TEXT: rank 
  name
  profile 
   
  background
  deployment
  IMPROVEMENTS
  +1 to stat (max+3)
   
  {
  +1 to stat (max+3)
   
  {
  new move
   
  {
  new move
   
  {
  new move (from 
   
  {
  any playbook)
  ADVANCED (4+)
  get +1grit
   
  {
  get 1-tough
   
  {
  2nd character
   
  {
  FINAL (7+)
  go home
   
  {
  you roll 6 or less
   
  a bond hits +4 (reset to +1)
   
  you help a comrade who’s 
   
  in trouble
  write your letter home at 
   
  mission end
  mark XP when:
  Choose two more
  IMPROVE
  trooPer moves
  trooPer sPecial
  eXPerience
  the regiment // colonial marines
  Marines Go First: 
   
  {
  When you put the mission first and follow the 
  orders of your superiors into danger, mark xp.
  Battle tested:
   
  {
   You get +1 Battle (max +3).
  Comrade in arms:
   
  {
   When you aid someone and choose assist, they 
  take +2 forward instead of +1.
  Eye for Supply:
   
  {
   When you scrounge for ammo or weapons, 
  roll+battle instead of roll+luckY.
  Heavy weapon:
   
  {
   Spend 1-supply from the unit surplus to equip 
  a heavy weapon for the mission. Incinerator, heavy MG, rocket 
  launcher, mortar, your call.
  Fight back: 
   
  {
  When you keep it together, roll+battle instead of 
  roll+GutS.
  Spray & pray:
   
  {
   When you assault, you can spend additional gear 
  1-for-1 to take +1 to your roll.
  Stone cold:
   
  {
   You get 1-grit.
  Get Some!: 
   
  {
  When you attack or assault against a determined foe 
  that outnumbers or outguns you, gain 1-tough and +1grit.
  Private First class (Pfc), technician 5th Grade (t/5), or corporal (cpl).
  By-the-book, Bold, cool, Precise, 
  charming, Sharp, Fragile, Reckless, 
  Indecisive, Icy, Savage, absent-
  Minded, Gung-Ho, Honorable, 
  Psychotic, Hopeful, Shy, Guarded, 
  Pessimistic, cheerful, Dominant.
  athlete, artist, teacher, Student, laborer, 
  craftsman, Doctor, lawyer, engineer, 
  Drifter, Musician, Mechanic, Firefighter, 
  Reporter, Farmer, cook, Driver, clerk, 
  Barber, Plumber, Service Worker, Writer, 
  caretaker, Parent, criminal.
  You always were an asshole: When you die, use up your remaining 
  gear to make an attack with +1d +area but expose friendlies to 1d 
  incidental fire from that attack.
  Or choose cinematic death (EW2) if that option is in play.
  trooper
  alpha 2.5
  You get Battle+2. Take +1 in another stat.
  bATTLE
  LuCky
  guTS
  TACTICS
  LEADERShIP
  Starting bonds: +2, +1, +1
  squad // bonds
  squad designation
  op
  squad leader
  stats
  Choose one
  loadout
  pulse rifle
   
  {
   (3d close/near spray), shotgun (3d tight spray), frag 
  and smoke grenades.
  smartgun
   
  {
   (3d near/far autofire, IFF, indirect), sidearm (2d tight 
  quick), frag and smoke grenades.
  also: helmet w/camera and light, commlink, motion tracker, welding 
  torch, combat knife (2d tight), ammo, flares, hydration packs, nutrient 
  packs, barter items worth 3-smokes, 1-personal item (detail).
  HOlD / FORWaRD
  GeaR
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  stress // wounds
  TOugh
  gRIT
  WOunDS
  StReSS
  FlIGHt
  FIGHt
  SHOck
   DaMaGe    cRItIcal
  SMOkES
  OtHeR MOveS
  
  Choose one more
  IMPROVE
  officer moves
  eXPerience
  Logistics:
   
  {
   Between sessions and when there’s downtime, 
  roll+taCtiCs. On a 10+, the unit has surplus. On a 7-9, it has 
  surplus and one trouble (GM picks). On a miss, it’s all trouble.
  Harsh Lessons:
   
  {
   When one (or more) of your soldiers are killed or 
  go critical because of a decision you made, mark xp.
  Pull Rank:
   
  {
   take +1 to impose your will if you outrank the target 
  and they’re in your chain of command.
  Fire Support: 
   
  {
  When you call in an air-strike, orbital bombardment, 
  etc. spend 1-supply from the unit surplus and roll+taCtiCs. On a 
  10+, it comes through. On a 7-9, the GM chooses one:
  the fire comes through on the target but also hits short, near 
   
  you. Distribute 4d incidental fire among you and your team.
  the fire comes through but is a bit off-target w/ reduced effect.
   
  the fire will come through on target, but you’ll have to wait for it.
   
  On a miss, no fire support is available. Take back your 1-supply.
  Tactical support:
   
  {
   When you assist your troopers remotely by 
  analyzing their camera feeds on your datapad, roll+taCtiCs. On 
  a hit, a trooper takes +1 forward if they follow your orders. On a 
  miss, they still take +1, but your orders lead them into danger.
  Planning is everything:
   
  {
   When you make a battle plan, and your 
  troopers are willing to follow it, take +1 to the engagement move.
  Master tactician:
   
  {
   You get +1 tactIcS (max+3)
  officer sPecial
  Final orders: When you die, call in fire support as if you had rolled a 
  10+ and give your final order. When your soldiers follow through on 
  your order, they take +1.
  Or choose cinematic death (EW2) if that option is in play.
  rank 
  name
  profile 
   
  background
  deployment
  the regiment // colonial marines
  2nd lieutenant (2lt), 1st lieutenant (1lt).
  By-the-book, Bold, cool, Precise, 
  charming, Sharp, Fragile, Reckless, 
  Indecisive, Icy, Savage, absent-
  Minded, Gung-Ho, Honorable, 
  Psychotic, Hopeful, Shy, Guarded, 
  Pessimistic, cheerful, Dominant.
  athlete, artist, teacher, Student, laborer, 
  craftsman, Doctor, lawyer, engineer, 
  Drifter, Musician, Mechanic, Firefighter, 
  Reporter, Farmer, cook, Driver, clerk, 
  Barber, Plumber, Service Worker, Writer, 
  caretaker, Parent, criminal.
  alpha 2.5
  You get Tactics+2. Take +1 in another stat.
  bATTLE
  LuCky
  guTS
  TACTICS
  LEADERShIP
  Starting bonds: +2, +1, +1
  squad // bonds
  squad designation
  op
  squad leader
  stats
  Choose one
  loadout
  pulse rifle
   
  {
   (3d close/near spray), sidearm (2d tight quick), frag and 
  smoke grenades.
  sMg
   
