uncharted system:  +5
     Into deep space:   +2
     Precision jumps:   +3-10 depending how close the ships want to jump to.

      A failed roll is the GMs discretion.  A ship can fry is generator, forcing the ship to recharge from scratch to dropping the ship up to twice its jump range in another direction.  A failed roll should never result in death.

    GUIDED AND AUTOMATIC SYSTEMS:
    Guided Missiles aim themselves and can make multiple attacks if they miss the first time.  For The initial shot, the user, can use his/her firing skill or the depend on automatic systems.  Whatever the user chooses, if there is a miss, the rocket can attempt another attack next round (allowing another round of anti-missile fire).  The weapon's skills must be used for the following rounds.

    Guided Missiles can fire initially with their own skill.  However, it must be "locked-on" before firing.  Locking on takes one round of the target being in the weapon's range.  The next round allows firing.  If the weapon is dumb-fired by the user without locking-on, the missile has a 50% chance of not locking on at all.  Even if the user is using his/her skill, they should allow a lock before firing to ensure a second pass is a miss occurs.

    The skill of the weapon and its number of possible additional attacks depend on each weapon.  "Unique" weapons (see Weapons) cannot be dumbfired and must "lock-on" or else they will almost always miss (-8 to hit).  The Missile MUST then use its skill or else still have the -8 penalty.

        If one missile locks on, they all lock-on so any number of missiles in that hardpoint (up to half its capacity--see below) can fire with a lock.

    Automatic weapons are considered unlimited in the time that they can operate.  They can be programmed to fire at anything (Heat, improper PDTs, Movement) and have a base skill to hit.  They can never use someone else's skill.  They only use their own.
 

    HARDPOINT ROF
    A weapon with a set ROF (Like Railcannons and Lasers) keep that ROF but Missiles don't have that.  For Spacecraft, the missiles can be loaded over multiple hardpoints or filled with only a half capacity of weapons.  Generically, the ROF of a missile pack is selectable with any number but not more than half the capacity of the hardpoint (something from Mekton I borrowed).
 

    SHIP FIRING:
    A pilot can fire any number of weapons when he pulls the trigger.  He can link any of his weapons up with his trigger.  The Weapon's Officer on a spacecraft can do the same.  The only exceptions are turrets, which can be automated but never linked together.  One roll is made for the linked weapons but the damage and hit locations are done separately.   An UD-4 Cheyenne Dropship pilot can fire both 150mm missile packs on each of his Hardpoints and make one roll for each salvo coming from the Hardpoints.

    The weapons must be of the same type.  A Pilot or Gunner can switch weapons instantly without a sacrifice in time.  Remember:  Guided weapons need a round to aim.
 

    DECOY BALLUTES
    Large Spacecraft can deploy these to confound sensors.  For simplicity sakes, the rules are the same as the Shadow Imagery in the Mekton Z rules.  A ship can deploy half is ballutes in one round.

    Every Ballute deployed adds a +1 to the ship's dodge.

    If the roll to hit still strikes, then damage is done directly to the craft.

    If it fails to strike even the unmodified dodge, the weapon goes wide.

    If the roll fall between the unmodified dodge and the modified dodge, then a Ballute is hit and instantly destroyed (each has a capacity of 1k).  The Dodge bonus is dropped by one because one ballute has been eliminated.
 

    MANEUVERING DRONES
    These Drones only operate in space.  They work similar to Decoy Ballutes but actively seek out weapons.   They can be deployed one at a time.  They don't usually let themselves be hit.  They have a base skill of 10 to hit and dodge and are simply armed with a basic laser (0.25K) which is designed to only take out missiles.  See Anti-Missile fire below.  Each Drone can fire once to one  missile per round.  Two drones can take shots at one missile.
 

    MINEFIELDS
    Minefields in space operate like their ground counterparts.  If a ship comes within 500 m, the Mine will home in and detonate with a base skill of 8.  Connected fields cannot be navigated through.  If hit, the mine strikes directly and the ones connected to the detonated one, close in around the ship for the kill.
 

