100% found this document useful (1 vote)
80 views

Helldroppers

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
80 views

Helldroppers

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

HELLDROPPERS

Galactic Liberation
By Mitchell Daily
Created by Mitchell Daily. Find more of his work at mitchelldaily.itch.io.

Contact Mitchell Daily at: Email: mrbdaily13@gmail.com


Twitter: @mitchelldaily
Discord: Mitchell Daily Games ⇽Link to join server

Copyright 2024 Mitchell Daily

You may share this work, in part or in whole, as long as you attribute it to Mitchell Daily. You may make,
share, and sell derivative works as long as those works are not intended to sincerely advocate for fascism,
exploitation, militarism, or bigotry. Mitchell Daily retains his right to determine what violates this
stipulation and revoke permission to create derivative works based on this game. This is highly unlikely
to be a problem as long as you’re cool.

The setting and overall vibe of this game are inspired by Helldivers 2. This is a fan project intended to be
an homage to that property and a way to emulate an experience similar to Helldivers 2 in a TTRPG, not a
way to make pro t or compete with any o cial uses of the Helldivers IP. If you would like to put some
money in the pocket of Mitchell Daily, go check out his other games.

This game is HELLFORGED. The mechanics of this game are based on HELLGUTS, also by Mitchell
Daily. That game is about brutally slaying demons. You might like it.

You might also enjoy Hotshots for deadly star ghter action and Eousi for super-powered space fantasy
storytelling.
fi
ffi
fi
Table of Contents
I: Welcome, Helldropper 1
Qualified Democracy 1
Themes & Safety 2
II: How to Liberate 3
Rolling Dice 3
Combat 4
III: The Helldropper Life 7
Destroyers 7
Effect Tags 7
Stratagems 8
Loadout 11
IV: Threats to Democracy 13
Bugs 13
Bots 15
V: J.O.E.L. 17
Running Missions 17
Planet Biomes 18
Mission Types 19
Random Encounters 19
Side Objectives 20
I: Welcome, Helldropper
Welcome to the Helldroppers, soldier! You are
now part of the elite special forces of United
Qualified Democracy
Quali ed Democracy is an improved system of
AmericEarth standing against anarchy, tyranny,
democracy where the voices most quali ed to
and evil. Your job: spread Quali ed Democracy
evaluate issues get the most weight. Each citizen
across the galaxy.
has an exhaustive Voter Pro le created when they
On one front, the bugs spread like a plague, are born and updated throughout their life that
devouring our way of life and our citizens. Worse, details their education, occupation, interests,
they operate as a hive which should sound a hell family structure, and a host of other variables.
of a lot like communism to any good citizen. This pro le is examined by our algorithm and
Incidentally, compounds derived from their bile compared against each issue they vote for. The
are also essential to the snack food industry. We votes of citizens who have greater expertise or a
must bring the bugs under our control for the greater stake in the issue count more than citizens
sake of our economy. who don’t.

On another front, we face the bots who only seek As a nal measure, voting patterns are compared
to tear down our great interstellar nation. They to pro les to look for anomalies that could point
seek a world with “no rules” where crime runs to election fraud. Suspected fraud is investigated
rampant, family values are thrown out the and those votes are discarded when fraud is
window, and chaos reigns. If they had their way, found, ensuring secure elections that truly
they’d hand out oil reserves to anyone who needs promote what is best for all citizens.
them without an ounce of bureaucracy to ensure
only those with a noble need get it. Disgusting.

While our ships have many weapons with which


to rain Quali ed Democracy down on our
enemies, there are none so powerful as the drop
pods that deliver our Helldroppers to the
battle eld.

1
fi
fi
fi
fi
fi
fi
fi
fi
fi
Themes & Safety
HELLDROPPERS will take you through brutal There are many safety tools out there, but start
battle elds in service to a fascist, jingoistic with a way of establishing boundaries before play
government. It, like its inspirations, is meant to (such as Lines & Veils) and giving players a way to
satirize fascism and ultimately serve to shine a remove content from play (such as an X-Card).
light on the ways our current political and
The TTRPG Safety Toolkit is a resource co-
economic systems actually slide towards fascist
curated by Kienna Shaw and Lauren Bryant-
ideology, even while claiming to oppose it.
M o n k. T h e T T R P G S af e t y To o l ki t i s a
Both because this can be a di cult line to tread compilation of safety tools that have been
and because these are issues very much a part of designed by members of the tabletop roleplaying
our real world, it is important to take measures to games community for use by players and GMs at
make sure everyone feels comfortable and safe. t h e t a b l e . Yo u c a n nd it at bit.ly/
ttrpgsafetytoolkit.