  {
   (2d tight/close spray), sidearm (2d tight quick), frag and 
  smoke grenades.
  also: helmet w/camera and light, commlink, motion tracker, welding 
  torch, combat knife (2d tight), ammo, flares, security codes, datapad, 
  hydration packs, nutrient packs, 2-smokes, 1-personal item (detail).
  HOlD / FORWaRD
  GeaR
  stress // wounds
  TOugh
  gRIT
  WOunDS
  StReSS
  FlIGHt
  FIGHt
  SHOck
   DaMaGe    cRItIcal
  SMOkES
  officer
  OtHeR MOveS
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  IMPROVEMENTS
  +1 to stat (max+3)
   
  {
  +1 to stat (max+3)
   
  {
  new move
   
  {
  new move
   
  {
  new move (from 
   
  {
  any playbook)
  ADVANCED (4+)
  get +1grit
   
  {
  get 1-tough
   
  {
  2nd character
   
  {
  FINAL (7+)
  go home
   
  {
  you roll 6 or less
   
  a bond hits +4 (reset to +1)
   
  you help a comrade who’s 
   
  in trouble
  write your letter home at 
   
  mission end
  mark XP when:
  
  Choose two more
  IMPROVE
  medic moves
  eXPerience
  Medic!: 
   
  {
  When you attend to a casualty (in the heat of battle: mark 
  xp), roll+guts. On a 10+, choose two. On a 7-9, choose one:
  You 
   
  stabilize a critical soldier. they don’t die or get worse.
  You get them back in the fight, and take +1d to treat their 
   
  harm if you choose that option (below).
  You treat their harm. You do “damage” in reverse. Roll a 
   
  number of dice equal to your guts+1 and index the vOF table 
  (incidental fire). they recover stress or wounds according to the 
  results. spend gear 1-for-1 to re-roll or improve your vof.
  Battlefield grace:
   
  {
   When you’re attending to wounded in the heat of 
  battle you and your patient get 1-tough.
  I’m a doctor, dammit!:
   
  {
   When you perform a combat action to save 
  lives, roll+guts.
  Inopportune target:
   
  {
   When you’re on the battlefield but do not take 
  direct action against the enemy, you gain concealment.
  In their time of need:
   
  {
   When you provide comfort to a casualty, they 
  heal 1-stress and increase their bond with you by 1. You may 
  increase or decrease your bond with them by 1.
  Nerves of steel:
   
  {
   You get +1 GutS (max +3)
  Infirmary:
   
  {
   When you tend to your soldiers’ health between sessions 
  or during downtime away from danger, they get the recuperate 
  choice on the downtime move, for free. In addition, you can spend 
  1-gear to give a soldier (including yourself) +1 choice.
  medic sPecial
  Last bastion: When you die, you keep your untreatable mortal injury 
  hidden for now and keep going. When you make the medic move, you 
  automatically get a 10+. When the danger to your team has passed, 
  or the mission is over, you succumb to your injuries and perish.
  Or choose cinematic death (EW2) if that option is in play.
  rank 
  name
  profile 
   
  background
  deployment
  the regiment // colonial marines
  corporal (cpl).
  By-the-book, Bold, cool, Precise, 
  charming, Sharp, Fragile, Reckless, 
  Indecisive, Icy, Savage, absent-
  Minded, Gung-Ho, Honorable, 
  Psychotic, Hopeful, Shy, Guarded, 
  Pessimistic, cheerful, Dominant.
  athlete, artist, teacher, Student, laborer, 
  craftsman, Doctor, lawyer, engineer, 
  Drifter, Musician, Mechanic, Firefighter, 
  Reporter, Farmer, cook, Driver, clerk, 
  Barber, Plumber, Service Worker, Writer, 
  caretaker, Parent, criminal.
  alpha 2.5
  You get Guts+2. Take +1 in another stat.
  bATTLE
  LuCky
  guTS
  TACTICS
  LEADERShIP
  Starting bonds: +2, +1, +1
  squad // bonds
  squad designation
  op
  squad leader
  stats
  Choose one
  loadout
  pulse rifle
   
  {
   (3d close/near spray), sidearm (2d tight quick), frag and 
  smoke grenades.
  sMg
   
  {
   (2d tight/close spray), sidearm (2d tight quick), frag + smoke
  also: helmet w/camera and light, commlink, motion tracker, welding 
  torch, combat knife (2d tight), ammo, flares, medic kit, hydration packs, 
  nutrient packs, barter worth 6-smokes, 1-personal item (detail).
  HOlD / FORWaRD
  GeaR
  stress // wounds
  TOugh
  gRIT
  WOunDS
  StReSS
  FlIGHt
  FIGHt
  SHOck
   DaMaGe    cRItIcal
  SMOkES
  medic
  OtHeR MOveS
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  IMPROVEMENTS
  +1 to stat (max+3)
   
  {
  +1 to stat (max+3)
   
  {
  new move
   
  {
  new move
   
  {
  new move (from 
   
  {
  any playbook)
  ADVANCED (4+)
  get +1grit
   
  {
  get 1-tough
   
  {
  2nd character
   
  {
  FINAL (7+)
  go home
   
  {
  you roll 6 or less
   
  a bond hits +4 (reset to +1)
   
  you help a comrade who’s 
   
  in trouble
  write your letter home at 
   
  mission end
  mark XP when:
  
  sergeant
  Choose two more
  IMPROVE
  sergeant moves
  eXPerience
  Form up on me: 
   
  {
  When you’re leading a team and have to keep it 
  together or attempt a dangerous combat action, roll+leadership. 
  the result applies for everyone on the team. If you get your team 
  out of a bad spot, mark xp.
  Rally:
   
  {
   When you rally the troops, roll+leadership. On a 10+, hold 
  3. On a 7-9, hold 2. On a 6-, hold 1. During the engagement, 
  spend your hold 1-for-1 for you or a member of your team:
  keep your head down! Get 1-tough.
   
  You can do this! Get +1grit.
   
  Short, controlled bursts! Recover 1-gear.
   
  Hit ‘em hard! +1 vOF.
   
  Battlefield awareness: 
   
  {
  When you assess a situation, roll+battle 
  instead of roll+tactics.
  Look out!: 
   
  {
  When a nearby teammate takes damage, you may take 
  up to 2 of the stress or wounds they suffered on yourself instead.
  Natural leader:
   
  {
   You get +1 leaDeRSHIP (max +3).
  Not as bad as it looked:
   
  {
   after a battle, heal 1-stress or 1-wound.
  Veteran instincts:
   
  {
   When you assess a situation and you or your 
  team are acting on the GM’s answers, take +1 to rolls or do +1d 
  to targets (your choice).
  Not my first rodeo:
   