    ANTI-MISSILES:
    Missiles take time to reach their target, especially in the vast distances of space.  Any missile can be targeted.  Since missile fire in FUZION is assumed to be instant, anyone with an anti-missile weapon can make a free attack on that incoming warhead.  Some of these weapons are already automatic so the pilot never has to worry.  Some are done by turret gunners.  The difficulty to hit an incoming missile is 15.  Only one weapon can fire on one missile.  Two laser turrets can attempt to fire on two missiles.

    The TSAM missiles on the UD4 are an exception.  They fire instantly like a chaff or a flare.  The pilot can launch as many as he has missiles to any number of missiles coming to a maximum of the number fired.  Anti-Missile weapons with an ROF can spread their fire over multiple incoming missiles.

    ARMOR AND SHOOTING
     As many know in the Mekton Rules, every time armor is hit, one point of armor is removed.  This applies to personal armor.  When the armor reduces to zero, it is useless.  Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise (special armor have special rules).   NO personal weapons do less than one point but some spacecraft weapons do.  In Mekton, 1 kill will remove 1 armor…any weapons above 1 kill will still only remove 1 kill of armor.  However, fraction damage will only remove fraction armor (eg:  0.25 k will remove 0.25 armor instead of 1.  But 4 K will only remove 1kill of armor).  Any weapons that do not have a kill capacity listed will not damage kill armor.

    REPAIRING SHIPS:
     The standard difficulty for repairing ships is 22 to finish the repair in one hour (unless reconstructing an engine, then it is one day).  That may seem high but how many engineers do you know can patch a fusion core in one hour with no tools.  This number varies radically.
 
  MODIFIERS
 DV
 …With every additional hour spent on the repair*
-1
…With Advanced Tool Kit 
-1
 …With Mechanics Tool Kit
-2
…With each additional Technician assisting**
-1
…With each Engineer assisting***
-2
 …With each non-skilled help assisting
-1
 …For every kill inflicted beyond 0 defenses****
+2
 …With every successful previous roll*****
-1
 *For hourly repairs only.
**With at least +1 Engineering skill or Electronics for an Electronics roll.  Can work indipendantly and roll indiependantly but offers not bonus then.
***With at least a +3 Engineering skill or Electronics for an Electronics roll. Can work indipendantly and roll indiependantly but offers no bonus then.
****For rolls required on combat damage.
*****For damage needing compounding rolls.  Cannot offer more than a -5 bonus.

 RESULTS
     ARMOR PATCHING:  Every successful roll will patch one kill of structure or armor.  Please note, this material must come from somewhere.  All Spacecraft have enough spare materials for HALF their structure and armor.  Anything beyond that must be taken from somewhere, whether is be from vehicles or other aerospace craft or whatever.
     ELECTRONICS: A succesfull roll will activate or repair the electronics system.  The GM has descretion as to how long it will take for the system to “Warm Up.”  Sensors fall into this category.
     WEAPON REPAIR:  The repair time depends on the complexity of the weapon.  Each sucessful roll will recover 1000 meters of range and 1k DC  of damage.  Of course, most ships have massive ranges so a huge weapon like the Particle Beam will take up to two weeks of repair without a drydock.  Think about it…that is a huge weapon.  It stretches almost 50 meters in length.  Usually, several Engineers can work indipendantly to restore at a quicker rate instead of teaming up.  Only when the gun is totally restored, will it work again.  If absolutely needed, if the DC the weapon inflicts is restored but the range is still crippled, an Engineer or team may attempt to splice the weapon into working.  A DV of 22 is required (with no bonuses for previous successes) to patch the weapon.   A success will allow the weapon to fire with its current range.  An hour must be spent removing the patch before repairs can start again.  Weapons that have ammunition loose it all and, unless the ship carries extra ammo in a cargo slot, is useless unless reloads can be found. A weapon considered “damaged” (see below) will be repaired in one hour after a single repair check.
     PROPULSION / DRIVE:  A success…
    Vehicle Drive…will recover 10 kmph per hour of work done.  If it is destroyed, at least a full day must be spent to  reconstruct the engine for every 20 kmph of the Max Speed.  If “vaporized”, reconstruction is not possible.
    Atmospheric / Orbital Engines… will recover 10 MOVE and 1 ORBIT (if it has an ORBIT) per hour of work done.  If it is  destroyed, at least a full day must be spent to reconstruct the engine for every 10 MOVE/1 ORBIT of the Max Speed.   This time increases by…
          … ½ day for ships from 5 000 – 20 000 tonnes
          …1 day for ships from 20 000 – 40 000 tonnes
          …1 ½ days for ships from 40 – 60 000 tonnes
          …2 days for ships from 60 000 – 80 000 tonnes
          …3 days for ships 80 000 tonnes and above.
     A ship’s Mach rating is only restored when the engine is fully functioning.  Engineers really don’t like pilots pushing a  ship into Mach with a patched engine…it just might explode.  If MOVE or ORBIT is restored before the other, repairs  must continue until completed. If “vaporized”, reconstruction is not possible.  A reconstructed engine will not operate  until half its speed at least is restored. After that, it must still be reconstructed until completion
    FTL Drive…will recover one LY per hour of work done.  If destroyed, reconstruction is possible but a full day must be spent per  1 LY of the engine’s capacity. This time increases by six hours per 10 000 tonnes of the ship’s mass (obviously this  only applies to Dreadnaughts).    After that, the engine still must charge up.  If “vaporized”, reconstruction is not  possible. A reconstructed engine will not operate until half its range at least is restored.  After that, it must still be  reconstructed until completion.
    NOTE: Any fuel lost as a result is still lost…
     Example: Lets take a Conestoga.  It just been shot and its Orbital engine was destroyed.  The team consists of one Engineer and three techs.  Being a Conestoga, it has a fully stocked repair bay.  To get that engine moving again requires 15 days at 16 DV the three days with a –1 each additional three days.  The Conesotoga weighs 78 000 tonnes, meaning instead of one day per repair job, it requires 3 days.  As for the DV:  DV 22 – 1 (Tool Kit) – 2 (Mechanics Kit) – 3 (three Technicians assisting).  The ship only moves at an ORBIT of 5.

