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FOUR COLONIAL MARINES AGAINST THE DARKNESS OF SPACE

A SOLITAIRE SCI-FI SURVIVAL HORROR HACK BY S. JOHN BATEMAN

BASED ON FOUR AGAINST DARKNESS BY ANDREA SFILIGOI


ADDITIONAL DEVELOPMENT BY PAUL FRY

VERSION 1.2
2

CONTENTS
RELEIVING STRESS 35
INTRODUCTION
BACKTRACKING 35
DICE 4 THE FINAL ROOM 36
6 ’S EXPLODE BUGGING OUT 36
BASE DIE MECHANIC 5 NEVER SPLIT THE PARTY 36

RECRUITMENT ENCOUNTERS
THE RIFLEMAN 6 MARCHING ORDER 38
THE SMARTGUNNER 8 TRACKING TIME DURING
THE COM-TECH 1 …THE ENCOUNTER 39
THE CORPSMAN 12 COMBAT PROCEDURE 39
THE SCOUT SNIPER 14 DETERMINE INTIATIVE 39
THE SQUAD LEADER 16 CHECK STRESS AND PANIC 39
FIELD EQUIPMENT 18 MAKING ATTACKS 39
MODIFIERS TO ATTACK ROLLS 40
THE MISSION 20 TRACKING AMMO USES 40
TERRESTRIAL ENTRY POINTS 24 RESOLVING DAMAGE 40
MISSION LOCALE 24 ENEMY MORALE 40
ROOM CONTENTS 25 ENEMIES’ TURN 41
ROOMS 41
PLAYING THE GAME CORRIDORS 41
RUNNING OUT OF PAPER 31 ALIENS DON’T ROLL DICE 41
NO SPACE FOR ROOMS 31 DEFENSE ROLLS 41
RESOLVE ALIEN DAMAGE 42
EXPLORATION
TRACKING TIME DURING THE MISSION 32 DOWNTIME
SEARCHING ROOMS 33 XP (EXPERIENCE POINTS) 45
EVIDENCE 33 XP TESTS 45
DOORS 33 HIT POINTS 45
THE GRIND 34 CRYOSLEEP 46
STRESS 34 WAKING 46
PANIC ROLL 34
BIBLIOGRAPHY 47

INTRODUCTION
Welcome to Four Colonial Marines Against the Darkness of Space. This game is a
solitaire, random generation, sci- survival horror game where your squad of Colonial
Marines attempt to survive against the inhospitable horrors of outer space.

To play this game you will need a pencil, graph paper, and two six sided dice (d6s), a quiet
area to play, and preferably a table. It will also require that you own a copy of Four Against
Darkness. If you wish you could also use a white board or a battle mat if you have one lying
around, but that is not necessary for play.

In this game you control a squad of Colonial Marines on assignment to recon abandoned
mining stations, space stations, or derelict ships, in far off stretches of the galaxy.

DICE
As stated above, this game uses two six sided dice, throughout this Field Operations
Manual you will see this abbreviated 2d6. This indicates that you are rolling two dice (the
rst number) that are six sided (the second number).

Four Colonial Marines Against the Darkness of Space may also require that you roll some
or both of these dice with modi ers to generate differing numbers. This game uses the
following dice codes.

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DICE CODE MEANING


D6 ROLL 1 SIX SIDED DIE

D6 +1 ROLL 1 SIX SIDED DIE AND ADD +1 TO RESULT

ROLL 2 SIX SIDED DICE AND ADD THEM


2D6 TOGETHER

2D6 +1 ROLL 2D6 AND ADD +1 TO RESULT

ROLL 2D6 AND MULTIPLY RESULTS TOGETHER:


D6 x D6 RESULTS IN 1 - 66

D6 -1 ROLL 1D6 AND SUBTRACT 1 FROM THE RESULT

D6 + L ROLL 1D6 + CHARACTER’S LEVEL

D6 + 1/2L ROLL 1D6 + HALF THE CHARACTER’S LEVEL

ROLL 2 DICE ASSIGNING ONE WITH THE ‘1s’


D66 PLACE AND THE OTHER WITH THE ‘10s’ PLACE.
RESULTS IN 11-66

6’s EXPLODE
During the course of play, while your squad is on mission, if you roll a 6 while rolling for a
character’s action, that six explodes.This means you roll another D6 and add that result to
the original 6 rolled. If this roll is a 6, it also explodes. Continue adding these results until
you no longer roll 6’s.

BASE DIE MECHANIC


Four Colonial Marines Against the Darkness of Space has one main core mechanic for
when you have your squad marines attempt to do something, whether that is ghting
Xenomorphs, hacking mainframe computers, or administering battle eld medicine. When a
marine attempts something you roll a D6 and add applicable modi ers trying to meet or
exceed a target number equal to the Level of Dif culty listed 1 - 6.
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RECRUITMENT
The following section has rules for creating your squad of Colonial Marines.

In Four Colonial Marines Against the Darkness of Space there are six character classes to
choose from when creating your four person squad. These classes are: The Ri eman, The
Smartgunner, The Com-Tech, The Corpsman, The Scout Sniper, and The Squad
Leader. Each of their abilities and features are described below.

THE RIFLEMAN
TRAITS: All Ri eman characters add their level to their attack rolls. They are pro cient with
all infantry weaponry. They may wear armor and helmets.