  {
   You get 1-grit.
  sergeant sPecial
  Frosty til the end: When you die, you have sudden insight into the battle. 
  ask the GM the best way for your soldiers to get out of here alive. While 
  trying to get out, everyone gets +1grit and 1-tough.
  Or choose cinematic death (EW2) if that option is in play.
  rank 
  name
  profile 
   
  background
  deployment
  the regiment // colonial marines
  Sergeant (Sgt), Staff Sergeant (S/Sgt).
  By-the-book, Bold, cool, Precise, 
  charming, Sharp, Fragile, Reckless, 
  Indecisive, Icy, Savage, absent-
  Minded, Gung-Ho, Honorable, 
  Psychotic, Hopeful, Shy, Guarded, 
  Pessimistic, cheerful, Dominant.
  athlete, artist, teacher, Student, laborer, 
  craftsman, Doctor, lawyer, engineer, 
  Drifter, Musician, Mechanic, Firefighter, 
  Reporter, Farmer, cook, Driver, clerk, 
  Barber, Plumber, Service Worker, Writer, 
  caretaker, Parent, criminal.
  alpha 2.5
  You get Leadership+2 and Battle+1. Take +1 in another stat.
  bATTLE
  LuCky
  guTS
  TACTICS
  LEADERShIP
  Starting bonds: +2, +1, +1
  squad // bonds
  squad designation
  op
  squad leader
  stats
  Choose one
  loadout
  pulse rifle
   
  {
   (3d close/near spray), shotgun (3d tight/close spray), 
  frag and smoke grenades.
  sMg
   
  {
   (2d tight/close spray), sidearm (2d tight quick), frag and 
  smoke grenades.
  also: helmet w/camera and light, commlink, motion tracker, welding 
  torch, combat knife (2d tight), ammo, flares, hydration packs, nutrient 
  packs, barter items worth 6-smokes, 1-personal item (detail).
  HOlD / FORWaRD
  GeaR
  stress // wounds
  TOugh
  gRIT
  WOunDS
  StReSS
  FlIGHt
  FIGHt
  SHOck
   DaMaGe    cRItIcal
  SMOkES
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  OtHeR MOveS
  IMPROVEMENTS
  +1 to stat (max+3)
   
  {
  +1 to stat (max+3)
   
  {
  new move
   
  {
  new move
   
  {
  new move (from 
   
  {
  any playbook)
  ADVANCED (4+)
  get +1grit
   
  {
  get 1-tough
   
  {
  2nd character
   
  {
  FINAL (7+)
  go home
   
  {
  you roll 6 or less
   
  a bond hits +4 (reset to +1)
   
  you help a comrade who’s 
   
  in trouble
  write your letter home at 
   
  mission end
  mark XP when:
  
  IMPROVE
  eXPerience
  Methodical, cool, Precise, charming, Icy, Shy, Pessimistic, cheerful.
  Preserve human life, gather intelligence on [subject], destroy [targets], obey 
  orders from [human], preserve Weyland-Yutani property and interests.
  Choose one more
  synthetic moves
  Core Directive: 
   
  {
  When you pursue your core directive, take +1 
  ongoing. If you achieve a goal pertaining to it, mark xp.
  Overload:
   
  {
   Mark off 1 box of overload to re-roll or 1-3 boxes to 
  perform a superhuman feat of strength or reflexes.
  Combat model: 
   
  {
  Your hardened combat chassis gives you 1-tough. 
  Your bare hands are a weapon (3d tight quick).
  Designed to assist: 
   
  {
  When you aid someone who’s rolling a non-
  battle move, the bonus stacks with aid from other Pcs.
  Technician:
   
  {
   When you interface with a machine, roll+taCtiCs. On 
  a hit, you take control of the system, gather +intel, and/or deny 
  the enemy access. On a 7-9 also, the GM will choose one: cost 
  (gear/time), exposure, or compromise.
  Scientific analysis:
   
  {
   When you have time and access to a lab, 
  roll+tactics. On a 10+, ask the GM 3 questions about the subject 
  of your analysis. On a 7-9, ask 2. On a miss, ask 1.
  Adaptive system:
   
  {
   When you have time to improvise a solution to a 
  problem, tell the GM what you are trying to achieve and the GM 
  will tell you the cost in time and gear. You may reduce the time 
  cost by spending additional gear, or vice versa.
  sidearm
   
  {
   (2d tight quick)
  also: commlink, technician tool kit, trackers w/ wrist monitor, welding 
  torch, combat knife (2d tight), ammo, flares, 1-smoke.
  synthetic sPecial
  They can fix me: When you die, you cease functioning until you are 
  repaired or you download your personality matrix into a new body.
  a synthetic can be repaired by a technician in a biomechanical 
  workshop by spending 1-gear for every 2 boxes of wounds or overload. 
  Field repairs can be made with a tool kit by spending 2-gear to heal 
  one box of wounds or overload.
  designation
  profile
  core directive
  deployment
  the regiment // colonial marines
  alpha 2.5
  You get Battle=0, Guts+4, Leadership-1, Lucky=0, Tactics+2. 
  bATTLE
  LuCky
  guTS
  TACTICS
  LEADERShIP
  Starting bonds: +2, +1, +1
  squad // bonds
  squad designation
  op
  squad leader
  stats
  loadout
  HOlD / FORWaRD
  GeaR
  stress // wounds
  TOugh
  WOunDS
  OveRlOaD
   DaMaGe    cRItIcal
  YOu aRe IMMune tO 
  StReSS DaMaGe
  SMOkES
  synthetic
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  OtHeR MOveS
  IMPROVEMENTS
  +1 to stat (max+3)
   
  {
  +1 to stat (max+3)
   
  {
  new move
   
  {
  new move
   
  {
  new move (from 
   
  {
  any playbook)
  ADVANCED (4+)
  get +1grit
   
  {
  get 1-tough
   
  {
  2nd character
   
  {
  FINAL (7+)
  go home
   
  {
  you roll 6 or less
   
  a bond hits +4 (reset to +1)
   
  you help a comrade who’s 
   
  in trouble
  write your letter home at 
   
  mission end
  mark XP when:
  
  combat moves
  the regiment // Colonial marines // elements of warfare
  ew1
  suPPort moves
  PeriPheral moves
  CRITICAL
  +wOuNDS
  When you take a critical hit, you’re out of action, 
  roll+wounds. 10+: It’s deadly. You need aid right 
  now or you’re going to die. 7-9: It’s bad. You can take 
  action, but after you do, bump your critical result up to 
  10+. 6-: You can keep going, but if you do, you’ll take 
  1-wound from blood loss or 1-stress from shock.
  wILL
  +LEADERShIP
  When you impose your will, roll+leadership. On a hit, 
  they have to choose: obey your command or suffer 
  1-stress. on a 10+, it’s 2-stress instead.
  PETITION
  +LEADERShIP 
  OR SMOkES 
  SPENT (1-3)
  When you petition up the chain of command, 
  roll+leadership or sMokes spent (1-3). 10+: You 
  find a contact who will try to make it happen if it’s 
  at all reasonable. 7-9: You get it, but the GM chooses 
  a compromise:
  You get something similar to what you want.
   
  You have to burn that bridge.
   
  You have to fuck someone over.
   
  You owe something in return.
   