     INFLICTING DAMAGE:
     Ships and vehicles reduced to zero are not destroyed. Oh no…they cannot fire or move, but the ship is not destroyed…restoration is possible.  Batteries still run gravity and life support.  With a clever Engineering role, he might even get a non-energy weapons functioning.  What follows are a series of tables for damage to vehicles and spacecraft.  Once any craft or vehicle is reduced to below twice its total capacity, the craft or vehicle breaks in two. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17.  1D6 Cargo bays gutted.  All engines and weapons destroyed.  Aerospace craft in an atmospheric crumble.  Spacecraft will disintegrate in 1d6 minutes.
     Tables are rolled on whenever armor on vehicles or craft are punctured.  If the damage is not applicable (cargo bay gutted on an APC), no damage is applied.  The requirements are listed below.  You first must know what class of vehicle/craft it is.

DAMAGE CLASSES (based on Body of the craft / vehicle)
Light Body  = 1 – 5 Kills
Medium Body  = 6 – 10 Kills
Heavy Body  = 11- 20 Kills
Massive Body = 21 kills and above

DAMAGE TABLES
LIGHT DAMAGE:  Roll once every time a…
    Medium Body loses 1 kill of BODY
    Heavy Body loses 2 kills of BODY
    Massive Body loses 5 kills of BODY

MEDIUM DAMAGE: Roll once every time a…
    Light Body loses 1 kill of BODY
    Medium Body loses 2 kills of BODY
    Heavy Body loses 4 kills of BODY
    Massive Body loses 10 kills of BODY

HEAVY DAMAGE: Roll once every time a…
    Light Body loses 2 kills of BODY
    Medium Body loses 4 kills of BODY
    Heavy Body loses 8 kills of BODY
    Massive Body loses 20 kills of BODY

CRITICAL DAMAGE: Roll once every time a…
     Light Body loses 1 BODY below 0
     Medium Body loses 2 BODY below 0
     Heavy Body looses 4 BODY below 0
     Massive Body loses 10 BODY below 0

LIGHT DAMAGE TABLE (Roll 3d6)
3 – 5
 No additional effects
6 – 7
Ship / craft shaken.  –1 to all piloting and gunnery rolls for 1d6 rounds. 
8 – 9
Sensors damaged.  SR cut in half.
10 – 13
Random light weapon (DC 4 and under) damaged.   Will only fire on a roll on a 4+ on a D6.
14 – 15
Drive engine damaged. MOVE / ORBIT / Max Speed reduced by 30%.
16 – 17
Random heavy weapon (over DC 4) damaged.   Will only fire on a roll on a 4+ on a D6.
18
Roll on the next damage table.