HIT POINTS: 5 (+ Character Level). At rst level Ri eman characters have 6 HP

RIFLEMAN LOADOUT
ARMAMENT AMMUNITION MAGAZINE CAPACITY
VP-70 PISTOL and HOLSTER 4 MAGAZINES 2

M24 TACTICAL KNIFE - -

ARMAT M41A PULSE RIFLE 4 MAGAZINES 2

PN 30mm GRENADE LAUNCHER 1 MAGAZINE 4

GRENADES 8 8

PROTECTION USES
M3 PERSONAL ARMOR 3

M10 BALLISTIC HELMET 1

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RIFLEMAN LOADOUT
KIT USES/NOTTES LOCATION
AMMUNITION LISTED IN ARMAMENT WEBBING

PERSONAL FIRST AID KIT 1 USE WEBBING

TNR SHOULDER LAMP ARMOR

M94 MARKING FLARES 2 USES PACK

RATIONS 3 USES PACK

CANTEEN 2 USES PACK

DUST GOGGLES WEBBING

RESPIRATOR 1 USE WEBBING

PERSONAL ITEM
____________________

7
THE SMARTGUNNER
TRAITS: All Smartgunner characters add their level to their attack rolls. They are pro cient
with all infantry weaponry and M56A2 Smartguns. They may wear armor and helmets.
Once per session The Smartgunner may perform a Spray Attack using the Smartgun to
spray an area and attack many enemies. When performing a Spray Attack roll three six
sided dice (3d6), and may score hits with each. These hits can be focused on one or more
creatures.

HIT POINTS: 7 (+ Character Level

SMARTGUNNER LOADOUT
ARMAMENT AMMUNITION MAGAZINE CAPACITY
M4A3 PISTOL 5 MAGAZINES 1

M24 TACTICAL KNIFE - -

M56A2 SMARTGUN 1 MAGAZINES 4

GRENADES 8 8

PROTECTION USES
M2 FLAK VEST 3

M56A2 ARMORED BREASTPLATE 1

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SMARTGUNNER LOADOUT
KIT USES/NOTTES LOCATION
AMMUNITION LISTED IN ARMAMENT WEBBING

PERSONAL FIRST AID KIT 1 USE WEBBING

TNR SHOULDER LAMP ARMOR

M94 MARKING FLARES 2 USES PACK

RATIONS 3 USES PACK

CANTEEN 2 USES PACK

DUST GOGGLES WEBBING

RESPIRATOR 1 USE WEBBING

PERSONAL ITEM
____________________

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THE COM-TECH
TRAITS: All COM-TECH characters add half their level to their attack rolls. They are
pro cient with all infantry weaponry. They may wear armor and helmets. They are also
pro cient at Operating electronics, radio communications, modifying electronics as well as
computer diagnostics, coding, and bypassing security systems.

HIT POINTS: 4 (+ Character Level)


SPECIAL: Add level to all COM-Tech Rolls

COM-TECH LOADOUT
ARMAMENT AMMUNITION MAGAZINE CAPACITY
VP-70 PISTOL and HOLSTER 4 MAGAZINES 2

GERBER MK II KNIFE - -

ARMAT M41A PULSE RIFLE 4 MAGAZINES 2

PN 30mm GRENADE LAUNCHER 1 MAGAZINE 4

GRENADES 8 8

PROTECTION USES
M3 PERSONAL ARMOR 3

M10 BALLISTIC HELMET 1

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COM-TECH LOADOUT
KIT USES/NOTTES LOCATION
AMMUNITION LISTED IN ARMAMENT WEBBING

PERSONAL FIRST AID KIT 1 USE WEBBING

TNR SHOULDER LAMP ARMOR

M94 MARKING FLARES 2 USES PACK

M1000 SMOKE GRENADES 2 USES WEBBING

RATIONS 3 USES PACK

CANTEEN 2 USES PACK

RESPIRATOR 1 USE WEBBING

TECHNICAL
MOTION TRACKER 3 USES WEBBING

PRC-252 RADIO PACK

ORBITAL COMMUNICATOR PACK

ELECTRONIC BYPASS TOOLKIT WEBBING

PERSONAL ITEM
____________________

11
THE CORPSMAN
TRAITS: All Corpsman characters add half their level to their attack rolls. They are
pro cient with all infantry weaponry. They may wear armor and helmets. The Corpsman is
also pro cient at battle eld medicine and rst aid. They may expend a use of a character’
s rst aid kit in order for that character to recover HP equal to 1D6 + the Corpsman’s level.
The Corpsman can do this twice per session at rst level and +1 times each level afterward.
At fth level the Corpsman may do this six times per session.

HIT POINTS: 4 (+ Character Level

CORPSMAN LOADOUT
ARMAMENT AMMUNITION MAGAZINE CAPACITY
VP-70 PISTOL and HOLSTER 4 MAGAZINES 2

M24 TACICAL KNIFE - -

ARMAT M41A PULSE RIFLE 4 MAGAZINES 2

PN 30mm GRENADE LAUNCHER 1 MAGAZINE 4

GRENADES 8 8

PROTECTION USES
M3 PERSONAL ARMOR 3

M10 BALLISTIC HELMET 1

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CORPSMAN LOADOUT
KIT USES/NOTTES LOCATION
AMMUNITION LISTED IN ARMAMENT WEBBING

PERSONAL FIRST AID KIT 1 USE WEBBING

TNR SHOULDER LAMP ARMOR

M94 MARKING FLARES 2 USES PACK

M1000 SMOKE GRENADES 2 USES WEBBING

RATIONS 3 USES PACK

CANTEEN 2 USES PACK

RESPIRATOR 1 USE WEBBING

PERSONAL ITEM
____________________

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THE SCOUT SNIPER
TRAITS: All Scout Sniper characters add half their level to their attack rolls. They are
pro cient with all infantry weaponry. They may wear armor and helmets. Once per session
The Scout Sniper may make a Precise Shot which allows the player to roll three six side
dice (3d6) and choose the highest d6 result.