  ASSESS
  +TACTICS
  When you assess the situation, ask the GM a question 
  and roll+taCtiCs. 10+: the GM will answer generously, 
  including a few follow-up questions. 7-9: You get 
  a straightforward answer. 6-: the GM will tell you 
  something true, but incomplete. Sample questions:
  What’s really going on here?
   
  What should I be on the lookout for?
   
  What’s the best way to _______?
   
  AID
  +bOND
  When you aid an ally, roll+bond. 10+: choose one 
  below and they take +1 BOnD with you. 7-9: choose 
  one below if you reduce your bond by 1. 6-: choose 
  one below if you take 1-stress.
  assist their action. they take +1 forward.
   
  Basic first aid. they heal 1-wound or you 
   
  stabilize a 
  deadly critical as long as you attend to them.
  calm them down. Heal 
   
  stress critical box.
  If you ignore a comrade who needs help, take stress equal 
  to your bond and you both reset your bond to 0.
  ASSAuLT
  +bATTLE
  1-gEAR
  When you assault the enemy to seize territory or gain a 
  tactical advantage, spend 1-gear and roll+battle.
  7-9: choose two options, below. 10+: choose three.
  Seize contested territory (enemy loses ground/
   
  position, enemy is flanked/loses cover).
  Provide covering fire (enemy is 
   
  suppressed).
  Make an 
   
  attack with your weapon.
  keep your head down (-1 vOF incoming during 
   
  this assault).
  Give allies an opportunity (they take +1 forward)
   
  ATTACk
  When you attack the enemy or suffer an attack, roll 
  damage dice on the vof table to determine its effects. 
  the GM will assign defensive/offensive factors (eW2)—
  cover, concealment, ambush, force parity, etc.—to 
  modify vOF as established.
  This is the basic attack move. If you’re simply firing 
  at the enemy, use this move.
  hIT ThE 
  DECk
  When you come under attack and choose to hit the 
  deck, you’re pinned down (can’t maneuver) and 
  you gain defensive factors as established (cover/
  concealment, etc.)—apply them to the vof of the 
  attack you’re facing now.
  alpha 2.5
  engagement move
  ENgAgE
  When you lead a new engagement, roll+op (see page 
  OB1), modified by the answers to these questions:
  Do you have support from another unit? If so, take +1.
   
  Do you have operational intelligence relevant to 
   
  this engagement? If so, take +1.
  Do you have the optimal men/materials to carry 
   
  out this engagement? If not, take -1.
  Do you have unfavorable conditions (weather/
   
  terrain) for this engagement? If so, take -1.
  are the members of your unit in good spirits, 
   
  enthusiastic about following your lead? Failing 
  that, are they afraid of letting you down? If 
  neither, take -1.
  then roll and choose options. 12+: You get all three. 
  10-11: choose two. 7-9: choose one:
  You seize the initiative.
   
  You maintain unit cohesion. Your forces are ready 
   
  and positioned where you want them.
  You gain a tactical advantage; establish a 
   
  superior position, find cover/concealment, 
  identify key enemy targets, etc. as established.
  This move sets the stage for the beginning of the 
  action, so you can skip lots of planning (see GM2).
  COMbAT 
  ACTION
  +bATTLE 
  +TACTICS 
  +LuCky
  When you attempt a dangerous combat action, say what 
  you’re doing and roll. If you do it...
  ...by brute force, violence, or aggression, +battle.
  ...by observation, wits, or maneuvering, +taCtiCs.
  ...by sheer nerve or luck, +luCky.
  10+: You do it, taking fire as established. 7-9: You do 
  it but you’re in a tough spot now. the GM will offer 
  you a choice between a worse outcome or a cost: gear, 
  stress, wounds, exposure, enemy opportunity, etc.
  This is the catch-all move for dangerous actions. If a 
  more specific move applies, use it instead.
  kEEP IT 
  TOgEThER
  +guTS
  When you need to keep it together in the face of 
  physical or emotional trauma, overwhelming violence, 
  horror, or suffering choose the action you hope you don’t 
  do from the list below and roll+guts.
  Freeze up, let my team down, fall behind.
   
  Panic, disengage, flee.
   
  Get confused, lost, leave myself wide open.
   
  collapse, let go, give up.
   
  lose control, go wild, do unintended harm.
   
  10+: You keep calm and carry on; you do none of them. 
  7-9: You do one you didn’t pick, GM chooses.
  6-: It’s the one you don’t want.
  SCROuNgE
  +LuCky
  When you scrounge for spoils, roll+luCky. On a hit, you 
  find gear or barter items worth sMokes, depending on 
  circumstances (usually 1-3). Or, if you’re scrounging 
  an enemy position for intelligence, you find intel. 
  10+: choose two. 7-9: choose one:
  You find it quickly.
   
  You find it without trouble.
   
  You hit the jackpot. 6-gear/smokes or major intel.
   
  LETTERS 
  hOME
  at the end of the mission, each Pc writes a letter 
  home. the letter (or vid-message) should cover the 
  following:
  number of mission objectives completed by the 
   
  team (get 1 xp per objective).
  Did someone show valor beyond the call of duty? 
   
  (3 xp for that Pc, may be none).
  Who can you count on? they get +1 bond w/ you.
   
  Who let you down? take -1 bond with them.
   
  Pc died (mark improvement on next character).
   