MEDIUM DAMAGE TABLE (Roll 3d6)
3 – 4 No additional effects.
5 – 6
Ship / craft shaken.  –3 to all pilot and gunnery rolls for 1d6 rounds.
7 – 8
Fuel Leak.  One fuel cell wasted.  Lose 10% of remaining fuel mass (if fuel is present).
9 – 10
Random light weapon (DC 4 and under) damaged.  Will only fire on a roll of 5+ on a D6.
11 – 13
Internal Shrapnel.  Every crewmember has 30% chance of dodging a DC5 hit at a DV of 15.
14 – 15
Drive engine damaged. MOVE / ORBIT / Max Speed reduced by 50%.
16 –17
Random heavy weapon (over DC 4) damaged.  Will only fire on a roll on a 5+ on a D6.
18
Roll on the next damage table.

HEAVY DAMAGE TABLE (Roll 3d6)
 
No additional effects.
4 – 5
Locked systems.  Craft / Vehicle can do nothing for 1d6 rounds. Aircraft should pray.
6 – 7
Major fuel leak.  Several fuel cells wasted.  Loses 50% of remaining fuel mass (if present).
8 – 9
Random light weapon (4 DC and under) destroyed.
10 – 11
Communications Cut.  Electronics roll required to restore.
12 – 13
Hull Breach!  1 room decompresses.  Crewmembers have 50% chance of dodging a DC5 hit at a DV of 15.
14 – 15
 Random heavy weapon (over DC 4) destroyed.
16 
Drive engine Destroyed.  Eject!!  Reconstruction or replacement required.
17
Random cargo bay (if present) gutted and destroyed.
18
OH NO!  Critical Damage.  Roll on the table below…

CRITICAL DAMAGE TABLE (Roll 3d6)
3 – 4 
Random light weapon (4 DC and under) vaporized.
5 – 6
Artaficial Gravity Systems Destroyed.  All crew members are in free fall.
7 – 8
Life Support Systems destroyed.  Temperature will drop 5 degrees every hour.  Air supply will run out in 1d6 hours.
9 – 10
Major Hull Breach. 1d6 rooms decompresses.  Crewmembers have 60% chance of dodging a DC6 hit at a DV of 16.
12 – 13
Random heavy weapon (over DC 4) vaporized.
14 – 15 
Specific Damage.  Tail / turret blown off, 1 Drop / Craft slot gutted, or 1d6 Cargo slots gutted.
16 – 17
 Drive engine or FTL vaporized .   Eject!!
18
Craft / Vehicle breaks in two. Crewmembers have 75% chance of dodging a DC8 hit at a DV of 17.  1d6 Cargo bays gutted.  All engines and weapons destroyed.  Atmospheric craft crumble.  Spacecraft will disinetrate in 1d6 minutes.


     MORTAL DAMAGE TABLES

     It’s a forgone conclusion that most Players will have an average to above average body strength.  This means they can withstand more punishment than the average farm boy.  However, a bullet through the femur will still hurt.  It doesn’t matter if you’re Rambo or Woody Allen.  I do not believe that a character can walk around with perfect health until their hit points reach zero.  There are two basic schools of thought:  0 Hit Points = Death, and 0 Hit Points = out-of-commission.
     FUZION rules need modifications.  All Hits are removed from total Hits but some specific situations exist…

MAIN BODY.  FULL HITS:
     ½  Total Hits: --Physical Characteristics drop by 1.  Combat Characteristics drop by 1.
     ¼  Total Hits:  --Combat Characteristics drop by additional 1.
                               --Physical Characteristics drop by an additional 1.
                               --Mental Characteristics drop by 1
     0  Hits and below:   --All Characteristics drop an additional 2.  For the Mental group, the character doesn’t go dumb, just concentration is thrown out the window.   Characteristics don’t drop below 0.  Any that ARE 0 means no skills under that characteristic can be used.  A 0 MOVE indicates no movement.
                                         --The character is still conscious but will be out cold in combat phases = Original Endurance.
                                          --The Character will loose 1 additional hit point every minute until 2 x HITS.  The Character then dies.