2
fi
fi
ffi
II: How to Liberate
HELLDROPPERS is a roleplaying game. It is part Some number of twelve-sided dice are then rolled
collaborative storytelling and part narrative board by Helldroppers if they are performing the action
game. Most players will be Helldropper Players or by J.O.E.L. if any other character is performing
and will create and inhabit a Destroyer-class ship the action. The number of dice rolled will be
in United AmericEarth’s eet and whichever determined by the stats of the acting character.
Helldropper is currently alive and activated on These dice will sometimes be abbreviated as d
that ship, navigating their way through the preceded by the number of dice being rolled (e.g.
battle elds of Galactic Liberation. One player is four dice written as 4d).
J.O.E.L. who will present the world and its
Results equal to or greater than the Di culty are
challenges to Helldroppers, control enemies and
successes. Rolls made to ght enemies follow
other characters outside of the Helldroppers, and
their own rules, but all other rolls have a degree of
adjudicate the rules by calling for dice to be
success based on how many of your dice succeed:
rolled, setting di culties, and exing the rules to
t unexpected situations. All players will imagine • 0 successes: Failure
the world, describe character actions, keep track
• 1 success: Success with a consequence (e.g.
of numbers representing abstract concepts like
Health lost, unwanted attention, lose an
“strength” or “health”, and roll dice to nd out
action)
what happens when the outcome is uncertain.
• 2 successes: Success with no consequence
Rolling Dice • 3+ successes: Success with a bonus for each
When the outcome of an action is uncertain,
extra success (e.g. stratagem cooldown
J.O.E.L. will set a Di culty, sometimes using a
accelerated, useful secrets discovered, gain
combatant’s stats. Di culties can range from 2-12
an action)
with 6 tting actions of average di culty and 10
tting actions with high di culty.

3
fi
fi
fi
fi
ffi
ffi
ffi
ffi
fi
fl
fl
ffi
ffi
fi
Contests Combat
Sometimes two characters may be acting directly
In a game where the point is war against enemies
against each other. This will call for a contest
of democracy, you’re going to o en be in a ght.
where both characters make a roll. Set the
Where in most of the game players can contribute
Di culty to 6 unless a di erent Di culty seems
in any order whenever they have an idea, combat
more appropriate. The character with the most
follows stricter rules for turn taking, assigning
successes wins the contest with additional
consequences, and resolving con ict.
successes adding bonuses. If characters get an
equal amount of successes, both get part of what Turns, Rounds, & Order
they want. During combat, combatants take turns in order
where combatants with higher E ciency act
Patriotic Values before combatants with lower E ciency.
Helldroppers and their allies have three Patriotic
Helldroppers gener ally act before other
Values they use for actions: Valor, E ciency, and
combatants with equal E ciency.
Innovation. Each also has a corresponding Vice
that enemies use for their actions. The number Each turn, Helldroppers can perform three
assigned to the Patriotic Value is the number of actions and enemies can perform the number of
dice rolled when taking an action using that actions listed in their stats unless something
Value. Some circumstances or equipment may add grants them more or fewer actions. An action can
or take away dice. be used to move up to one Range, make an attack,
call a stratagem, pick up a stratagem, change
• Valor is physical strength and resilience. Its
weapons, use an item, or interact with the
corresponding Vice is Brutality.
environment.
• E ciency is physical coordination and
The collection of all combatants’ turns is called a
speed. Its corresponding Vice is Cowardice.
round. A round should be considered to be about
• Innovation is thinking and social skills.* Its six seconds with many di erent actions occurring
corresponding Vice is Cunning. nearly simultaneously.

*Remember: Diplomacy with the enemy is treason!