  
  sidearm (2d tight quick)
  pulse rifle (3d close/near spray)
  The standard space marine 
  battle rifle. Optional under-
  barrel shotgun or grenade 
  launcher attachment.
  Carbine (2d close quick)
  smartgun (3d near/far autofire, iff, 
  indirect)
  A hi-tech LMG with computer-
  assisted fire control.
  sMg (2d tight/close spray)
  rail gun (4d ap far/ex breach reload)
  Armor-piercing heavy sniper 
  rifle w/ multi-thermal scope.
  shotgun (3d tight spray)
  For close encounters.
  frag grenade (4d close messy indirect 
  ordnance)
  smoke grenade (tight/close indirect 
  area ordnance)
  Gives concealment to an 
  area.
  rifle grenade (3d ap near messy indirect 
  reload ordnance)
  at rocket (5d heat ap close breach 
  messy expend)
  entrenching tool (2d tight)
  Combat knife (2d tight quick)
  weaPons
  volume of fire
  unusual weaPons
  heavy weaPons
  hMg (4d far/ex area autofire suppress 
  setup spray)
  sentry gun (3d near/far autofire suppress 
  setup iff automated ordnance)
  rocket launcher (5d heat ap near 
  breach messy reload ordnance)
  incinerator (4d tight messy autofire 
  burn terror)
  Missile drone (4d ap messy indirect 
  breach setup ordnance)
  impact Cannon (6d ap ex messy indirect 
  2-crew breach setup reload ordnance)
  power loader Claw (3d tight ap)
  welding torch (2d tight ap)
  satchel Charge (5d ap tight messy 
  breach expend)
  weaPon ranges
  tight
  Close
  near
  far
  extreMe
  0-7
  8-25
  26-100
  101-300
  301-500
  Distances are in meters. When you’re attacking outside the optimal 
  range(s) of your weapon, take -1 VOF per increment.
  weaPon tags
  #d: no. of damage dice rolled.
  ap: armor penetrating. can 
  damage vehicles and structures.
  area: Inflicts harm on everyone 
  in its area of effect (contrast w/ 
  messy).
  autofire: Spend 1-gear to add 
  area. Spend 1-gear to do +1 vOF 
  (contrast w/ spray).
  automated: Weapon has limited 
  aI to operate independently.
  breach: this weapon knocks down 
  doors, punches holes through 
  walls, and destroys cover.
  burn: targets are set ablaze. Damage 
  is dealt until fuel is exhausted or 
  fire is extinguished.
  Crew: Requires the specified 
  number of crew or take -1 vOF.
  expend: Removed after use.
  heat: +2d vs. armored targets.
  iff: Identify Friend or Foe. Will 
  not hit friendlies.
  indirect: May engage targets that 
  are not visible to the operator.
  Messy: attacks other targets in 
  its area of effect with incidental 
  fire (contrast w/ area).
  ordnance: When you attack with 
  this weapon, spend 1-gear.
  quick: When there’s a question of 
  speed, a quick weapon acts first.
  reload: after the weapon is used, 
  it takes time to prepare before it 
  can be used again.
  spray: Spend 1-gear to attack 
  two targets or do +1d (contrast 
  w/ autofire).
  suppress: targets are suppressed.
  terror: When you assault the 
  enemy, take +1. When you take 
  stress from a terror weapon, you 
  must choose flight.
  DEFENSIVE FACTORS
  Cover: -1d for partial cover. -2d for 
  good cover. -3d for full cover.
  Concealment: -1 vOF.
  parity: Reduce vOF if a smaller 
  force attacks a larger one.
  Movement: -1 vOF if the attacker 
  or the target is moving quickly.
  OFFENSIVE FACTORS
  ambush: +1 vOF.
  overlapping fields of fire: +1 vOF.
  parity: Increase vOF if a larger 
  force attacks a smaller one.
  autofire: +1 vOF (weapon tag)
  spray: +1d (weapon tag)
  Method: Set the initial volume of fire based on the situation: Incidental, 
  Scattered, Direct, Focused, concentrated. by default, vof is direct. 
  Modify vOF and damage dice by defensive and offensive factors:
  the regiment // Colonial marines // elements of warfare
  ew2
  alpha 2.5
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  unit maneuvers
  NPC ACTION
  +OP
  When your fellow NPC soldiers take independent action, 
  roll+op. On a hit, they do it to the best of their ability. 
  on a 7-9, there’s an additional cost; men, materiel, 
  morale, or a mix.
  When NPC units engage the enemy, roll damage on the vOF table to 
  see how they fare. Stress results indicate loss of morale, materiel/
  supply issues, delays, or confusion. Wound results indicate casualties 
  suffered.
  Begin with 3d direct fire, then increase/decrease damage and vOF 
  depending on the strength of the opposition, situational factors, and 
  cohesion of support/leadership.
  If vOF would increase past concentrated, add +1d instead. If vOF would decrease 
  below incidental, subtract 1d instead (minimum 1d).
  Roll damage dice and read each die on the vOF table to determine the 
  results. Example: 3d direct fire. You roll 1, 4, 6. Reading the [D] row 
  of the table, you inflict one stress (S) and two wounds (W).
  results
  (s) stress: Mark a slash in a stress box of your choice. Your character’s next 
  action will be influenced by the box you mark. flight: avoid the enemy, 
  fall back, take cover, assist a comrade. fight: attack the enemy, pursue, 
  seize territory. shock: cower in fear, freeze up, stall, confusion.
  If you take stress damage and have no unmarked stress boxes, you go 
  stress critical. Mark an X in one of your stress boxes. Your character 
  stays in that state (flight/fight/shock) until given aid.
  (w) wound: Mark a slash in a wound location as established by the 
  circumstances. If a wound is marked in the same location twice, it 
  becomes a critical.
  (C) Critical: Mark an X in an unmarked wound location. You’re out of 
  action. Make the critical move (eW1). If you take critical damage and 
  have no unmarked boxes, you die.
  Protection
  tough: Durability. Reduces wounds taken from an attack, 1-for-1. 
  grit: Mental fortitude. Reduces stress taken from an attack, 1-for-1.
  Cinematic death (optional): When you die, choose: 1) Make your death 
  move and create a new character, or 2) take a debility (-1 battle, 
  tactics, or guts, and change your profile) and survive.
  liberty moves
  DOwN 
  TIME
  SMOkES SPENT
  When you have down time, out of combat, heal 
  2-stress and 1-wound. then choose a number of 
  options below equal to smokes spent:
  Improve a bond by +1. they can do the same.
   
  Recuperate. Heal 1-wound or reduce a critical to 
   
  a wound.
  Relax and enjoy yourself. Heal 1-stress.
   
  You may choose options more than once.
  RESuPPLy
  When you resupply from the unit reserves, distribute 
  6-gear between yourself and other soldiers and remove 
  1-supply from the unit stocks. When you consolidate 
  gear, remove 6-gear and increase your unit reserves 
  by 1-supply.
  
  gm moves
  vehicles
  nPcs
  general
  Immerse them in the chaos 
   
  of war.
  announce impending danger.
   
  inflict fire
   
   (as established).
  tell them the possible 
   
  consequences and ask.
  Offer an opportunity, with or 
   
  without a cost.
  Separate them.
   
  Put them in a tough spot.
   
  trade harm for harm (as 
   
  established).
  Introduce news from home or 
   
  other fronts.
  Give them downtime.
   
  consume resources (gear, 
   
  supply).
  Manifest the limitations of 
   
  their equipment.
  corner them. capture 
   
  someone.
  Make them buy it (supply, 
   
  gear, smokes).
  turn their move back on 
   
  them.
  Show the consequences.
   
  Make a 
   
  battle move.
  Make an 
   
  enemy move.
  advance a countdown clock.
   
  after every move: 
   
  “What do 
  you do?”
  enemy
  Hit them where they’re weak.
   
  eliminate serious threats.
   
  Recon and gather intel.
   
  Fortify your position.
   
  Steal or destroy resources.
   
  Pin them down. Suppress 
   
  them.
  Seize superior positions.
   
  Degrade / destroy their cover.
   
  use one team to support 
   
  another.
  Bring in reinforcements.
   
  conceal movements, use 
   
  smoke.
  Fall back, regroup, counter-
   
  attack.
  battle
  Reveal a dangerous 
   
  opportunity.
  Reveal hidden units.
   
  artillery, mortars, snipers.
   