ARMS.  HALF TOTAL HITS:
 ½ Arm Hits: --STR and REF are reduced by 1.
 0 Arm Hits: --The Arm is useless.  STR and REF are halved.
 Double Arm Hits: --Arm is crumpled or severed.  STR and REF is 1.  DC1 Stun every minute until stabilized or     unconscious.

LEGS.  HALF TOTAL HITS:
 ½  Leg Hits: --DEX is reduced by 1.  MOVE is reduced by 2.
 0  Leg Hits: --Leg is useless.  DEX is halved.  MOVE is reduced by an additional 1.
                       A Move of 0 makes the Character incapable of walking without assistance.
 Double Leg Hits: --Leg is crumpled or severed.  DEX and MOVE is 0.  DC1 Stun every minute until stabilized or     unconscious.

HEAD.  HALF TOTAL HITS:
 ½ Head Hits: --INT, REF, DEX are reduced by 1
 0 Head Hits: --Dazed and Confused.  Knockout in Combat Phases = Endurance.  All Characteristics halved.
 Double Head Hits: --You’re out and will be dead in combat phases = Original Endurance

ADDITIONAL RULES:

    HEAD:  Any HITS on the head that penetrates armor deal DOUBLE DAMAGE.  The skull is a wonderful thing with some very  think bone there.  It receives an automatic 1 PD of armor, non removable.

    ARM:  A Character is assumed to NOT be ambidextrous.  However, to side in the Player’s favor, every time an arm is struck  with HIT damage, it is always the OTHER arm.

    LEG:  Even if crumpled, the Character can still crawl at STR = Meters per minute.

    GENERIC:  Any Hit to any location that deals more than 5 HITS penetrating damage in one strike causes a MAJOR wound.   This results in 1 additional HIT being inflicted every minute until at least rudimentary treated.  This removal may  continue all the way to Death.

ROLL MODIFIERS (revised and altered for game use)

    There are two types of combat, quick and slow.  For quick combat, use only basic modifiers.  Forget about range and just worry about dodging and shooting.  Slow combat feels like the slow-motion sequences from The Matrix.  Every move is strategically set up…choreography is key.  Combat will take longer but may feel more fulfilling.

BASIC MODIFIERS
Target crouched or kneeling… … -1
Target prone… … … … -2
Behind someone else… … … -4
Tiny target (bull’s-eye, bottle)… … -5
Small target (limb, wheel)…  … -4
Large target (car, large animal)… … +2
Very large target (Truck, plane, house) … +3
Aiming… … …  +1 per phase,
                                 Up to +6
Fast draw / Snapshot… … … -3
Blinded by light or dust… … … -3
Using two handguns… … … -2 each.

ADVANCED MODIFIERS (OPTIONAL)
Aimed body shot: Head… … … -5
                   Hand, shoulder… … -4
                                 Arm, leg… … -3

Range: Point Blank (<1 meters)… … 0
         Close (1/4 range of weapon)… -1
         Medium (1/2 range of weapon)… -2
         Long (full range of weapon)… -3
         Extreme (every 50m past extreme)... additional -2

Ricochet or indirect fire… … … -5
Using a rifle one-handed… … … -2
Weapon braced…  … … +2

Firing while moving (refer to MOVE): 
                  Combat move… … -2
                  Sprint… … … -3
                  In Water… … -3
                  Leaping… … -3

Firing while at speed from a vehicle: 
                  1 – 30 kph… … 0
                  31 – 60 kph… … -1
                  60 – 90 kph… … -2
                  91 – 120 kph… … -3
                  121 – 150 kph… … -4
                  151 – up… … -5

Firing while at speed from an aircraft:
              Combat move: 0 - 100… … 0
                                        101 - 150… -1
                                        151 - 200… -2
                                        201 - 250… -3 
                                        251 - 300… -4
                                        301 – 350… -5

Firing while at speed from an aircraft:
                Mach speed: <Mach 1.0… -2 
                Mach 1.1 – 1.5… -3 
                Mach 1.6 – 2.0… -4 
                Mach 2.1 – 3.0… -5
                Mach 3.0 – up… -6

Firing at a moving target:
             Human based: 4m – 8m / phase… … 0
                                       9m – 12m / phase… -1
                                       13m – 20 m / phase… -2
                                       21m – 30m / phase… -3