HIT POINTS: 5 (+ Character Level

SCOUT SNIPER LOADOUT


ARMAMENT AMMUNITION MAGAZINE CAPACITY
VP-70 PISTOL and HOLSTER 4 MAGAZINES 2

M24 TACICAL KNIFE - -

ARMAT M42A SCOPE RIFLE 4 MAGAZINES 3

PN 30mm GRENADE LAUNCHER 1 MAGAZINE 4

GRENADES 8 8

PROTECTION USES
M3 PERSONAL ARMOR 3

M10 BALLISTIC HELMET 1

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SCOUT SNIPER LOADOUT


KIT USES/NOTTES LOCATION
AMMUNITION LISTED IN ARMAMENT WEBBING

PERSONAL FIRST AID KIT 1 USE WEBBING

TNR SHOULDER LAMP ARMOR

M94 MARKING FLARES 2 USES PACK

M1000 SMOKE GRENADES 2 USES WEBBING

RATIONS 3 USES PACK

CANTEEN 2 USES PACK

RESPIRATOR 1 USE WEBBING


BIMEX M3 DAY/NIGHT
WEBBING
GOGGLES
PERSONAL ITEM
____________________

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THE SQUAD LEADER
TRAITS: All Squad Leader characters add half their level to their attack rolls. They are
pro cient with all infantry weaponry. They may wear armor and helmets. Squad Leaders
also have a pool of Leadership Points equal to 1 + their level. The Squad Leader may
expend one of these points to have any other squad member re-roll an attack roll, defense
roll, saving throw, searching roll, or roll to perform a skill (like the Corpsman’s Battle eld
Medicine or the Com-Tech’s Computer Diagnostics

HIT POINTS: 4 ( + Character Level

SQUAD LEADER LOADOUT


ARMAMENT AMMUNITION MAGAZINE CAPACITY
VP-70 PISTOL and HOLSTER 3 MAGAZINES 2

M24 TACICAL KNIFE - -

ARMAT M42A SCOPE RIFLE 4 MAGAZINES 3

PN 30mm GRENADE LAUNCHER 1 MAGAZINE 4

GRENADES 8 8

PROTECTION USES
M3 PERSONAL ARMOR 3

M10 BALLISTIC HELMET 1

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SQUAD LEADER LOADOUT
KIT USES/NOTTES LOCATION
AMMUNITION LISTED IN ARMAMENT WEBBING

PERSONAL FIRST AID KIT 1 USE WEBBING

TNR SHOULDER LAMP ARMOR

M94 MARKING FLARES 2 USES PACK

M1000 SMOKE GRENADES 2 USES WEBBING

RATIONS 3 USES PACK

CANTEEN 2 USES PACK

RESPIRATOR 1 USE WEBBING

PERSONAL LOCATOR WEBBING

PERSONAL ITEM
____________________

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FIELD EQUIPMENT
The following chapter has descriptions and statistics for character eld equipment
USCMC WEAPONS/ARMOR/GEAR RULES
ARMAMENT
ITHICA MODEL 37 SHOTGUN (8 USES) +1 TO ATTACK ROLLS

M41A PULSE RIFLE -

M42A SCOPE RIFLE +1 TO ATTACK ROLLS

M56A2 SMART GUN +2 TO ATTACK ROLLS

VP-70 PISTOL -1 TO ATTACK ROLLS

M240 INCINERATOR FLAMETHROWER (2 USES) CHECK MORALE ON A HIT

M24 TACICAL KNIFE -2 TO ATTACK ROLLS

GRENADES & EXPLOSIVES


M1000 SMOKE GRENADE +1 TO DEFENSE ROLLS
KILLS CREATURES EQUAL TO
M40 EXPLOSIVE FRAGMENTATION GRENADE
ATTACK ROLL
ARMOR
ABSORBS DAMAGE ONCE,
M10 BALISTIC HELMET
THEN IS BROKEN OR LOST
+1 TO DEFENSE ROLLS. LOSES
M2 FLAK VEST
ONE USE ON A ROLL OF 1
+2 TO DEFENSE ROLLS. USES
M3 PERSONAL ARMOR
ONE USE ON A ROLL OF 1.
ABSORBS DAMAGE ONCE,
M56A2 ARMORED BREASTPLATE
THEN IS BROKEN
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USCMC WEAPONS/ARMOR/GEAR RULES


GEAR
ALLOWS CORPSMAN TO USE
PERSONAL FIRST AID KIT
BATTLEFIELD MEDICINE
-2 TO ALL ROLLS W/OUT
TNR SHOULDER LAMP
LIGHT
NO WANDERING MONSTER
M94 MARKING FLARES
CHECK WHEN DROPPED
RATIONS FOOD TO EAT

CANTEEN COUNTS AS RATIONS


FILTERS AIR - PROTECTS
AGAINST HARSH
RESPIRATOR CHEMICALS/ATMOSPHERE/
SPORES. LOSES ONE USE ON
A ROLL OF 1
TRACKS MOTION; CAN TELL IF
MOTION TRACKER (3 USES) ACTIVITY IN NEARBY ROOM
+2 INTITIATIVE
PRC - 252 RADIO COMMUNICATE TERRISTERALY

ORBITAL COMMUNICATOR COMMUNICATE INTO ORBIT


ALLOWS COM-TECHS TO
INTERFACE DIRECTLY WITH
ELECTRONIC BYPASS TOOKIT
COMPUTERS AND SECURITY
SYSTEMS.
ALLOWS SQUAD MEMBER TO
BIMEX M3 DAY/NIGHT GOGGLES
SEE IN THE DARK

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THE MISSION
The following chapter has rules for running mission into hostile space
At the beginning of each session of play roll 1D6 and result the table below for the session’s
mission

MISSION RESULT (D6)


1. RESCUE MISSION - A corporate exec at Weyland-Yutani has sent out a distress call and you
must track them down, and bring them back to safety.
2. BUG HUNT- The mines on ALPHA529 have been overrun by Xenomorphs, and its your job to
clear them out.
3. CORPORATE RECOVERY - A corporate derelict ship has been adrift in the channels for a little
over a decade.
4. RECON - LV-246 has gone quiet. The colony was home to over 100 workers and you need to
find out what happened.
5. SULACO - The research ship SULACO has been gone dark. It must be recovered and
destroyed.
6. BABY SITTING- A corporate scientist needs babysitting while they take biological studies of a
newly discovered hive.

