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Introduction

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Introduction Empty Introduction

Post  Admin Mon Jul 13, 2009 1:54 am

The Aliens Adventure Game is a complete role-playing system. It includes all the rules necessary for recreating the kind of action shown in the movie, as well as guidelines that will take the players to meet challenges on dozens of strange new worlds.

The time of Aliens is one of great adventure and great change. The nations of Earth have lost much of their power, and multi-national and multi-stellar Corporations have replaced them as the rulers of Humanity. Although large-scale warfare has been avoided, there is constant strife among the Corporations and Nations, and with the many Colonies that have been established. In the midst of the Chaos, the Colonial Marine Corps stands as Humanity's peacekeeping force, moving among the stars and trying to keep Humanity safe from itself, and from the dangers of space.

And now, on a minor world, the greatest danger of all has been awakened; the Aliens. And unless the Colonial Marines can defeat the greed and power of the most unscrupulous Corporations of all, the Aliens will destroy Humanity.
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Introduction Empty Branches of Service

Post  Admin Mon Jul 13, 2009 12:03 pm

Colonial Marine Garrison Infantry: The Garrison units of the Colonial Marine Corps are made up of the lowest quality recruits, and receive the least demanding of duties. Their primary purpose is to maintain security on Garrison Worlds and Military Bases, and sometimes they give support to more talented and better equipped Colonial Marine Line Infantry units.

Colonial Marine Line Infantry: These are the Grunts. They are usually deployed in squad-sized units called Strike Teams, with enough backup from the Auxiliary Branch to make the unit independent. As in all armies, it is the Infantry who do the majority of the fighting and take the biggest chances.

Auxiliary: The high-tech equipment used by the Colonial Marines requires a lot of special attention, a duty that falls to the skilled personal of this Branch. They operate, repair, maintain, and prepare for use everything from Pulse Rifles to interstellar Frigates, and can even act as Infantry when necessary.

Colonial Marine Officers: These are well-educated, highly-trained personnel with substantial experience. Before being allowed their own commands, Colonial Marine Officers have completed a Tour of Duty and have performed the full range of duties of the Infantry and the Auxiliary. A player with a Colonial Marine Officer for a character should generate Basic Training and the Tour (5 years), plus an additional 0 to 9 years representing time in the field since receiving a command.

Staff Officers: These Officers come from the recently created Colonial Marines Staff College on Earth, and most have backgrounds of considerable wealth and influence. Because of an increase in Corporate influence on the Colonial Marine Corps in recent years, there are growing numbers of these Officers. Staff Officers do not spend the traditional 6 years in the field before receiving commands; instead they get 4 years of training at the College and are then sent into the field. This training is the equivalent of 2 years of normal Active Duty experience, in addition to Basic Training. For characters , roll an additional 0 to 9 years of field experience. Note that it is quite possible for a Staff Officer to hold rank as a Lieutenant straight out of the Academy, and to be in the field leading troops shortly thereafter. Lieutenant Gorman is a good example of this kind of Officer.
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Introduction Empty A Tour of Duty

Post  Admin Mon Jul 13, 2009 12:31 pm

The various Active Duty assignments cover everything from standing guard as part of a Garrison to taking part in Military Coups and Corporate warfare.

Move Up a Grade
Transfer to a higher-quality unit, either due to the Character's talent or to fill a sudden vacancy. The Character receives training, and is sent on more important and more dangerous missions.

Garrison
Routine tasks relating to the security and maintenance of long-established bases. Earth Garrison duty is quite tedious and is given to Colonial Marine Garrison troops only; Off-World Garrisons see slightly more action, and include troops of all types.

Base Guard
This is very similar to Garrison duty, but takes place at sensitive facilities and areas which are likely to come under attack.

Civil Disorder
When local authorities are unable to control rioting and demonstrations, the Colonial Marines are sometimes called in. These assignments consist primarily of a show of force, and occasional hand-to-hand skirmishes with angry demonstrators.

Military Police
Enforcing order and discipline within the Colonial Marines. This assignment is complicated by the high level of Corporate influence currently imposed on the Corps.

Honor Guard
A high-profile position providing basic security and ceremonial atmosphere for officers, political figures, and other dignitaries.

Tactical Team
These units handle crisis situations on Earth and Major Worlds, and are just a step or two below Strike Teams in ability and equipment.

Security
This is a mobile form of Garrison duty, such as escorting important equipment or proecting public figures and witnesses in legal actions.

Patrol
Standard duty for a Strike Team, this includes routine checks of Jump Stations, Terraforming and Mining Worlds. This entry means that the Strike Team has had a fairly quiet time during the year. Most of the entries which follow cover what happens if it is not a quiet tour.

Hot Patrol
Represents a Patrol with more than the usual number of skirmishes.

Peacekeeping
Peacekeeping consists of preventing hostile factions from annihilating each other, and requires extensive diplomacy.

Contraband
There are many controlled substances, from drugs to weapons to technoloical break-through to viruses and from other lifeforms. The people who smuggle these items are well-trained, efficient and resourceful. A Strike Team assigned to stopping traffic in Contraband will find all of its abilities tested to their extremes.

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