Space Dnd 2.0
Space Dnd 2.0 Setting Intro
The year is 2200 PA (5953 of the old calendar). The face of war has changed, but human nature, unfortunately, has not. The Coalition, a beacon of civilization in a vast and forbidding galaxy, is beset by both alien terrors and fanatical Separatists, who seek to undermine it from within. In these dark times, all that stands between humanity and utter ruin are the mechanized legions of the Coalition army and the Ranger Corps. Highly trained human operatives enhanced with bleeding edge cybernetics and genetic engineering, Rangers serve as field commanders and special forces agents, complementing the Army’s brute force with precision and subtlety.
As a member of the Spinward Ranger Division, 3rd Regiment, Delta Company, 1st Squadron, otherwise known as “Savage Squad,” you are among these elite few who safeguard our species’ future. After much maneuvering, both tactical and political, the Coalition is preparing to invade the Separatist territories with its full military might and, hopefully, put an end to the enemy’s resistance once and for all. On the second planet of the Epsilon Indi system, situated at the edge of hostile space, the Separatists have set their first line of defense. As part of the invasion’s vanguard, it falls to Savage Squad and their compatriots to strike the first blows, pacify this world, and clear the way for the main expeditionary force to follow.
For those of you who were not present at, or do not remember, the first version of Space Dnd, here is a brief overview of the system. For the most part, especially in this version, it is the same as regular Dnd, the biggest difference being the ranged combat mechanics. Since this campaign is set in the far future, firearms are, obviously, the weapons of choice for most characters. Every firearm you will encounter will be manual action (MA), semi-automatic (SA), or Fully Automatic (FA). MA weapons can only be fired one shot at a time. SA and FA weapons, however, can be “burst-fired” as a full action. When burst-firing a weapon, you may fire any number of shots up to its listed “Burst” value, rolling a separate attack and damage roll for each, but with a -4 penalty to each attack roll. Additionally, FA weapons can be “sprayed” as a full action. This is exactly like burst-firing except that you may fire up to double the weapons Burst value, and the penalty to each attack roll is -10, rather than -4.
Another mechanic unique to firearms is the fact that they must be reloaded periodically. You may fire a number of shots equal to a weapon’s listed “Magazine” value before it must be reloaded. Every firearm uses one of three reloading systems, box magazines (B), shells (S), or drum magazines (D). B weapons may be reloaded as a move action, S weapons as a full action, and D weapons as a full action plus a move action (meaning that you lose your whole current turn and the move action from your next turn). S weapons also have a unique property whereby you may reload a single shell as a move action and, if you wish, fire it as a standard action that same turn. Reloading always provokes attacks of opportunity, regardless of the system used.
These are the default firearm mechanics, which apply to all characters. Nearly every aspect thereof, however, can be modified by feats and/or class abilities, so your mileage may vary.