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MISSION 1: RESCUE
A garbled transmission has been received from a corporate exec at Weyland-Yutani. A
small space station orbiting a gas planet has been lost to a xenomorph infestation.
However, there appears to be survivors hiding out within the station. Your orders are to
enter the station and nd any survivors, bringing them back to the landing zone.
SPECIAL RULE: When entering a room that is not also a corridor, roll 1d6 and add the
number of rooms already explored. On a result of 10 or higher, the first survivor is found.
On a result of 12 or higher, the second survivor is found. On a result of 14 or higher, the
third survivor is found.
Once a survivor is found, they must be assigned to one of the squad marines. This marine
suffers -1 to defense rolls until they reach the landing zone.

Mission Success: The mission is a success once 1 survivor is returned to the landing zone.
Marines earn one XP test for each survivor returned to the landing zone.

MISSION 2: BUG HUNT


Your ship receives a destress call from ALPHA529 -a small nearby moon. The planet side
complex has been overrun by Xenomorphs. Your orders are to enter the complex, nd and
eliminate the xenomorph hive-queen and return to the landing zone.

Mission Success: The mission is a success once you nd and destroy the xenomorph hive-
queen and return to the landing zone. Marines earn one XP test upon successful mission

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MISSION 3: COPORATE RECOVERY


The scanners have picked up a derelict ship oating within range. Records indicate the ship
was reported missing more than ten (10) years ago after an expedition to an unexplored
planet. Before it went missing it was reported that the cargo is was carrying was in fact
xenomorph related. The ship seems to only have minimum power and life support and is
assumed that all crew have been killed by the deadly cargo. Your orders are to board the
ship and repair the Power Systems allowing the ship to download any relevant data. Once
power is restored and data download complete, you are to head to the Bridge and set the
ship on a direct coarse to the nearest star, before returning to the landing zone.
SPECIAL RULE: When entering a room roll 1d6 and add the number of rooms already
explored. On a result of 10 or higher, the first Power Node is found. On a result of 12 or
higher, the second Power Node is found. On a result of 14 or higher, the third Power Node
is found. To Restore Power to a Node, a successful COM-Tech roll vs Level 4 must be
made. The next unexplored room after the power is restored will be the Bridge.

Mission Success: The mission is a success once you restore power, nd the bridge, and
return to the landing zone. Marines earn one XP test for each node to have power restored.

MISSION 4: RECON
Weyland-Yutani execs have lost contact with the terraforming colony on LV-246. The colony
was home to over 100 colonists. The corporation says there is no way this has anything to
do with a xenomorph infestation, as LV-246 was previously uninhabited. Your orders are to
enter the colony and collect evidence as to what happened, before returning to the landing
zone.
SPECIAL RULE: When you generate an empty room or corridor, roll 2d6. On a 10+ you
collect one piece of evidence. Once you collect three pieces of evidence return to the
landing zone!

Mission Success: The mission is a success once you collect the evidence needed and
return tot he landing zone. Marines earn one XP test for completing the mission.

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MISSION 5: SULACO
The converted xenomorph research ship SULACO has gone dark after leaving LV-246 and
has been subjected to a containment breach, releasing all specimens on board. The last
transmission received states that all personnel have been lost and that the automated self
destruct sequence has been initiated. Corporate execs have deemed the research data too
valuable to be destroyed. Your orders are to enter the ship, nd the data, and extract to the
landing zone before the SULACO self destructs.
SPECIAL RULE: If the marines do not return to the landing zone before the self destruct
sequence countdown reaches zero -regardless if the data is located, the ship detonates
killing all marines on board. Upon entering a room roll 1d6 and add the number of rooms
already explored. If the result is 10+ you find the data needed. To download the data, a
successful COM-Tech roll vs Level 5 must be made.

Mission Success: The mission is a success if you collect the data and return to the landing
zone within 20 turns. Marines earn one XP test for doing so. Marines earn two XP tests for
returning with the data within 15 turns, and three XP tests for returning with the data within
12 turns.

MISSION 6: BABYSITTING
Details showing a location of a known xenomorph hive have been received. Corporate
research scientists on your ship have been vocal about obtaining permission from HQ to be
taken to the hive, as the data could prove invaluable regarding the life-cycle of the
creatures. Unfortunately for you, the execs agree with the scientists. Your orders are to take
a scientist with you into the hive, and protect them while they take biological samples of the
area, eliminate the xenomorph hive-queen and return the scientists to the landing zone.
SPECIAL RULE: Each scientist must be assigned to one of the squad marines. This
marine suffers -1 to defense rolls until they reach the landing zone. At the end of each
combat each scientist makes a d6 research roll. When three 6’s are rolled enough
research has been obtained.

Mission Success: The mission is a success once you collect 3 samples, destroy the hive-
queen and return to the landing zone. Marines earn 1 XP test for each scientist babysat.
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TERRESTRIAL ENTRY POINTS


Each mission begins as your squad of marines reaches the loading zone, and the entry
point to the ship or colonial facility in which the mission takes place. Roll a D6 to determine
the Terrestrial Entry Point to your mission.

Below are a number of entry points. After determining the beginning entry point for your
mission, draw it at the center of the bottom edge of your sheet of graph paper. Use page 25
from Four Against Darkness to generate your entry point.

MISSION LOCALE ROOMS & CORRIDORS


Each entry point has a number of doors leading to other corridors and rooms to explore
during the mission. After you have an entry point generated choose a door for your squad of
marines to go through and roll a D66 to generate a room.
Use pages 26 - 30 of Four Against Darkness to generate your room.
Any room generated that is only one square wide on your graph paper is a corridor. Any
room generated that is two or more squares wide on your graph paper is a room.

24

ROOM CONTENTS
Once your squad of marines make entrance into a new room roll on the Room Contents
Table below.

