We Hunt Bugs Pamphlet Edition

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First) Choose Skills and Abilities Movement and Actions: A player can take whatever action and Melee

tions: A player can take whatever action and Melee Weapons: Hand-to-hand weapons
Abilities: Each character starts with one dot filled in on all of their Abilities. Movement that a person should be able to take within 3 seconds. For each Sword: A large handheld edged weapon. A sword has been a common
The player can now allocate three more between them (starting at a action past the first, increase the difficulty of the new action by one. military weapon from the beginning of recorded history. » Range: hand,
maximum of 3). Armor: Armor represents the base difficulty of hitting a target Cost: $65.
during combat. A normal human has a difficulty of 3 when wearing Knife: A small handheld edged weapon. A knife can be attached to the
Intelligence: The measure of one's knowledge and reasoning. no armor. front of a long gun. Knives are weighted for throwing. » Range: hand,
Charisma: The measure of one's likability. Damage: Every successful attack does one damage of the type listed. If an Cost: $15.
Physique: The measure of one's physical ability. attack does Soul damage, mark off a box of Soul damage. If an attack does
Pep damage, mark off a Pep damage box. Once all of a character’s boxes of Bodysuits: The most common type of armor
Skills: Each character starts with seven skill dots to disperse on their Skill any damage type are marked off, they are dead and must purchase a clone to Light Bodysuit: A very light armored-bodysuit used under uniforms
list. Remember, a character can still attempt a skill with no dots, but they re-enter the battle; if they cannot afford another clone, they cannot be for basic garrison armor. This bodysuit has heaters and can be used as a
will not have a skill bonus. revived and the player may have to make a new character sheet (or revive space suit with the addition of a helmet. » Armor rating: +1, Cost: $175.
when their bank account has enough money if the GM allows it). Heavy Bodysuit: A heavy armored-bodysuit used for industrial
Fight: The ability to fight. Healing: A character can be healed by consuming the appropriate item for workers and basic security operations. This bodysuit has heaters and
Athletics: The ability to perform athletic feats. the damage taken. If the damage is Soul, then the item needed is a StimPak, can be used as a space suit with the addition of a helmet. » Armor
Investigation: The ability to find information. if the damage is Pep, then the item is a MedPak. 6 hours of rest will refill all rating: +2, Cost: $300.
Communication: The ability to convincingly communicate. Soul damage and 1 Pep. Vac Helmet: A lightweight helmet that can be sealed against a
Pilot: The ability to drive or pilot vehicles. Automatic Weapon Fire: For every round fired after the first in an action, vacuum. It carries a 1 hour air supply and power for a
Mechanics: The ability to fix and build things. increase the difficulty of the attack tests by 1. A weapon can fire a number suit’s heaters. » Armor rating: +1, Cost: $200.
Security: The ability to use and circumvent security systems. of rounds an action based on its Rate of Fire. Each round can be fired at any
Survival: The ability to survive in the wilderness. visible target in range or all at one target. Guns: Modern ranged-weapons
Shotgun Fire: A shotgun can fire at one target at a +1 to hit Dragoon Arms MW 9: A 4-inch duty weapon used
roll, or at 2 adjacent targets at a -1 to hit modifier. by many militaries and law agencies. A lightweight
Second) Assign Hits, Soul, and get some cash
All characters start with 3 Hits and 3 Soul, as well as weapon with a large ammo capacity, the MW 9 is
Advancement: At the beginning of every adventure, each popular with anybody who has a need for a weapon.
(2d6x100) +600 Seed (money) to buy equipment. character will roll (1d6) on the Goal chart. Below Range: short, Ammo: 15 (BM), ROF: 1, Cost: $300/Reload: $5.
are the goals and their corresponding roll. Once this goal is FF Sub 3k: A standard submachine gun that fires pistol ammunition. It