4
ffi
ffi
ffi
ff
ff
ft
fl
ffi
ffi
ffi
ffi
fi
Ranges When Helldroppers are between missions or have
Ranges are abstract in HELLDROPPERS and are access to advanced medical facilities, they are able
measured by the distance between points. One to return to their full Health.
enemy may be in a Helldropper’s Melee Range
while other enemies are in that same
Damage
Weapons list the damage to Health they in ict.
Helldropper’s Hell Range. When characters move
When Helldroppers make melee attacks, they deal
Ranges, they are closing or opening the distance
damage equal to their Valor. If an enemy does not
between themselves and something else on the
have a speci ed melee attack, their melee attacks
battle eld.
deal damage equal to their Brutality.
• Melee Range: In your face or a few steps
When one character attacks another, they roll dice
away. Melee attacks are made here.
equal to the appropriate Value (Valor for melee
• Shrapnel Range: Several steps away, but still attacks, E ciency for ranged attacks) plus any
close. You could have a conversation at this additional dice granted by a weapon. For each die
range. result that meets or exceeds the target’s Defense,
the damage of the attack is in icted.
• Bullet Range: Throwing distance. Two
people could shout information across this If a Helldropper kills the target, remaining dice
range. may be applied to another target within the
weapon’s range as long as they meet or exceed the
• Hell Range: Far away. It is hard to make out
new target’s Defense. This can be repeated as long
features across this range.
as there are dice to be spent and targets within
Ranged weapons all list the Range they are range.
e ective in. For each Range they are targeting
beyond their e ective Range, the attack roll takes
Armor
A target’s Armor is subtracted from the damage
a -2d penalty. If this brings the roll down to 0 dice,
dealt by each die that is higher than the target’s
the attack cannot be made.
Defense.
Health & Death Armor Penetration (AP) is how much Armor an
The measure of how much punishment a
attack is able to ignore. If a target has an Armor of
combatant can take is their Health. All damage
6, but the weapon has an AP of 3, treat the target’s
in icted is subtracted from Health. When any
Armor as 3 instead.
combatant reaches 0 Health, that combatant
graphically dies. When Helldroppers die, their
replacement is dropped into the mission. This
replacement is a di erent person, but uses the
same callsign, is equipped with the same loadout,
and has a download of the previous Helldropper’s
memories to ensure continuity in the mission
operation.

5
ff
fl
fi
ffi
fi
ff
ff
fl
fl
Example Accidental Friendly Fire
• Echo 1 levels their automatic shotgun at an Anytime a character rolls a 1 on their attack and
already very wounded slinker traveling with a there is an ally that can reasonably be considered
group of scuttlers in Shrapnel Range and rolls in the line of re (e.g. closer to the target than the
ve dice (based on their E ciency plus two attacker; on the other side of the target within
for the automatic shotgun’s +2d tag) for the range), the weapon’s damage is applied to the ally.
attack. This also applies to stratagems.

• The dice results are 2, 6, 9, 10, and 12. The Out of Ammo
slinker’s Defense is 10. When rolling an attack with a weapon, if more
than half the results are a 1 or 2, that weapon is
• The 10 and 12 each apply the automatic
Out of Ammo and cannot be used until an ammo
shotgun’s damage of 6, but subtract 2 each for
drop is picked up.
the slinker’s Armor, for a total of 8 damage,
enough to kill this slinker. Some weapons have limited ammo, which is
explained in the E ect Tags section in chapter 3.
• It so happens that there are also several
scuttlers, each with a Defense of 6, in range.
The result of 9 allows Echo 1 to kill another
scuttler with a well-placed 6 damage. Because
that’s also a kill, they can apply the 6 to
another scuttler.

• That’s one dice roll striking three enemies! If


the rst slinker had survived the attack, the
damage would have ended there.

6
fi
fi
fi
ff
ffi
III: The Helldropper Life
stands for whatever number may be present in the
Destroyers e ect description.
Each Helldropper Player controls a Destroyer-class
starship. It is through the complex yet innovative +nd: n dice are added to rolls using this weapon.
command structure and embedded protocols of
+n Result: Result dice can be increased in any
this ship that missions and loadouts are selected
combination a total of n times.
for Helldroppers. Each ship should be named
using the UAS ________ of ______ pattern. These -n Action(s): Enemies a ected by this weapon take
names can sound imposing, like UAS Fist of n fewer actions on their next turn.
Ve ng e a nc e , r e e c t t h e v al u e s o f Uni t e d
linger [element] n: Enemies who are hit by this
AmericEarth like UAS Paragon of Personal
weapon will take damage equal to n of the listed
Responsibility, or some combination of the two like
element at the beginning of their next turn. This
UAS Fury of Quali ed Democracy.
damage ignores Armor. This damage is applied
All Destroyers start with the Orbital Strike even if the initial attack did not deal damage due
stratagem. If planning on playing a single session, to the target’s Armor.
it is recommended each Destroyer is allocated 10
radius [Range]: The user of this weapon or
CC to spend on stratagems. If planning on playing
stratagem makes a single E ciency roll against a
just a few sessions, 7 CC is recommended. If
group of enemies. Instead of targeting enemies
planning on playing a longer campaign, allocate 5
individually, the results are compared against all
CC.
targets within the listed Range from the point of
Citizen Credits are awarded to Destroyers a er the weapon or stratagem detonating. Combatants
completing missions. J.O.E.L. can read more within Range take damage from all results that
about how these are handed out in chapter 5. exceed their Defense. Targets closer than the
Range treat their Defense as two points lower.
A er naming your Destroyer and choosing your
initial stratagems, choose a callsign for the limited ammo n: Instead of the usual rules for
Helldroppers that serve on your Destroyer. These running Out of Ammo, each result of n or lower
should include a single word and a number, causes the weapon to be out of ammo.
prioritizing combat utility over style, such as Echo
sunder n: Each success from an attack with this
1, Halo 3, or Nova 12.
weapon deals n points of damage to the Armor of
the target, reducing the Armor’s value by that
Effect Tags amount. Once the Armor’s value reaches 0, it is
Many weapons and stratagems carry e ect tags
that describe the weapon’s abilities. The variable n broken completely.