ROOM CONTENTS (2D6)


2. GEAR FOUND - ROLL ON THE GEAR FOUND TABLE

3. PROTECTED GEAR FOUND - ROLL ON THE SECURITY FEATURES TABLE AND THE GEAR TABLE

4. CORRIDOR EMPTY - ROLL ON THE SPECIAL EVENTS TABLE IF A ROOM

5. EMPTY - ROLL ON THE SPECIAL FEATURE TABLE

6. BUGS- ROLL ON THE BUGS TABLE

7. DRONES - ROLL ON THE DRONES TABLE

8. CORRIDOR EMPTY - ROLL ON THE DRONE TABLE IF A ROOM

9. EMPTY - ITS QUIET, TOO QUIET

10. CORRIDOR EMPTY - ROLL ON THE MATRIARCHS TABLE IF A ROOM

11. HIVE LEADER - ROLL ON THE MATRIARCHS TABLE. ROLL 1D6 +1 FOR EACH LEADER
DEFEATED. IF THIS NUMBER IS 6+ THIS IS THE QUEEN’S NEST FINAL ROOM.
12. CORRIDOR EMPTY - IF ITS A ROOM ITS THE QUEEN’S NEST.

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GEAR FOUND (2D6)


1. M41A PULSE RIFLE MAGAZINES (2) 1. VP-70 PISTAL MAGAZINES (2)

2. M10 HELMET 2. RATIONS (2)

3. M56A2 SMART GUN MAGAZINE (1) 3. M2 FLAK VEST (2 USES)

4. CANTEEN 4. M24A SCOPE RIFLE MAGAZINE

5. ITHICA MODEL 37 SHOTGUN (8 USES) 5. CANTEEN


6. USED M3 PERSONAL ARMOR (2 USES) 6. M56A2 SMART GUN MAGAZINE (1)

SECURITY FEATURES (D6)

1. INFRA-RED TRACING ROUNDS (DEFENSE VS. LV2) - 1 DAMAGE

2. FAULTY SAFETY PROTOCOL ENGAGED - CHEMICAL GAS (DEFENSE VS. LV3) 1 DAMAGE
TO ALL CHARACTERS. BYPASSES ARMOR.

3. ACID EATEN FLOOR CORRODES UNDER YOUR WEIGHT (DEFENSE VS. LV4)

4. SECURITY LEVEL 3 LOCKER

5. AUTO-GUN TURRET (DEFENSE VS. LV4) 1 DAMAGE TO 2 RANDOM CHARACTERS

6. ROLL ON THE WANDERING MONSTERS TABLE

26
SPECIAL EVENT (D6)

1. THIS PLACE IS TRAPPED! - ROLL ON THE SECURITY FEATURES TABLE

2. WANDERING MONSTERS - ROLL A D6: 1-3 ROLL ON BUGS TABLE, 4-5 ROLL ON DRONES TABLE,
6 ROLL ON MATRIARCHS TABLE.

3. AN OLD RECORD PLAYS A SOOTHING SONG IN DISHEVELED QUARTERS. ITS A STRANGE


SERENE MOMENT. CHOOSE TO GAIN -1 STRESS OR TAKE AN EXTRA ACTION WHILE RESTING.

4. SURVIVORS PLEAD FOR YOU TO FIND THEIR MISSING CHILD. OVERTIME WHEN YOU
SEARCH ROOMS THERE’S A 1/6 CHANCE OF FINDING THE CHILD. CHOOSE TO FIND THE
CHILD AND GAIN -1 STESS WHEN THEY’RE FOUND. CHOOSE TO LEAVE THE CHILD TO
THEIR FATE AND GAIN +1 STRESS.

5. YOU COME UPON A MED-BAY - YOU FIND 1D4 FIRST AID KITS

6. MESS HALL - YOU FIND 1D6 RATIONS, AND ALL MARINES FILL THEIR CANTEENS.

27
SPECIAL FEATURE (D6)
1. EGG HATCHERY - TREAD CAREFULLY. EACH MARINE MUST SAVE VS LV3 OR BE POISONED
BY SPORES. POISONED MARINES ARE -1 TO ATTACK ROLLS. ROLL 2D6 FOR EACH
POISONED MARINE. ON A 12 A CHESTBURSTER WILL EMERGE FROM THE MARINE KILLING
THEM IN THE PROCESS IN 1D6 TURNS; AFTERWARD ALL MARINES SAVE VS LV4 OR GAIN
+! STRESS

2. ARMORY - MARINES MAY REGAIN LOST MAGAZINES OR SWITCH WEAPONS.

3. YOU COME ACROSS A FOSSILIZED ENGINEER - BEST LEAVE IT BE, GAIN 1 STRESS.

4. FAILSAFE ROOM - ALL DOORS LOCK AS THE MARINES ENTER. THE COMPUTER MUST BE
HACKED TO ACCESS THE NEXT ROOM.

5. TRAPPED! - ROLL ON THE SECURITY FEATURES TABLE

6. PLEASE, KILL ME - ‘WE’VE GOT A LIVE ONE!’ A SURVIVOR BEGINS CONVULSING IN FRONT
OF THE MARINES. A CHESTBURSTER RIPS THROUGH THEIR CHEST. ALL MARINES MUST SAVE VS
LV4 OR GAIN +1 STRESS.

28
BUGS (D6)
1. 1D6 FACEHUGGER XENOMORPHS* - LV2, WOUNDED MARINES ARE UNABLE TO ACT
UNTIL FACEHUGGER IS REMOVED.▻

2. 3D6 SYNTHS - LV2.

3. SPORES - LV3, SAVE VS LV3 OR BECOME POISONED (SEE EGG HATCHERY PG 28)

4. D6 COLONISTS WITH CHESTBURSTERS* - LV3, SAVE VS STRESS OR ADD +1 STRESS

5. D6 NEOMORPHS* - LV 2
6. 2D6 - DOG BURSTERS*- LV2 - FAST! +1 TO INITIATIVE
▻After the facehugger is removed roll 2d6. On a 12 a chestburster will emerge from the marine in 1d6 turns
killing the marine.
*The marine that makes the killing roll must save vs LV2 for acid splash or take 1 damage.