System Rules complete the character gains an advancement
These are the base rules used to run the game. Feel free is seen in many security forces and hunting teams. A weapon of choice
point and re-roll for a new goal. Advancement points can be used for many small security firms and law enforcement. Range: short,
to modify or toss out rules you don't have any use for. as described in the Advancement point chart. Ammo: 30 (BM)(auto), ROF: 3, Cost: $600/Reload: $15.
Test: When a player wants to take an action and the outcome is Advancement Dragoon Arms MR 77: A semi-automatic rifle used for security and
bug hunting. Many consider this rifle the standard of all bug hunting.
in question, the GM will have them make a test. (The GM will 1 points Raise a Skill by 1
determine a target number depending on the difficulty of the Range: long, Ammo: 24 (BM), ROF: 1, Cost: $650/reload: $20.
2 points Raise an Ability by 1 Dragoon Arms MR 78: A burst-fire capable version of the MR 77 rifle
task at hand). To do this, determine the ability that this action is
most governed by. Then, use the number of d6s associated with 3 points Add a point of Pep or Soul used for security and bug hunting. Many consider this rifle the premier
that ability (any time a six is rolled, the die is re-rolled and the rifle for bug hunting. If you don’t have one, you’ll wish you did. Range:
Roll Goal long, Ammo: 24 (BM)(auto), ROF: 3, Cost: $1100/Reload:$20.
total of both rolls is added together). If the character has a skill
that will cover the action, add the skill level to each die. If one 1 I think I’m a Clone: You die and are cloned. Dragoon Arms Thunder 680: A pump-action shotgun. This is one of
or more of the dice are equal to or better than the target, then 2 Got Paid: You make $1000. the most common weapons in the known universe. It is used for
everything from military actions, to duck hunting. This weapon is so
the character successfully completes the task. 3 Best served Cold: You get revenge for something. common some ship companies give them away free with purchase.
4 Under your Boot: You kill a bug with melee combat. Range: short, Ammo: 6 (IM)(shotgun), ROF: 1, Cost: $400/Reload: $10.
Combat
Initiative: Roll 1d6; the highest roll goes first, then the next 5 Indianapolis Joe: You discover something.
Other Equipment: Some general stuff not for combat.
highest, and so on. until all characters in combat have taken 6 On a Mission: You are on a mission to complete a task. MedPak: Use to heal one point of Hit damage. Cost: $20.
their turn. Tied rolls go simultaneously. One pass of turns is a
round. Four rounds is a Cycle. Re-roll initiative every combat StimPak: Use to heal one point of Soul damage. Cost: $30.
Session. Flashlight: A high intensity tactical light. This light can work for up to
Cloning: Colonel Clone Insurance can take a sample of your DNA and 6 hours before being recharged. It can be mounted on
Delayed Action: A combatant with a higher initiative can decide to wait to
until later in the round. They will then take their action on the next turn. If
then place a node in your brain so you can copy and sync memories with a gun to keep your hands free. Cost: $25.
the network. The moment the node signals that your are dead, CCI Tablet: A handheld computer that allows you to
character 'A' has an action at 5 but wants to wait until character 'B' takes will check your account then charge for and activate a
their action at turn 3, A’s action will then take place at turn 2. access any larger systems. A tablet is also
clone. They will then deliver it to the closest airlock to invaluable in keeping maps and tracking the
where your were killed. $250 set up, $1000 per clone, movements of your team. Cost: $150.
$250 delivery fee. Com Track: A communicator and tracking
beacon. The beacon can be tracked on a tablet.
Colorado Interstellar: Any time a Hunter has This is often cited as the most important piece
network access, they may have purchases of equipment a hunter can have. Cost: $150.
delivered to the nearest airlock for a $50 fee.