  Divert, subvert, or destroy 
   
  their support resources.
  Introduce new, conflicting, 
   
  or confusing orders from the 
  players’ commanders.
  Fog of War.
   
  terrain
  ambush
   
  exposure
   
  Hampered mobility
   
  limited visibility
   
  lost
   
  other
  Make maps 
   
  (prepared and 
  on-the-fly)
  use the whole time-scale: 
   
  seconds, minutes, hours, 
  days, weeks
  m577 aPc 
  crew: 1
  Main Gun (4d aP ordnance breach messy far/ex)
   
  (coax) light Machine Gun (3d near/far autofire suppress)
   
  (coax) light Machine Gun (3d near/far autofire suppress)
   
  Passengers: 16
  armor: Front 3, Side 2, Rear 2, top 2
  ud-4l cheyenne droPshiP 
  crew: 2
  Missile Pods (5d aP ex Heat area ordnance indirect breach)
   
  Rocket launchers (5d aP far ordnance messy)
   
  (nose turret) Heavy Gatling Gun (5d aP far/ex autofire suppress)
   
  Passengers: 40 + 1 M577 aPc in bay
  armor: Front 1, Side 1, Rear 1, top 1, Bottom 2
  vehicle armor resists all small arms attacks. Only weapons with the 
  aP tag can harm an armored vehicle. armor=0 means the vehicle 
  does have small-arms resistant armor, but it is thin and vulnerable 
  to aP attacks.
  When an nPc unit takes damage, mark a slash for stress and an X 
  for 2 stress or a wound. If the unit takes a critical hit or runs of out 
  boxes, it’s out of action.
  a unit can represent a single soldier, a fire team, a squad, etc. depending 
  on the size of the engagement. extra gray circles are provided to track 
  damage to special elite units.
  volume of fire
  The Regiment is by
  John Harper & Paul Riddle
  the regiment // Colonial marines // gm toolkit
  gm1
  alpha 2.5
  XenomorPhs
  little is known of their full capabilities, but based on close combat 
  encounters with alien warriors, the following characteristics can be 
  assumed as a baseline.
  XenomorPh warrior drone
  claws and bite (3d tight quick)
   
  tail blade (3d tight quick messy)
   
  Rush attack (3d close terror, -1 vOF to their attack and Pc 
   
  counterattack due to fast movement) 
  acid blood spray when killed (3d aP Heat tight messy)
   
  coldly brutal (1-grit, +1grit when near queen)
   
  athermic (invisible to thermal scans), can cling to surfaces (run 
  on walls/ceilings), adaptive intelligence, possible hive-mind 
  communication coordinated by “queen” xenomorph, capture live 
  human hosts for reproduction.
  vof
  1
  2
  3
  4
  5
  6
  i
  –
  –
  S
  S
  S
  W
  s
  –
  S
  S
  S
  W
  W
  d
  S
  S
  S
  W
  W
  W
  f
  S
  S
  W
  W
  W
  c
  C
  S
  W
  W
  W
  c
  c
  
  using battle Plans
  battle Plans
  RECON 
  PATROL
  goal: to gather intel with minimal engagement.
  Methods
  assemble teams: 1) point/scouts, 2) primary 
   
  element, 3) support element, 4) security element.
  establish patrol route and duration.
   
  avoid direct enemy engagement.
   
  Gather intel and return to base.
   
  Considerations
  Positions and status of enemy units.
   
  terrain factors.
   
  COMbAT 
  PATROL
  goal: to engage the enemy with a raiding force but 
  not hold ground.
  Methods
  assemble teams: 1) point/scouts, 2) primary 
   
  element, 3) support element, 4) security element.
  establish patrol route and duration.
   
  Patrol to contact.
   
  eliminate or harass enemy units and withdraw 
   
  before they can mount a counter attack.
  Considerations
  Positions and status of enemy units.
   
  terrain factors.
   
  FIRE & 
  MANEuVER
  goal: Outflank and destroy the enemy.
  Methods
  Overwatch element establishes base of fire.
   
  assault element maneuvers to flanking position.
   
  assault element destroys enemy element.
   
  Considerations
  Positions and status of enemy and friendly units.
   
  terrain factors.
   
  elements may reverse roles and continue action 
   
  to “bound” forward.
  AMbuSh
  goal: to attack the enemy using concealment and 
  surprise.
  Methods
  assemble teams: 1) point/scouts, 2) primary 
   
  element, 3) support element, 4) security element.
  Determine ambush point and fields of fire.
   
  Considerations
  enemy strength and approach vectors.
   
  terrain factors.
   
  hOLD 
  gROuND
  goal: to repel an enemy’s attempt to seize territory.
  Methods
  assemble teams: 1) security/perimeter, 2) HQ/
   
  command position, 3) fire teams, 4) support/
  medical/mortar teams, if available.
  Occupy and fortify defensive positions.
   
  Considerations
  Defensive factors of position(s) and terrain.
   
  Friendly support elements.
   
  enemy strength and approach vectors.
   
  PINCER
  goal: to cut off enemy from retreat and support.
  Methods
  assemble left and right blocking elements.
   
  create opening in center for enemy to advance into.
   
  advance and secure left and right blocking 
   
  positions to cut off the enemy element(s).
  Considerations
  Positions and status of enemy units.
   
  available resources for blocking elements.
   
  terrain factors.
   
  DEFENSE 
  IN DEPTh
  goal: to fall back and delay an attacker so they lose 
  momentum and are vulnerable to a counter attack.
  Methods
  establish lines of retreat and rally points.
   
  communicate plan to all elements before 
   
  fallback begins.
  execute an orderly fighting retreat, maintaining 
   
  fire on the enemy.
  Considerations
  Positions and status of enemy and friendly units.
   
  terrain factors.
   
  INFILTRATION
  goal: to maneuver through enemy territory without 
  being detected.
  Methods
  assemble teams: 1) point/scouts, 2) primary 
   
  element, 3) support element, 4) security element.
  Determine infiltration point and route.
   
  avoid detection and maneuver to objective point.
   
  Considerations
  Positions and status of enemy units.
   
  terrain factors.
   
  Battle plans are a new thing we’re trying out. they’re the same mechanic 
  as the workspace rules from Apocalypse World.
  the idea is to help players and the GM organize the action of the game 
  by offering military objectives in simple packages consisting of goals, 
  methods and considerations. Here’s how it works.
  When a player decides to achieve an objective on the battlefield, and 
  isn’t sure how to go about it, show them the battle plans and pick the 
  closest that applies. to achieve the goal, the player (and allies) must 
  execute the methods of the plan. You can judge the ongoing success of 
  the action (and the potential for trouble) by how thoroughly the soldiers 
  achieve the methods of the plan. the considerations of a plan are usually 
  intelligence items that will enhance the execution of the plan or help 
  the soldiers avoid danger. they’re optional but useful components. 
  (the battle plans recon patrol and infiltration are good ways to gather 
  intelligence to inform considerations for other plans.)
  as gM, you control the scale of the “camera” in the game. For most battle 
  plans, you will “zoom in” on the combat as the soldiers execute the 
  plan, following them in the moment-by-moment action. Sometimes, 
  though, it makes sense to “zoom out” and deal with the execution of 
  a plan as a simple dice roll. You can use the engage move and the 
  unit maneuvers mechanic (eW2) to handle these situations, which 
  most commonly will involve nPc characters, off-screen.
  DON’T gET bOggED DOwN IN PLANNINg!
  this is the classic problem with tactical games: given the high 
  stakes of combat, players will (understandably) try to plan for every 
  last contingency, which can lead to sessions that are 3 hours of 
  planning and discussion and one hour of action. I know... I ran 
  other war RPGs for years and this was SOP — which is why The 
  Regiment gives you tools to skip over all that planning and cut 
  right to the beginning of the action. Here’s how you do it.
  ask the players what their plan is in broad strokes. One or 
   