7
ff
ft
fl
fi
ff
ffi
ff
ft
Costs listed in stratagem descriptions are the cost
Stratagems sto unlock the stratagem for your missions. They
Each mission, Helldroppers can select up to 4
only have to be paid once.
stratagems to bring with them. Stratagems can be
tossed out onto the battle eld to call down The Cooldown for a stratagem is the number of
valuable support from your Destroyer. Stratagems rounds Helldroppers have to wait a er using it
require an action to use but are not deployed until before they can call it down again.
the end of your turn, giving you time to run out of
the blast zone if you’re calling down hell re. If the Orbitals
Orbitals are the repower Destroyers can rain
stratagem is an attack against an enemy (such as
down on the battle eld. Some nerds told us our
an Orbital or Angel Airstrike), E ciency is used
ships are technically just hovering in the upper
for the attack roll. Stratagems can be thrown up
atmosphere of most planets and not actually in
to Bullet Range away to a point the Helldropper
orbit, so we shot those nerds into a planet from
chooses.
“the upper atmosphere” for their insubordination.

Stratagem Effects Cost


Orbital Strike 10 damage, 4 AP, radius Shrapnel, sunder 2, Cooldown 3 N/A

Orbital Shock Strike radius Shrapnel, -3 Actions, Cooldown 3 5 CC

Orbital Gas Strike radius Shrapnel, linger acid 8, Cooldown 5 7 CC

Orbital Rail Cannon 12 damage, 8 AP, sunder 5, Cooldown 7 10 CC

Orbital Laser 8 damage, 6 AP, +4d, linger re 6, sunder 1, Cooldown 6 10 CC

8
fi
fi
fi
fi
ffi
ft
fi
Angel Airstrikes
The (totally chaste) sex symbols of AmericEarth, our Angel Aircra scream across the skies and rain
Democracy down on your enemies.

Stratagem Effects Cost


Stra ng Run 8 damage, radius Shrapnel, Cooldown 4 5 CC

Napalm Strike 6 damage, 2 AP, radius Bullet, linger re 6, Cooldown 5 7 CC

Bombing Run 10 damage, 5 AP, radius Bullet, sunder 3, Cooldown 6 7 CC

Big F’king Bomb 20 damage, 8 AP, radius Bullet, sunder 6, Cooldown 8 10 CC

Support Weapons

Stratagem Effects Cost


Machine Gun 6 damage, Bullet Range, +4d, Cooldown 3 3 CC

Flamethrower 7 damage, 4 AP, Shrapnel Range, +2d, linger re 3, Cooldown 5 5 CC

Rocket Launcher 6 damage, 7 AP, Hell Range, radius Shrapnel, limited ammo 3, 7 CC
sunder 3, Cooldown 6

Laser Cannon 4 damage, 5 AP, Hell Range, +4d, linger re 2, sunder 1, 7 CC


Cooldown 6

Turrets
Turrets take their turn right a er the Helldropper who deployed them. Turrets have 2 Actions per turn
and cannot move. They make attacks using the Innovation of the Helldropper that deployed them. All
Turrets have 20 Health.

Stratagem Effects Cost


Machine Gun Turret 6 damage, Bullet Range, +4d, Cooldown 3 5 CC

Mortar Turret 8 damage, 4 AP, Hell Range, radius Shrapnel, Cooldown 5 7 CC

Stun Turret Hell Range, -2 Actions, radius Shrapnel, Cooldown 5 7 CC

9
fi
ft
fi
fi
fi
ft
Backpacks
Backpack Stratagems are worn by Helldroppers. Only one Backpack Stratagem can be worn at a time.