 Vehicle based: 1 – 30 kph… … 0
                       31 – 60 kph… … -1
                       60 – 90 kph… … -2
                       91 – 120 kph… … -3
                       121 – 150 kph… … -4
                       151 – up… … -5

 Aircraft based: 
          Combat move: 0 - 50… … 0
                                    50 - 100… -1
                                    101 - 150… -2
                                    151 - 200… -3
                                    201 - 250… -4 
                                    251 - 300… -5
                                    301 – 350… -6

  Mach speed:     <Mach 1.0… -4 
                            Mach 1.1 – 1.5… -5 
                            Mach 1.6 – 2.0… -6
                            Mach 2.1 – 3.0… -7
                            Mach 3.0 – up… -8

TO HIT NUMBERS
To hit a target not dodging (per range): Point Blank / Melee (<1 m)…… 4
                                                                        Close (1/4 range)…  … 8
                                                                        Medium (1/2 range)… … 12
                                                                        Long (full range)… … … 16
                                                                        Extreme (every 50m past long)… additional +2
 

 REVISED WEAPON RULES

 ARMOR AND SHOOTING:
     As many know in the Mekton Rules, every time armor is hit, one point of armor is removed.  This applies to personal armor.  When the armor reduces to zero, it is useless.  Spacesuits with an armor if penetrated will puncture and leak unless stated otherwise (special armor have special rules).   NO personal weapons do less than one point but some spacecraft weapons do.  In Mekton, 1 kill will remove 1 armor…any weapons above 1 kill will still only remove 1 kill of armor.  However, fraction damage will only remove fraction armor (eg:  0.25 k will remove 0.25 armor instead of 1.  But 4 K will only remove 1kill of armor).  Any weapons that do not have a kill capacity listed will not damage kill armor.

AUTOFIRE WEAPONS:
    The FUZION rules are incorrect regarding Rate of Fire.  Here are the changes:

 FIRING ONE SHOT:  No change

 FIRING BURST:   Light, Medium, and Heavy firepower can fire a quick 3 round burst.  No bonus and if they hit, 1d6/2 bullets strike (round down).

 AUTOFIRE (ROF):  Only with Light, Medium, and Heavy firepower weapons with an ROF more than 1.  The difference between the defender’s roll and the attacker’s roll is how many bullets hit.  The number of bullets of fired effect the weapon accuracy.  The Player must tell the GM how many rounds the PC is firing before rolling.   The Player chooses a ROF up to the maximum ROF.  A  +1 WA is added for every 10 shots fired.  Because of the advance in technology, there is little recoil.  But there is still some kickback and if the weapon fires more than one-third of its total ROF for more than one combat phase a –1 penalty is incurred on the second round and increases every round after.  Also don’t forget massive ammo loss.  Remember, changing clips takes one action.

 AIMING WITH AUTOFIRE:  If you aim at a specific body / vehicle location, only the first shot hits that location, the additional damage from the other hits are to taken to the main hull / body.

 FIRING OVER MULTIPLE TARGETS:  If you wish to spray multiple targets, several factors must be considered:  How many shots are fired and how far apart the targets are from each other.  The player must first determine how many shots are fired and calculate the ROF bonus (40 shots = +4).  Next the player must determine how many targets he/she is firing at.  Then the GM must denote how far apart these targets are.  The player may ask how far apart these possible targets are before firing to weigh the risks.  Simply put, for firing at more than one target, the number of targets = the penalty to fire for each of them.  Four targets would be –4 to hit all of them and so forth.  To counter this penalty, the player may burst 40 shots at a +4 for the ROF bonus but that wastes ammunition, may lead to recoil problems, and only ten bullets can strike each target (shots fired / number of targets).  Then there is target distance.  After striking, determine how many additional shots hit.  However, for every meter the last target is from the previous target, remove one bullet (one DC).  You can never loose all your shots.  If you score a hit, the first shot WILL hit.  This rule only means you wasted the other bullets strafing the gun towards the new target.

 DAMAGE WITH WEAPONS:
     The damage capacities for weapons may seem low but for every additional shot that hits does an additional DC1 of damage.  Eg:  A weapon with a ROF of 6 and a damage of 4 hit three times.  The damage roll is DC7 (4 + 3).