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(ENG) Four Against Darkness - Four Against Mars

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Published by caio.gracco00, 2023-06-24 17:23:45

(ENG) Four Against Darkness - Four Against Mars

(ENG) Four Against Darkness - Four Against Mars

Enemies Defeated � NOTES � MINIONS - 1 XP ROLL EVERY 10 ENCOUNTERS (NOT EVERY 10 MINIONS) � BOSS ENEMIES - 1 XP ROLL EACH � WEIRD MENACES AND ATOMIC MONSTERS - 2 XP ROLLS EACH Permission granted to reproduce this form for personal use


Four Against Mars 101 Quick Reference Sheet Combat Specialist: Familiarity with any weapon. Adds +L to Attack rolls. Survivalist: Adds +L to Attack rolls with melee weapons only and saves vs. disease, poison and dangers from the Traps table. Criminal: +L to Defense and Stealth rolls. +L to Attack rolls if ambushing enemy. Medic: heals 1 Life to all characters at the end of any encounter or event in which any character was hurt. Adds +L when rolling to cure disease. Scientist: adds +L to Science rolls. May build experimental weapons that add +L vs. weird menaces (only when used by Scientists). Civilian: begins with 3 Skills and 2 random Traits. Esper: begins with 1 Psionic Skill, may learn additional ones with XP rolls. Adds +L to psionic rolls. Level Die Rolled Explodes on XP roll 0 d4 no explosion NA 1-5 d6 6 no modifier 6-9 d8 7+ +1 10-13 d10 8+ +2 14+ d12 9+ +3 Attacking Minor Foes: (roll character’s die + modifiers) / enemy L= number of minor foes slain. 1 is always a miss. An explosion is always a hit. Common attack modifiers: -1 if using unfamiliar weapon, -2 if unarmed. Attacking Major Foe: Roll character’s die + modifiers= inflict 1 wound if result is equal or better than foe’s level. 1 is always a miss. Explosion is always a hit. When a major enemy loses more than half of its Life points, its L drops by one, and it must make a Morale roll. Defense procedure: Roll character’s die, +1 for light armor, +2 for alien armor, +1 with Dodge Skill. Criminals add +L. If result is better than enemy’s L, take no damage. A roll of 1 is always a failure, an explosion is always a success. On a failure, take damage and effects as per the enemy’s description. Reactions: PCs may attack first (unless enemy surprises you) OR wait to see what the enemies will do (roll on the enemy’s Reaction table in this case). Encounter procedure: 1) check if foes surprise you; 2) decide if PCs attempt Stealth roll; 3) stealthy PCs may skulk away from encounter or ambush (+1 on first attack, +L if Criminal); 4) decide if PCs attack first or wait for reactions; 5) roll reactions if needed; 6) roll Morale for foes if needed. Morale procedure: When minor foes lose more than half their number or a foe with multiple Life points loses more than half its Life, roll d6: 1-3 flee, 4-6 fight. Roll at -1 if one or more PCs have the Terror Tactics Skill. PCs fleeing: no roll needed, you decide if and when PCs flee. Charisma roll: Choose one PC to roll vs. the difficulty Level stated. +1 if PC has Charisma or Performer (all bonuses are cumulative). Charisma rolls may be attempted only when allowed by the encounter or event description. On a success, gain favorable Reaction as described in the encounter. Insanity: A PC with more Insanity points than L may not Explode dice. Death: A PC with Life=0 or lower dies.


is an atomic-age, science-fiction, pen-and-paper game. Using the popular system, you will play solo or coop missions against alien invaders in a small town. Battle Martians, Venusians, Reptilians, Zeta-Reticulans and their monsters. Available characters include scientists, survivalists, combat specialists, criminals, espers, medics, and civilians. You just need pencil, paper, polyhedral dice, and plenty of imagination. This is a complete, stand-alone game. No other books are required.


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