DRONES (D6)
1. D6+2 YOUNG BLOOD PREDATORS - LV 3 - STEALTH CAMO GIVES +2 TO INTIATIVE

2. D6+3 XENOMORPH DRONES* LV4

3. D6 XENOMORPH SPITTERS* - LV4 - REMOVE 1 ARMOR ON A FAILED DEFENSE ROLL

4. D6+1 XENOMORPH WARRIORS* - LV4

5. D3 PROTOMORPHS* LV5 - MARINES SUFFER -1 TO DEFENSE ROLLS


6. 2D6 WORKING JOES - LV3
*The marine that makes the killing roll must save vs LV2 for acid splash or take 1 damage.

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Roll 2d6 on the Matriarch table below. Marines cannot meet the same Matriarch more than
once during a given mission. If the same result is rolled, then the Queen Mother is
enchanted. When you encounter a Matriarch all marines add +1 Stress and immediately
make a panic roll. Matriarchs always choose a marine at random to attack and never make
morale tests.

(2D6) MATRIARCHS HP ATTACK DAMAGE


XENOMORPH
1 -6: 8 1 2
CRUSHER LV5/DEF LV6

7 - 9: QUEEN LV6 - 8 2 2/2

10+: ENGINEER HYBRID 7 1 3

SPECIAL QUEEN MOTHER LV6 9 2 2/3

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PLAYING THE GAME

RUNNING OUT OF PAPER


During a play session, you may draw out your rooms and corridors up to the edge of the
sheet of graph paper. The best size surface area for the play space on the paper would be
around 20 squares x 28 squares. While drawing in your rooms and corridors, if it meets the
edge of the paper, the rooms will end there. Ignore any results to would say doors would
connect with the outside edge of the paper.

NO SPACE FOR ROOMS


If the next room generated be your random roll will not t not he paper, you are free to edit
it, and make it smaller. Make it a dead end. For game purposes this edited room will still
count as a room or corridor -for purposes of Room Contents table rolls, even though it may
only occupy one square on your graphing paper.

ROTATE ROOMS
Rooms generated randomly may be drawn in any direction. Don't feel beholden to the way
they are drawn on pages 25 - 30. They may rotated and stretched so that its easier to
connect with other rooms and corridors.

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EXPLORATION

TRACKING TIME DURING THE MISSION


Each marine is equipped with a Personal Data Transmitter (PDT) that tracks each
marine’s vitals and sends them back to the Tactical Operations Post. Part of this data is
the mission time uploaded from each marine’s video feed

Marine exploration throughout a mission in Four Colonial Marines Against the Darkness of
Space is tracked in ‘turns’. A ‘turn’ is a narrative term describing an amount of time that
passes in the game’s ction. A turn is usually around 10 minutes.

Within a turn characters may:


- Search a room - Perform a test, like battle eld medicine
- Load a backpack with supplies or computer opera ions.
- Fight against monsters - Complain to the ranking o cer
- Explore a long hall

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SEARCHING ROOMS
When an empty room is generated, it may be searched by the squad of marines. When
doing so, track off a turn and roll 2d6 and consult the table below

SEARCHING ROOMS (2D6)


1 -6: WANDERING MONSTERS ATTACK! - YOUR MARINES ARE AMBUSHED BY WANDERING
MONSTERS. ROLL ON THE WANDERING MONSTERS TABLE PG. 36

7 - 9: - EMPTY ROOM - THE ROOM REALLY IS EMPTY.

10+: EVIDENCE - YOUR SQUAD DISCOVERS EVIDENCE RELATED TO YOUR MISSION.

EVIDENCE
Each mission requires nding evidence. Evidence is a term used as an abstraction for
biological samples, rescued colonists, reactivated air ltration systems, etc. Once three
points of evidence have been found you can count the mission a success. (Unless the
mission is a bug hunt).

DOORS
When a door is generated, roll a d6. On a result of a 1 or 2, the door is electronically locked.
Marked the locked door with an L on the map. Each door has a security level equal to a
random d6 roll. A roll of 1 -3 means the security level for the door is a Lv. 3. A roll of a 4 is
Lv. 4, 5 is Lv.5, and 6 is Lv. 6. An Electronic Bypass Toolkit is required to hack the
security override to unlock these doors. A character using this toolkit may unlock the door
by rolling over the lock’s Level on a d6. The COM_TECH may add their level to this d6 roll

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.

THE GRIND
As you play through a mission make sure to track ‘turns’ as rooms are revealed and
explored, packs are lled, tests are performed, etc. This is called, the Grind. The marines
must rest every sixth turn (once an hour). While resting each marine may only expend one
use of rations, canteens, or rst aid kits. When a marine expends a use of rations, or
their canteen they can stave off a point of stress. When a marine expends a use of the
rst aid kit, they regain 1d4 HP. If they are unable to eat or drink, or choose not to, they
each gain a point of stress. See the full rules on stress below.

If the marines press on instead of resting, they grow tired, and take a -1 penalty to all
attack and skill rolls until they do spend a turn resting. This is on top of the point of stress
they take for going without food every sixth turn.

STRESS
These missions have a way of taking their toll on even highly trained colonial marines.
Stress is the way we measure that toll in Four Colonial Marines Against the Darkness of
Space, and how it effects each marine. Too much stress can bring a marine to the brink of
panic.

There are a number of ways to gain stress. As mentioned above not eating or drinking
every six rounds gains a marine a point of stress. Seeing certain locations described in
the Special Events and Special Features Tables during the mission may also increase the
marines’ stress. Being outnumbered by enemies in any single encounter also gains each
marine one point of stress. Each marine have a stress level listed from zero to six.

PANIC ROLL
When the following events occur in front of the marines, they must make a panic roll. 

• When a marine see two others in their • Rolling a 1 on a defense test during
squad panic at the same time combat
• Encountering an enemy leader for the • Seeing another marine di
rst time. • When death is certain and all hope is
• If a marine loses half their HP in one hit lost.