Stratagem Effects Cost


Jump Pack Allows the wearer to immediately move one Range, even 3 CC
outside of their turn. If used to avoid an attack, the user must
declare their intent to use it before knowing the result of the
attack roll against them. A er using the jump pack, it cannot
be used for one round while it recharges. Cooldown 5.

Shield Pack Provides 15 Protection that is reduced before the wearer’s 6 CC


Health is reduced. Once reduced to 0, the shield pack
requires 3 rounds to recharge. Cooldown 6

Drones
Drones count as a Backpack Stratagem. All drones move with the Helldropper who deployed them and
can use one action. They make attacks using the Innovation of the Helldropper who deployed them. All
drones have 10 Health.

Stratagem Effects Cost


Scout Drone Provides +3 to any Innovation rolls to spot enemies, places of 2 CC
interest, and objectives; can enter an area remotely and
provide full visual and audio for the area to the user.
Cooldown 2

SMG Drone 2 damage, Bullet Range, +4d, Cooldown 4 3 CC

Laser Drone 2 damage, Hell Range, +3d, linger re 2, Cooldown 4 4 CC

Ammo Drone Provides reloading support, allowing a Helldropper to ignore 4 CC


the Out of Ammo condition four times. Cooldown 10.

Medical Drone Can restore 3 Health to a target at Bullet Range with an 5 CC


action. Cooldown 6

10
ft
fi
Loadout Armor
Armor sets determine the type of Armor
Before each mission, Helldroppers will select a
Helldroppers will have on the mission and may
loadout which describes the stats and weapons
adjust the Helldropper’s stats.
they step out of their drop pod with. Each
replacement Helldropper will also start with the Light Armor
same loadout. Weapons can be picked up on the
Provides 0 Armor and +1 E ciency (also
battle eld, including from fallen fellow
increasing Defense by 1).
Helldroppers, that deviate from this loadout.
Medium Armor
When choosing a loadout, Helldroppers will select
Provides 1 Armor.
one Combat Style Module, one Armor set, one
Primary Weapon, one Sidearm, one Grenade type, Heavy Armor
and up to four stratagems. They will nish by Provides 3 Armor, +1 Valor (also increasing Health
calculating their Health and Defense. by 1), and -1 E ciency (also decreasing Defense

Combat Style Module by 1).


A Combat Style Module is uploaded to every
Primary Weapon
Helldropper to ensure mission continuity and to
• Assault Ri e: 4 damage, Bullet Range, +3d
cut down on unnecessary training costs. These
modules guide Helldroppers through optimal • Shotgun: 7 damage, Shrapnel Range
approaches on the battle eld and facilitate skill
• Sniper Ri e: 6 damage, Hell Range, +1 Result
prioritization. Combat Style Modules set the
Helldropper’s stats for the mission. • Penetrator Assault Ri e: 3 damage, 2 AP,
Bullet Range, +2d
Balanced
Valor 3, E ciency 3, Innovation 2 • Incendiary Shotgun: 5 damage, Shrapnel
Range, linger re 1
Stand & Fight
• Automatic Shotgun: 6 damage, Shrapnel
Valor 4, E ciency 2, Innovation 2
Range, +2d
Run & Gun • Penetrator Sniper Ri e: 4 damage, 4 AP, Hell
Valor 2, E ciency 4, Innovation 2 range, +1 Result

Tactical Sidearm
Valor 2, E ciency 2, Innovation 4 • Pistol: 3 damage, Bullet Range

• SMG: 2 damage, Bullet Range, +4d

• Revolver: 6 damage, 1 AP, Bullet Range, limited


ammo 3

11
fi
fl
ffi
ffi
ffi
ffi
fl
fi
ffi
fl
fl
fi
ffi
fi
Grenade Stims
Helldroppers step out of their drop pods with 2 Helldroppers step out of their drop pods with 2
grenades. These grenades, and all grenades stims. Stims can be used with an action and will
Helldroppers acquire while on missions, are the instantly heal the user to full Health.
type of grenade the Helldropper chose for their
loadout. Health & Defense
Helldropp ers have 12+Valor He alth and
Grenades can be thrown up to Bullet Range away 6+E ciency Defense.
to a point the Helldropper chooses.
• Frag Grenade: 7 damage, 3 AP, radius Shrapnel