  two sentences, tops.
  try to distill this down to a clear 
   
  goal. If this goal matches 
  one of the battle plans, you’re all set. If not, modify a plan 
  that’s close, or quickly throw a plan together to fit the goal.
  use the 
   
  methods and considerations to ask the players a few 
  key questions about what they want to do.
  Roll the 
   
  engagement move. the outcome will tell you the 
  starting point of the action. are the Pcs in a good spot? In 
  trouble? Scattered in disarray? use the outcome of this roll 
  to frame the establishing shot of the movie, so to speak. 
  tell the players the situation — mix in their POv as much 
  as you can to immerse them in the circumstances — then 
  ask what they want to do.
  now you’re down at the moment-to-moment action level! 
   
  long, boring planning session skipped.
  the regiment // Colonial marines // gm toolkit
  gm2
  alpha 2.5
  
  marine assault unit
  your unit
  marine assault unit commander
  comPany commander
  MAjOR
  DESIgNATION
  ThEATER OF OPERATIONS
  DESIgNATION
  CAPTAIN
  the Marine assault unit has a strength of about 400 combat troops. It is 
  comprised of a headquarters platoon, a logistics platoon, a field medical 
  unit, an aerospace combat drop group, and two infantry companies.
  the Mau commander embodies the soul of the unit. choose two 
  strengths: inspiring, resolute, aggressive, cunning, honorable.
  and one weakness: Blind to human suffering, outdated tactics, vying 
  for power, addicted to victory.
  Your platoon reports to the company commander. choose two strengths: 
  efficient, flexible, organized, experienced, calculating.
  and one weakness: fanatical, ambitious, reckless, indecisive, cruel, 
  overconfident, distracted.
  the Pcs are soldiers in one of the infantry companies. the company 
  (about 120 people) is made up of 2-5 platoons (40 people each). a 
  platoon is lead by a lieutenant and is made up of 3 squads. all the 
  fighting is done by squads of roughly 13 soldiers each, lead by a 
  Sergeant. Squad vs. squad combat is the standard for warfare. Within 
  a squad, the soldiers are divided into 4-man fire teams. the Pcs will 
  usually be members of the same fire team. Some fire teams may have 
  specific assignments, such as scouting or heavy weapons duty.
  • • •
  • • •
  • • •
  II
  headquarters
  logistics
  medical
  I
  I
  infantry
  infantry
  I
  aerospace
  the players should make the Mau and platoon choices together, but 
  the Officer player gets final say.
  By default, your unit is a platoon of 40 troopers and 1 synthetic, 
  under the command of an Officer and several Sergeants. the Pcs will 
  serve within a squad that is part of the unit. Your squad has the same 
  operational effectiveness (OP) as the unit.
  [Default: OP=0. Surplus: 4-supply.]
  choose 2 advantages:
  Your unit is especially well-armed. When you attack, you may 
   
  {
  spend 1-gear for +1d.
  Your unit contains a number of seasoned veterans. 
   
  {
  +1 op.
  Your unit is an elite special-forces outfit. 
   
  {
  +1 op.
  Your unit has access to intelligence assets. add surplus: 
   
  {
  +intel.
  Your unit has reliable access to materiel. Surplus: 
   
  {
  +1 supply.
  Your unit has access to vehicle transport, airborne drops, 
   
  {
  amphibious insertion, etc. add: +mobility.
  Your unit has a powerful patron higher up the chain of command 
   
  {
  (a colonel at the regimental level or higher). add: +patron.
  and choose 1 drawback:
  Your unit is comprised mainly of new recruits. 
   
  {
  trouble: green.
  Your unit is made up of misfits, outcasts, convicts, and cast-offs 
   
  {
  from other units. trouble: savages.
  Your unit operates beyond the range of easy re-supply. 
   
  {
  supply -1.
  Your unit has vendettas or rivals among the Mau. 
   
  {
  trouble: 
  reprisals.
  Your unit has gone without replacements. 
   
  {
  trouble: under-manned. 
  Your unit has attracted the unfavorable attention of the Mau or 
   
  {
  company commander. trouble: whipping-boys. 
  OP
  SuPPLy
  CuRRENT SuRPLuS
  ADVANTAgES
  DRAwbACkS
  NOTES
  rank
  naMe
  squad/teaM
  status
  gM: deploy the strengths and weaknesses of the commanders especially when the players use the petition up the chain of command move.
  the regiment // Colonial marines // order of battle
  ob1
  alpha 2.5
  5th (6th, 7th, etc.) Marine assault unit, 4th Marine Division, Marine Space 
  Force Herculis.
  alpha (Bravo, charlie, etc.) company, 1st Battalion, 5th Mau (a/1/5)
  
  combat
  damage
  the regiment // Colonial marines // examples and 2.5 Changelog
  ex1
  alpha 2.5
  bATTLE SEquENCE
  Battle plan
   
  engagement move
   
  actions and moves
   
  new engagement:
   