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The panic roll is a Save vs Stress Level test. The marine must roll over their current stress
level or panic. Once a marine panics, you as a player lose control of the marine
temporarily. Roll on the panic table below to determine what the marine does in their
panicked state. Afterwards you regain control of the marine

PANIC (2D6)
1 -6: COWARDICE - GAIN +1 STRESS; MUST SAVE VS FEAR EQUAL TO LEVEL OF MONSTER OR
FLEE FROM BATTLE.

7 - 9: PSYCHOTIC - THE MARINE IMMEDIATELY ATTACKS A RANDOM TARGET, FRIEND OR FOE

10+: HEART ATTACK - THE MARINE DIES INSTANTLY

RELIEVING STRESS
Only a few things can be done while on mission to relieve stress. Remember having your
marines to rest often and eat or drink is a great way to stave off stress, and keep it
from creeping up on them. A marine may gripe to a commanding of cer as well. Griping
takes a turn but the marine gets a save vs stress level. If they roll equal to or over their
current stress they may decrease their stress rating by one. Also, any time an enemy
leader is defeated in combat, all marines lose one point of stress.

BACKTRACKING
Sometimes it happens. Sometimes your marines will have to backtrack and retrace their
steps through rooms already explored and previously visited. When the marines enter a
room or corridor they have already visited -where there was no Marking Flare dropped, roll
1d6. On the result of a 1, they marines are ambushed by wandering monsters. This
ambush means that the wandering monsters get to attack rst, beginning with the marines
at the back of the marching order. After the rst round conduct the encounter as normal.
See the chapter on encounters for more info on marching order and conducting encounters.

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THE FINAL ROOM


The mission, and play session, must end at some point. Keep a list of each time your squad
of marines overcomes a leader. Each new time you meet a leader roll 1d6 and add +1 for
every leader already overcome. If this number meets or exceeds six (6), then this leader
inhabits the nal room. Conversely, if you run out of doors to open, the last opened door
reveals the mission’s nal room. Defeating this last leader, and safely leaving the mission
site ends the mission, and the play session.

BUGGING OUT
After the last leader is overcome, your squad of marines will need to backtrack through the
mission site in order to get to the entry point, and back to base. Remaining monsters will try
and sneak up on them as they attempt to extract from the mission site. Roll 1d6 for each
room they return through. On the result of a 1 they are ambushed! Roll on the wandering
monster table to determine which monsters ambush your squad.

WANDERING MONSTERS (2D6)


1 -6: BUGS - ROLL ONCE ON THE BUGS TABLE.

7 - 9: DRONES- ROLL ONCE ON THE DRONES TABLE

10+: MATRIARCH - ROLL ONCE ON THE MATRIARCHS TABLE

NEVER SPLIT THE PARTY


You might want to split the party, though its always a bad idea. Its very dangerous.
Whenever the squad is split into two locations (for whatever reasons) and you roll for
wandering monsters, roll for each way that your squad is split. If its split into two, roll twice.
If its split into three, roll thrice, etc.

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ENCOUNTERS
The following section has rules for running encounters with Four Colonial Marines Against
the Darkness of Space.

MARCHING ORDER
It is important for the purposes of play to determine your marines’ marching order as they
explore corridors and rooms while on the mission. You may make note of each marine’s
order in the march on the mission record sheet. Setting the marching order allows you to
determine which marines are up front, and which are bringing up the rear. Simply note
down the marine’s rank in boxes 1 through 4 on the mission record sheet. Box number 1 is
denoted as the front of the line. You may update your marines’ marching order in any empty
room or corridor.

Corridors are generally wide enough to allow two marines to walk down, shoulder to
shoulder. A squad of four marines will be placed 2x2, a ring squad of three marines are
placed 2x1, and a team of two marines are placed 2x0 (both at the front of the line)
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The marching order is irrelevant once your squad of marines enters a room. Rooms are
wide enough that all marines can spread out and participate in combat as they need.

TRACKING TIME DURING THE ENCOUNTER


During an encounter we track time in rounds. If you ever need to know, a particular round
is about equal to 10 seconds in the game’s ction. Each round during an encounter is
adjudicated with a speci c procedure listed below.

COMBAT PROCEDURE
When your marines enter a new room (or corridor) that features monsters to ght, follow the
procedure below for each round of combat.
• Determine Initiativ
• Record Stress/Check for Panic Roll
• Make Attack/Defense Roll
• Movemen

DETERMINE INITATIVE
When your marines enter a room and encounter monsters you should roll 1d6 vs the level
of the highest monster in the room. If the result of this initiative test meets or exceeds the
level of the highest monster, the marines have the initiative. If the result of the test is less,
the monsters get the drop on your marines, and attack rst

CHECK STRESS & PANIC


Record stress if your marines are outnumbered in the encounter. Make appropriate Panic
Rolls if encountering alien leaders for the rst time.

MAKING ATTACKS
Often your marines will be ambushed and be forced to ght their way to the mission
objective. As discussed previously, each monster (xenomorphs, synths, etc) has a listed
level. This is the target number you must must meet or exceed on a D6 when your marines
attack the monster. Doing so means you hit, while rolling lower than the monster’s level
means you miss. You still expend ammo on a miss.
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MODIFIERS TO ATTACK ROLLS


During combat different weapons and equipment will modify your marines’ attack rolls.
These modi ers are usually -1 to +1. Add this number to your attack roll to nd your attack
result.

TRACKING AMMO USES


After each attack your marines make check off a use of their ammo. Its very important you
keep track of this as the ammo is used. As noted above, you still expend ammo on a miss

RESOLVING DAMAGE
Vermin and Minions are easiest to take care of during a bug hunt. For each hit scored
against a Vermin or Minion, the creature is killed. Most of the time, Marines spray an pray
during combat, for each multiple rolled over the Vermin or Minions’ level the player rolls, an
additional creature is killed. For example if three Lv 2 Minions are ghting the marines, and
the player rolls a 6, all three Minions are killed as the marines riddle the area with gun re.