• Shock Grenade: -2 Actions, radius Shrapnel

• Incendiary Grenade: 5 damage, linger re 3,


radius Shrapnel

• Corrosive Grenade: 4 damage, linger acid 4,


radius Shrapnel

12
ffi
fi
IV: Threats to Democracy
Bugs Spitters
Little balloons full of bile waiting to be popped,
Bugs were encountered on the edges of our galaxy
spitters aren’t much of a threat on their own, but
generations ago, infesting planets in the shadows.
a surprise wad of acidic spit shot into the chaos of
When we rst brought them under control, we
battle has ended many lives. Spitters are typically
discovered their bile had components extremely
encountered in groups of 4-6.
valuable to the snack food industry, and thus, to
AmericEarth’s economy. They have recently Health 6, Defense 6, Actions 2
broken free of containment, no doubt due to bot Brutality 2, Cowardice 4, Cunning 1
sabotage, and threaten to spread across the galaxy Bile Spit: 2 damage, 1 AP, Bullet Range
again.
Spewers
Bugs are immune to the linger acid tag, but all Bulbous, lumbering bugs lled to the brim with
linger re tags used against bugs get +2 to their n acid, spewers will waddle over to their prey and
variable. unleash a torrent of corrosive bile that can fully
dissolve a man in less than a second. Spewers are
Scuttlers typically encountered in groups of 2-4.
Swi , fragile bugs that scuttle and swarm,
scuttlers can leap large distances to close with Health 20, Defense 4, Armor 2, Actions 2
their prey quickly. While one o ers little Brutality 3, Cowardice 2, Cunning 1
resistance, they quickly become deadly in larger Bile Spew: 5 damage, 2 AP, Shrapnel Range, +2d
groups. Scuttlers are typically encountered in
groups of 4-6.

Health 6, Defense 6, Actions 3


Brutality 2, Cowardice 6, Cunning 1
Swarm: Scuttlers gain a +1d bonus on their Melee
attacks for each other Scuttler in Melee range of
their target.

13
ft
fi
fi
fi
ff
Slinkers Titanic Spewers
Insidious, tenacious predators, slinkers sneak up Towering monstrosities of bile and hate, titanic
on their prey before brutally dismembering it with spewers march over battle elds striking terror
their scythe-like front legs. Slinkers are typically into their foes. Typically, only one titanic spewer
encountered in pairs. is encountered at a time.

Health 20, Defense 10, Armor 2, Actions 3 Health 60, Defense 8, Armor 6, Actions 2
Brutality 3, Cowardice 4, Cunning 3 Brutality 4, Cowardice 1, Cunning 3
Scythe: 6 damage, Melee Range Bile Mortar: 12 damage, Hell Range, radius
Camou age: With an action, slinkers can turn Shrapnel
nearly invisible and remain invisible until they Titanic Spew: 6 damage, 3 AP, Shrapnel Range,
make an attack. In order to spot a slinker while +4d, linger acid 4
it’s camou aged, a character must succeed at a
di culty 10 Innovation roll.

Juggernauts
Huge, armored hulks, juggernauts charge through
the battle eld, tossing enemies to the ground and
crushing their bodies with pile-driving strikes
from their legs. Typically, only one juggernaut is
encountered at a time.

Health 45, Defense 7, Armor 7, Actions 2


Brutality 4, Cowardice 2, Cunning 1
Crush: 5 damage, Melee Range
Charge: With both actions and a Brutality roll, a
juggernaut can travel 2 ranges, deal its Crush
damage once, and apply -2 Actions to a target. It
takes -1 Actions on its next turn.