Maciej Mazur (Order #42742614)


Santa Maria Moving Ship Skooner 17

We Hunt Bugs
The Job: You are stuffed in an automated shuttle and told that Bugs
have infested a small ship, if you clear the ship entirely you will
receive a $1500 bonus. For each room roll one time on the
item/complication chart.
2nd Edition The Bugs: The giant alien bugs that infest ships.

Spider: A bug with a body about the size of a basketball with


spider-like legs and large biting pincers. Spiders are the most
common of bugs and are almost always seen in large groups of 50 or
more. Spiders often set snare, and net traps. Spider silk requires a
Physical 8 check to break or 2 points of damage.

Hits: 2, Armor Value: 5, Fight: 2, Athletics: 2, Damage: Pep,


Intelligence: 1, Physical: 1, Bounty: $75.

Archer Wasp: A large wasp-like bug that has a


spike-launching tail instead of a stinger. Archer
Wasps are often found in smaller nests. A nest
normally consists of 5 to 20 archer wasps. Hits:
2, Armor: 6, Fight: 3,
Athletics: 2, Intelligence: 1, Physical:
2, Bounty: $80, ROF: 1,
Damage: Pep, Range: short.
700 years ago, the first humans reached out into space on giant Seed
ships. These ships sped out into the void at fraction light speed with Worm: A large worm-like bug with many rows of teeth. It often
the hopes of humanity to find new, unspoiled worlds. These large hides in a ship's steam pipes and water system, hanging from the
ships contained all the personnel and material needed to start a new ceiling to drop on its unsuspecting prey. Hits: 5, Armor Value: 7,
colony. Within 100 years of colonization, Earth was completely Fighting: 3, Athletics: 1, Damage: Pep, Intelligence: 2, Physical:
abandoned and written off. Soon after the last Seed ships left Earth, 3, Bounty: $175.
the Alcubierre drive was perfected and Faster than Light (FTL)
travel became a reality. Soon after FTL travel came into use, the Santa Maria Moving Ship Skooner 17: These small cookie-cutter
first bugs were discovered. After the loss of a great number of ships ships are used by many to move personal belongings from one star
and one colony moon, the “Bug Bubbles” were discovered. An system to another. The crew of four serves as crew and movers.
immediate quarantine went into effect and no FTL ship was allowed Character Sheet
onto a planetary service. Shortly after, the first bug bounties were 1) Bridge: This room has all the flight and navigation controls for
issued and the bug hunters came quickly after. Wolf 1061c is the the ship. 6 spiders are in this room waiting to pounce on whoever
current center of known space. It was one of the original colonies comes in next. The ladder-well goes to the Recreation Deck.
and is now the center of the corporate Council. 2) Crew Quarters: This area is where the crew sleeps with 4 small
sleeping compartments and one restroom. 11 spiders are spread
Bug hunters work under the direction of The Company, through the crew rooms. One of the ship's 2 airlocks are in this area.
exterminating Bugs for bounties and ship recovery fees. These bug 3) Galley: The cooking and dining area for the crew. 5 spiders have
hunters have short and violent lives, often needing to be cloned a eaten one of the crewmen in this room. The hatch into this room is
few times a month; but the possibility of making big bucks bring stuck and requires a mechanics 7 check to open.
many people to this profession. 4) Recreation Deck: This area has the exercise and entertainment
area for the crew. 8 spiders are eating 3 of the crew members here.
What You Need to Play The ladder leads to the Bridge.
Well, first you will need this pamphlet. Next, a handful (3 or 4) of 5) Cargo Hold: This large space is full of boxes and packing crates.
six-sided dice (the standard cube-shaped ones). Also, you will need 12 Archer Wasp hunt around in this area. One of the ships 2
a copy of the character sheet or some scrap paper. Then, something airlocks are in this area.
to write with (pencils work best). Most importantly, you need to 6) Engineering: The reactor and engine components are here. The
bring your imagination and sense of adventure. security arms locker is also located in this room (4 Dragoon Arms
MW 9 are in the locker). 3 worms have made this room home.
Roll Complication Item
1 x2 Bugs Tablet
2 Stuck door MedPak
Copyright ©2022 Orcs Unlimited Games. Written 3 Webbing in doorway StimPak
by Patrick McNary and Kody Johnson. Art by 4 Power out (mechanics 7 to repair) Com Track
Dimitar Torbakov Kody Johnson, Patrick McNary,
Thiago Boller, Keith Gutierrez 5 Self destruct (security of 7) Knife
6 Extra Worm in the room Flashlight
Maciej Mazur (Order #42742614)

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