Leaders aren't defeated so easily. Leaders have HP equal to their level. For each hit scored
against a Leader, subtract 1 HP from their HP total. As with Vermin and Minions, for each
multiple rolled to hit, subtract an additional point of HP form the Leader. For example, if a 10
is rolled against a Lv 5 Leader, two hits are scored and 2 HP are subtracted from the
Leader’s HP.

ENEMY MORALE
When half the number of a group of Vermin or Minions are destroyed in a re ght, you
should roll for morale. On the result of a 1-3 they run. On a 4-6 they stay and ght to the
death. When a Leader’s HP has been reduced to half, you should roll for morale. It runs on
a 1-3, stays and ghts on a result of 4-6.

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ENEMY’S TURN
When it is the enemy’s turn, its your job to determine who attacks, and which of your
marines are attacked. You determine this based on three factors.
• Number of Enemie
• Marching Orde
• Room or Corrido

ROOMS
In a room with less Aliens than Marines, each Alien must make an attack against a
different marine. In this case ignore marching order when determining which marines are
attacked. You decide which marines are attacked as you see t.

In a room where the number of Aliens matches the number of Marines, each marine is
attacked once.

In a room where the marines are outnumbered by aliens, divide the alien attacks as
evenly as possible between the marines. Then apply extra attacks as you see t.

CORRIDORS
Corridors force enemy to funnel in toward the marines. A maximum of two aliens attack the
squad of marines from the front. The marines in marching or rank 1 and 2 are the marines
that receive the attacks. Divide all attacks evenly.

ALIENS DON’T ROLL DICE


When you the player roll the dice, you do so for the squad members only. You make rolls for
the squad member’s attacks, and for their defense. Don't roll dice for monster attacks

DEFENSE ROLLS
Once its the monster’s turn to attack, you roll for the defense of each marine. The target
number of the defense roll is the monster’s level +1. You must roll over the monster’s level
on a D6 in order to defend from their attack. Rolling equal to or less than the monster’s
level means the monster scores a hit and your marine takes damage
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RESOLVE ALIEN DAMAGE


When a marine takes damage from vermin or minions subtract one Hit Point (HP) from
their current HP. When a marine takes damage from a leader, subtract HP equal to that
listed under the leader’s statistics.

TACTICAL RETREAT
‘Lets just bug out and call it even, okay? What are we talkin’ about this for!?

Sometimes your marines will get in over their heads. Running to ght again another day
may be your only option. When doing so, choose a marine to take the lead for the tactical
retreat. Make a standard attack roll vs the level of the highest monster in the room. On a hit
the squad is able to retreat to the previous room or corridor they entered from. On a miss,
the creatures keep them close and the marines are forced to ght for another round. 


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DOWNTIME
After you play out a mission, play out a quick session of downtime. The marines are called
back to base. The downtime session, is mostly book keeping, so it’ll pass by quick.

During downtime, marines resupply at base, log XP tests, and gripe some more before
heading back out on a new mission. See the chapter on advancement below for more info
on XP tests.

• Each marine is fully resupplied with ammo, rations, canteen, and loadout.
• Each marine may make XP tests
• Each marine may make one free gripe test to relieve some stress.

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EARNING XP
You, as the Tactical Operations Post earn an XP Test for each of the following. You may
spend each of your XP Tests on any one marine of your choice, but you may only ‘Level Up’
a marine once per session, unless all the other characters have reached Level 5.

• 1 XP Test per Leader defeated


• 1 XP Test per 10 Drones defeated.
• 1 XP Test for nding 3 pieces of Evidence
• 1 XP Test for completing a mission.

XP TESTS
After the mission, each surviving marine may make XP tests based on factors determined
by the prior mission. An XP test is made by rolling a d6 vs a target number equal to the
marine’s current level +1. A result equal to or exceeding this target number means the
character has gained a new rank. Congratulations marine

COLONIAL MARINE RANKS


LEVEL 1: PRIVATE 1ST CLASS

LEVEL 2: CORPORAL

LEVEL 3: LANCE CORPORAL

LEVEL 4: SERGEANT

LEVEL 5: STAFF SERGEANT

HIT POINTS
In addition to the downtime resources gained, when characters gain a new rank they
increase their maximum HP by 1 point.
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CRYOSLEEP
In between sessions, your squad of marines a suspended in cryosleep, traveling between
star systems. Interstellar travel is fraught with danger and dif culties. Human minds and
bodies cannot keep up with the rigors of space travel for extended periods of time.

WAKING
At the beginning of the next session of play roll 2d6 as your marines wake from years of
cryosleep. Subtract 1 from the result for every week you’ve spent not playing Four Colonial
Marines Against the Darkness of Space.

WAKING FROM CRYOSLEEP (2D6)


1 -6: DEATH - SOMETHING WENT WRONG IN TRANSPORT. CHOOSE A CHARACTER AT
RANDOM. THEY HAVE PASSED AWAY DURING THE ARDOUS JOURNEY.
7 - 9: EXHAUSTION- BEING AWAKENED LIKE THIS, YOUR SQUAD OF MARINES ARE
EXHAUSTED. THEY BEGIN THE NEXT MISSION AT -1 HP AND +1 STRESS.
10+: ALL CLEAR - ALLS CLEAR AS YOUR MARINES WAKE FROM A ROUTINE CRYOSLEEP.

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BIBLIOGRAPHY

LITERATURE
USCMC Tactical Manual, Lee Brimmicombe-Wood, Harper Collins, 1995

TABLE TOP GAMES


Four Against Darkness, Andrea S ligoi, Ganesha Game
USCMC (Torchbearer), Luke Crane & Jared Sorensen, BWHQ
Basic Dungeons and Dragons, Tom Moldy, TSR, 198
Mothership, Alan Gerding, Tuesday Knight Game

MOVIES
ALIEN, Ridley Scott
ALIENS, James Cameron
ALIEN COVENANT, Ridley Scott

ART
Art was taken from the lms listed above.

Version 1.2 Published under Disney Terms of Use Section 7, subsection B; User Generated Content.
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