14
ffi
fl
fi
fl
fi
Bots Scout Walkers
Scout walkers charge e ortlessly across all terrain
No one knows who built the bots, possibly
on their two, large legs that hold up a boxy,
traitorous scum or possibly some yet unrevealed
armored “head.” They’re swi and can pack a
enemy in the galaxy, but it is clear that they
punch. Scout walkers are typically encountered in
represent a direct threat to everything good
groups of 2-4.
AmericEarth citizens hold dear. It’s a threat the
Helldroppers will soon put down. Health 15, Defense 8, Armor 3, Actions 3
Brutality 3, Cowardice 4, Cunning 3
Bots are immune to the linger re tag, but all
Cannons: 4 damage, 2 AP, Bullet Range, +1d
linger acid tags used against bots get +2 to their n
variable. Rocket Bots
Rocket bots are the most cowardly of the bot
Infantry forces, content to re rockets at our troops from
The footsoldiers of the bots, infantry can be found
great distances. They should be swi ly located
marching across the planets they seek to conquer,
and eliminated as soon as their rockets are
growling out their war chants. Infantry are
spotted sailing by. Rocket bots are typically
typically encountered in groups of 4-6.
encountered in pairs.
Health 12, Defense 9, Armor 1, Actions 2
Health 20, Defense 6, Armor 4, Actions 2
Brutality 3, Cowardice 2, Cunning 2
Brutality 3, Cowardice 4, Cunning 2
Pistol: 3 damage, Bullet Range
Rocket Launcher: 10 damage, 6 AP, Hell Range,
Heat Blade: 4 damage, Melee Range
radius Shrapnel, sunder 3
Chainsaw Daddies
Fearsome bots that charge across battle elds,
swinging their chainsaw arms around, chainsaw
daddies strike terror in any without enough
resolve to fearlessly give their lives in service to
AmericEarth. Chainsaw daddies are typically
encountered in groups of 2-4.

Health 18, Defense 7, Armor 4, Actions 2


Brutality 4, Cowardice 3, Cunning 2
Chainsaw: 6 damage, Melee Range

15
fi
ff
ft
fi
ft
fi
Goliaths Tanks
Absolute monstrosities of metal, goliaths stomp With thick steel armor and a deadly arsenal, tanks
across battle elds, burning all in their path. They are the most deadly weapons the bots will eld.
are powerful and heavily armored. Typically, only They give as good of a beating as they can take.
one goliath is encountered at a time. Do not hesitate to leverage your full arsenal
against a tank. Typically, only one tank is
Health 30, Defense 5, Armor 7, Actions 2
encountered at a time.
Brutality 5, Cowardice 2, Cunning 3
Flamethrower: 7 damage, 4 AP, Shrapnel Range, Health 50, Defense 3, Armor 10, Actions 2
+2d, linger re 3 Brutality 4, Cowardice 1, Cunning 5
Turret Cannon: 5 damage, 3 AP, Bullet Range,
radius Shrapnel, sunder 1, +1 Result; red using
Cunning.
Anti-Infantry Laser: 3 damage, 1 AP, Bullet
Range, +3d

16
fi
fi
fi
fi
V: J.O.E.L.
If you are reading this chapter, you have Mission & Exploration
transcended simple mortality and the petty These missions typically involve multiple
squabbles that occupy those of esh, blood, and objectives. A er they’ve landed, Helldroppers can
steel. Or, you are not destined to be J.O.E.L. and choose to go towards a mission objective or
these words are already turning your brain (or explore. If moving towards a mission objective,
whatever you use for processing) into molten roll a random encounter for what they nd on the
sludge. way. Once they deal with the encounter, they’ll
reach the objective.
Those of you who have survived this far, you now
direct the Galactic War. You give the beings of If they choose to explore, still roll a random
this galaxy glorious, bloody purpose. This means encounter, but they will not reach a mission
you move bots and bugs across the battle eld, but objective a er. Random encounters include
i t al s o m e a n s y o u g u i d e t h e f o r c e s o f valuable resources, patrols of enemies, and side
AmericEarth, setting the objectives for objectives.
Helldroppers.
Mission objectives, side objectives, and extraction
will all be guarded by a group of enemies, and,
Running Missions depending on how long it takes Helldroppers to
Helldroppers like the illusion of choice. While
complete the objective, more enemies may arrive.
they are on their ship, they should receive a few
mission options. This should include: Extraction
Once all mission objectives are complete,
1. The enemy faction they’ll be thwarting,
Helldroppers will have to move towards
2. The biome of the mission planet, extraction if they hope to return to their ships.

3. The name of the mission planet, and Roll an encounter for them on their way.

4. The nature of the mission. Upon reaching the extraction site, Helldroppers
will have one round to prepare before enemies
For example: The bugs must be thwarted on the app e ar. Once enemies b egin app e aring,
jungle planet of Halcyon-22. Launch a nuke to Helldroppers will have to survive for 4 rounds
eliminate a tactical liability on the planet and while waiting for their extraction.
decimate bug forces.