   When the goal of the current battle plan is 
  complete or abandoned, ask the team what they plan to do next, 
  and make a new engagement move to establish the situation 
  again. there may be downtime between the engagement moves, 
  depending on the fictional situation at hand. One battle may call 
  for several engagement moves.
  FORCE PARITy
  soldier vs. group: When one soldier attacks a group of enemies, you 
  can treat the group as a single unit. the soldier has reduced vOF for 
  the disparity in force size (-1 for soldier vs. fire team, -2 for soldier 
  vs. squad, -3 for soldier vs. platoon, etc.).
  Judge the damage against the unit as a whole. Stress represents loss 
  of morale and scattering, wounds represent casualties.
  pC team vs. enemy: When the Pcs attack as a coordinated fire team 
  on the same target, make vOF adjustments for force parity, etc. as 
  usual, then have each player roll damage. take the best result and 
  apply it to the enemy unit.
  For example: A PC squad attacks a single xenomorph. The squad gets 
  +2 VOF for being a larger force, giving them concentrated fire. The PCs 
  are also arranged with overlapping fields of fire, giving them another 
  +1 VOF (which becomes +1d since the VOF is already at maximum). 
  Each player rolls damage +1d, and the team uses the best result 
  against the xenomorph. Its boned.
  VEhICLES
  When you attack a vehicle, each wound inflicts a major condition. For 
  each stress, inflict a minor condition. If a vehicle takes 3 or more major 
  conditions, it is destroyed. If it takes 3 or more minor conditions, it is 
  disabled until repaired.
  MaJor: Out of control, burning, stuck, system destroyed (detail), blind. 
  Minor: Slowed, wild, smoking, system damaged (detail), leaking.
  vehicles with armor are immune to attack from standard weapons. a 
  weapon with the ap tag is required to do damage to armored vehicles.
  Subtract vehicle armor from wounds taken first, then stress if any 
  remains. Vehicle crew takes damage as established.
  StReSS
  FlIGHt
  FIGHt
  SHOck
  You take 1-stress.
  WOunDS
  You take 1-wound.
  WOunDS
  You take 2-wounds. Since both 
  your legs are wounded, the GM 
  may call for you to keep it together 
  if you run quickly, climb, etc.
  WOunDS
  You take a second wound to the 
  same arm. Since there’s already a 
  wound there, it becomes critical.
  StReSS
  FlIGHt
  FIGHt
  SHOck
  You take a seventh box of stress 
  and go stress critical in fight.
  StReSS
  FlIGHt
  FIGHt
  SHOck
  You get aid and heal your stress 
  critical box.
  StReSS
  FlIGHt
  FIGHt
  SHOck
  You take 2-stress. In this case, 
  when marking two different stress 
  states, you can choose which 
  stress response you have.
  WOunDS
  You take a critical hit.
  goals for 2.5
  changelog
  A SLIghTLy SIMPLER gAME
  I reduced the overall number of moves as well as removing some 
  exceptional cases so it’s easier to remember and apply rules.
  FICTIONAL RESuLTS FOR STRESS AND wOuNDS
  In previous versions, it was easy to gloss over the effects of stress and 
  wounds, falling back on shorthand: “take 2 wounds.” I wanted each 
  box of damage to have a specific effect to cue a result in the fiction.
  MORE DIFFICuLT ChOICES
  tough choices are always fun. I revised the old push yourself move 
  into something more interesting (I hope): Keep it together.
  the engagement move now accounts for details of the specific situation, 
  including morale elements, so choices of fictional positioning have a 
  bigger impact when making that move.
  new volume of fire table. there are now 5 vOFs: Incidental, Scattered, 
  Direct, Focused, and concentrated. 
  new stress system. each time you take stress, you choose how your 
  solider will react to it: Flight, Fight, or Shock.
  new wounds system. Wounds have locations now, and critical wounds 
  take you out of action. there’s a critical move that determines how 
  badly you’re injured, so there’s more uncertainty (you can’t count on 
  a 2d pistol not to kill you).
  new and revised moves. Assault now includes covering fire. Push 
  yourself has been revised into keep it together. Help has been revised 
  into aid. Hit the deck no longer requires a roll. new critical move. 
  Rally is now a Sergeant move.
  new and revised playbook moves. changes to each playbook! Give 
  them a close look. also check out when you mark xp (upper right 
  corner of playbooks).
  
  briefing
  OVERVIEw
  Flash directive from HQ said: “Weyland-Yutani Outer colony 724 
  (commonly known as greystone) has rebelled against the core Systems.” 
  Ha. In other words, they’ve decided they don’t want to work for scrip 
  anymore. Want to be “independent contractors”  — pardon me, “anti-
  system terrorists.” Whatever. WY signs our paychecks so it’s all the 
  same to us, am I right Marines?
  We’re here to put the rebellion down and restore order to the colony. 
  Wall to wall civilians here. Don’t shoot nobody unless you have to and 
  we can get out of here before my balls have sagged all the way down 
  to the goddamn deck. 
  ThE MISSION
  Your platoon has been selected for a special mission behind enemy 
  lines. Infiltrate and secure outpost epsilon.
  +intel bonus: epsilon is a WY science facility, tagged as SecRet 
  in the core Systems Military database.
  extract three key personnel, their research data, and lab specimens:
  dr. nasim singh
   
  dr. rebecca Crane
   
  technician franklin porter
   
  this is mission critical, high-priority. check your datapads for ID codes 
  and images of the extract targets.
  wy Corporate field officer bolden will accompany you on the mission. His 
  safety is your responsibility. He is a civilian consultant, but effectively 
  holds the rank of captain.
  +intel bonus: these researchers are tagged as chief scientists in 
  the WY bio-weapons division.
  Rendezvous at the extraction point before the retreating rebels enter 
  the area. Intel on the area is minimal, though the outpost is thought 
  to be moderately armed and guarded.
  ASSETS
  (1) M577 armored Personnel carrier
   
  (3) Squads in platoon (Gold, Red, Blue).
   
  +Mobility bonus: aerial insertion of aPc and squads via uD-4l 
  dropship at location(s) of your choosing (see terrain map). Plus 
  aerial extraction on your signal.
  +patron bonus: WY representative Bolden will be detained aboard 
  uSS lincoln in orbit and will not accompany you on the mission nor 
  have direct access to comms or video during the operation.
  starting mission // outpost epsilon // gm sheet
  oe1
  by ryan dunleavy
  dorMitory
  Clean rooM
  high-seCurity 
  airloCk
  exterior 
  stairs, bridge 
  aCCess
  xenoMorph 
  speCiMen 
  ContainMent
  high-seCurity 
  airloCk
  outPost ePsilon
  gm info
  labs
  labs
  tower
  4 motion-
  tracking 
  sentry guns w/ 
  overwatch on 
  facility
  phoenix speC ops teaM
  2 squads of elite soldiers 
  (1-grit) w/ small arms + 
  smartgun + incinerator.
  faCility seCurity forCe
  3 squads of “rebels” w/ 
  small arms.
  operations
  MaChine
  shop & 
  garage
  epsilon is a Weyland-Yutani research station studying xenomorph 
  specimens stolen from a Phoenix Industries facility four months ago. 
  the “rebellion” on Greystone has been funded by Phoenix agents, to 
  engage the bulk of the planetary Marine force and draw out the location 
  of the lab by covert tracking of WY personnel and communications.
  When Bolden makes the move to retrieve the specimens (because 
  the rebellion fighting spread and the facility was overrun), Phoenix 
  intercepts the orders and dispatches a special forces team to clear 
  and sweep. they will be on-site when the Marines are (either ahead 
  of them, or just behind, depending on how the engagement move 
  turns out).
  either way, the xenomorph containment has been breached due to 
  stray mortar fire in the fighting, and the thing(s) are loose! technician 
  porter has a face-hugger on him when he’s found.
  
  starting mission // outpost epsilon
  oe2
  outPost ePsilon // facility schematic
  dorMitory
  labs
  operations
  MaChine
  shop & 
  garage
  tower
  
  starting mission // outpost epsilon
  oe3
  outPost ePsilon // terrain maP
  
  starting mission // outpost epsilon
  oe4
  outPost ePsilon // reference Photo
  
SOURCE: textdata/thevault/The Regiment (PbtA)/The Regiment - Colonial Marines.pdf