17
ft
ft
fl
fi
fi
Failure Conditions Use the following lists to esh out the mission,
manage encounters, and choose side objectives.
Exceeding Reinforcement Budget
AmericEarth budgets for ve reinforcements per
Helldropper on a mission. These reinforcements
Planet Biomes
1. Jungle
are shared between all Helldroppers, but once
2. Desert
they’ve all been used, AmericEarth will declare
3. Tundra
the mission as too expensive and declare it a
4. Volcanic
failure.
5. Urban
Loss of Essential Asset 6. Temperate
If the mission is to extract an essential asset, the 7. Wasteland
mission fails if the asset is killed. 8. Oceanic
9. Mountainous
Destruction of Infrastructure 10. Toxic
If the mission requires speci c infrastructure to 11. Arti cial
be completed, such as the mechanisms to launch a 12. Savanna
nuke, the destruction of that infrastructure
renders that mission a failure.

Treason
Should a group of Helldroppers decide to go
against AmericEarth orders, they will be labeled
as traitors and bombarded from orbit, their
mission declared a shameful failure.

Mission Completion
The whole squad of Helldroppers receives 3 CC
for completing the mission and 1 CC for each side
objective they complete, even if they do not
survive through extraction. Each Helldropper that
manages to extract receives an additional 1 CC.

18
fi
fi
fl
fi
Mission Types Asset Extraction
An essential asset requires defending through
As J.O.E.L. you can create your own mission types,
extraction. This may be a VIP or a piece of
but the ones below provide multi-objective
equipment, and it will take 10 rounds to prepare
missions that have proven e ective at motivating
and complete extraction with new enemies
Helldroppers towards purpose.
arriving on rounds 2, 6, and 8, each new wave
Launch a Nuke more di cult than the previous wave. These
There’s an unlaunched nuke located on the planet missions take place in a smaller area clustered
and some enemies that need nukin’. Helldroppers around the extraction point, but Helldroppers can
will complete a series of tasks in order to launch still explore the space and nd random
the nuke. The rst two tasks can be done in either encounters.
order.

1. Obtain the launch codes


Random Encounters
1. A patrol of minor enemies (e.g. scuttlers,
2. Activate the fuel pump spitters, infantry, chainsaw daddies)

3. Initiate launch 2. A crashed pod with 4 stims

4. Defend the missile 3. A body next to a cache of ammo and 2


grenades
5. Salute the mushroom cloud
4. A patrol of minor and moderate enemies
Eliminate Priority Targets (e.g. spewers, slinkers, scout walkers, rocket
Helldroppers are tasked with eliminating
bots)
dangerous enemy units, in most cases 2-3, each a
separate objective, spread out across the map. For 5. A vault with 2 Citizen Credits inside
bugs these are typically juggernauts and titanic
6. A general side objective
spewers. For bots, these are typically goliaths and
tanks. 7. An old weapons cash with a support
weapon
Destroy Enemy Facilities
Structures vital to enemy operations have been 8. A singular major enemy (e.g. juggernaut,
identi ed and need to be destroyed. Most titanic spewer, goliath, tank)
missions to destroy enemy facilities include three
9. A faction side objective
targets, each a separate objective.
10. A supply cache that can fully replenish
• Bugs have standard nests, hatcheries, and
grenades, ammo, and stims.
slinker nests.
11. Secret United AmericEarth blacksite
• B o t s h a v e f a c t o r i e s, f u e l st a t i o n s,
transmission towers, and air elds. 12. A patrol of minor, moderate, and major
enemies

19
fi
ffi
fi
fi
ff
fi
Side Objectives Bot Objectives
• Sabotage factories
Various side objectives can be encountered during
missions. Typically, a small enemy force will be • Terminate an illegal broadcast
found alongside side objectives. The lists below
• Clear mine eld
include prompts for side objectives, but you have
the authorization to invent your own. General Objectives
• Recover sample
Bug Objectives
• Eliminate bug food sources • Recover data

• Activate buggicide towers • Raise the ag of AmericEarth

• Recover bile harvesting equipment • Tend to the dead

20
fl
fi
mitchelldaily.itch.io/thedossier

0 1 0 0 0 0 0 1
0 1 1 0 1 1 0 1
0 1 1 0 0 1 0 1
0 1 1 1 0 0 1 0
0 1 1 0 1 0 0 1
0 1 1 0 0 0 1 1
0 1 0 0 0 1 0 1
0 1 1 0 0 0 0 1
0 1 1 1 0 0 1 0
0 1 1 1 0 1 0 0
0 1 1 0 1 0 0 0
0 0 1 0 0 0 0 0
0 1 0 0 1 1 0 0
0 1 1 0 1 0 0 1
0 1 1 0 0 1 0 1
0 1 1 1 0 0 1 1

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy