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<h1 id="gunbare">Gunbare</h1>
<p>In 1974, humanity sent the Arecibo message to the void.
In 2132, the void answered back.
Their starship eclipsed the sun.
Their lasers cracked the mantle.
They left as mysteriously as they came.</p>
<p>This was their message.
A declaration of might.</p>
<p>Humanity needed to flee.
They built gargantuan generation ships, and launched them into the void.
So that, when Earth fell, there’d be a trace of humanity left, somewhere.</p>
<p>But the Xenos found the ships.
And now, humanity must fight to survive.</p>
<p><em>This game is Illuminated by LUMEN, based on the LUMEN RPG system designed by Spencer Campbell, Gila RPGs. This game is in no way affiliated with Spencer Campbell or Gila RPGs.</em></p>
<p><em>Special thanks to Red, Ghost, Shell, Ayli, and Turtle for playtesting. Special thanks to Ean Ross and Will.</em></p>
[[Main Menu|menu]]
</body>
</div>[[Intro|intro]]
[[How To Play|howtoplay]]
[[Building A Shipgirl|shipgirls]]
[[Weapons|weapons]]
[[Weapon Modifications|weaponmods]]
[[Weapon Sets|weaponsets]]
[[Combat|combat]]
[[Health, Harm and Heat|health]]
[[The Mothership|mothership]]<h1 id="how-to-play">How To Play</h1>
Few (3-5) players are needed. One will serve as Game Master (GM). Their role is to prepare content [missions, characters, enemies, scenarios] as guided in the GM section of these rules as well as through their own experience and intuition.
The others are players. They will take on the role of a Fleetgirl, a living weapon built to fight aliens. Their role is to describe what they do in response to the scenarios set up by the GM.
When a Fleetgirl attempts an action that carries risk, such as trying to calm a child, fire their weapon in combat, or hack into xenotech systems. What they roll is dependent on how they approached the action.
On a:
1-3: Your action fails and you face consequence
4-5: Your action succeeds at a cost. Perhaps there’s consequences, or the effect is reduced.
6: Your action succeeds without consequence.
[[Building A Shipgirl|shipgirls]]<h1>Building a Fleetgirl</h1>
<h2>Pick a Generation.</h2>
The generation of a Fleetgirl defines her in many ways, from weapon and mobility systems, to aesthetics, to public perception.
<b>[[Alloy-Clad|alloy]]</b> were the first Fleetgirls made, still based on steelclad cruisers and destroyers of Terra. Armed with kinetics, unbound by the vacuum of space, they are the heralds of Newton’s First Law.
<b>[[Carbon-Clad|carbon]]</b> were products of the second generation, with steps made to make the Fleetgirls more appealing to the public. Carbon nanofiber skin, and soft cybernetics replacing organs, were purposefully made to be easier on the eye. Arms with thermal weaponry, they were set to be the light of humanity.
<b>[[Xeno-Clad|xeno]]</b> are considered abominations, incorporating alien technology into their development. What resulted was a highly effective, if horrifying, weapon of war.
<h2>Assign Stats</h2>
Stats describe a Fleetgirl’s approach to a situation, rather than their ability. There’s no skill list, only these three stats in which to solve problems. When an action involves risk, or when failure would be interesting, a Fleetgirl will be asked to roll.
All stats start at 1, and Fleetgirls get 4 points to spend on increasing stats. No stat may be higher than 4 to start.
The Stats are:
Steel: Your chaingun roars, you scream over it. This is strength, of will, of body, of mind equally.
Heart: Your lockon systems are too slow for your hand. This is speed, of your trigger finger and your wits.
Circuits: Years of training installed via neurospike. This is intelligence, recollection and application of it.
They roll a number of d6s equal to their stat and take the highest number as their result.
<h2>Pick Weapons</h2>
Fleetgirls start with 2 weapon sets. Choose from their generation list. These come from their training, assigned to them by High Command. Fleetgirls can tell each other why they have a particular affinity for their chosen weapons, but there’s no need for this.
[[Weapons|weapons]]
<body>
<h1 id="alloy-clad-herald-of-newtons-first-law">Alloy-Clad, herald of Newton’s First Law</h1>
Armor: 1
Health: 9
Heat: 4
<h2>Systems (Pick 1 from each section before a mission)</h2>
<h3 id="heat-management-0-heat">Heat Management (0 Heat)</h3>
<p>Combat Vents: When Overheated, you can violently vent it around you for 1 Harm to all who stand Near you.
Conductive Plating: -1 Max Heat. When Overheated, you can transfer Heat to a willing or unwilling target. Unwilling takes max heat as Harm, willing takes max heat as Heat.</p>
<h3 id="missiles-2-heat">Missiles (2 Heat)</h3>
<p>Sidewinder Missiles: Fire off a salvo of agile missiles from Close/Mid range at up to 3 different targets for 2 Harm.
Thumper Missile: Launch a heavy missile from Mid/Far range with a radioactive payload at a target for 1 Harm. The missile leaves a zone of radiation that deals 2 Armor Piercing damage to all inside it. The damage goes off on first exposure, and on first entering.
Macross Salvo Battery: Unleash countless missiles for 1 Harm on every desired target at Close/Mid range.</p>
<h3 id="targeting-2-heat">Targeting (2 Heat)</h3>
<p>OV-K v.1: Next attack hits twice on the same target. Does not bypass Reload.
G-KATA v.1: Next attack hits both the primary target, and a different target.
IK-KF v.1: Perform an additional action. It cannot include firing a weapon.</p>
<h3 id="thrusters-2-heat">Thrusters (2 Heat)</h3>
<p>Star-Streak Boosters: Soar like a shooting star to jet yourself anywhere. You become Close to any target.
360 Microthrusters: Prime your thrusters, and until the end of your next turn, avoid the first instance of damage delt to you.</p>
<h3 id="auxiliary-systems-1-heat">Auxiliary Systems (1 Heat)</h3>
<p>H2 Nanohive: If Close to a fellow Fleetgirl, heal 1 Harm to them, or boost their next shot by 1 Harm.
EM Pulse: Jam and Scramble everyone around you, including yourself, until the start of your next turn.</p>
</body><h1>Carbon-Clad, humanity’s coruscating light</h1>
Shield: 5
Health: 1
Heat: 6
<h2>Systems (Pick 1 from each section before a mission)</h2>
<h3>Heat Management (0 Heat)</h3>
Mantra Cooling: Automatically cool 2 Heat at the end of your turn if you don’t move.
Asana Vents: Carefully vent all heat.
<h3>Back Mount (3 Heat)</h3>
Pinaka Cannon: Fire a plasma ball that deals 2 Harm to one Close/Mid target and 1 to targets Close to it.
Gandiva Ray: Steady the cannon and fire a 1 Harm laser at 1 target per range band. If you didn’t move in the previous turn, increase its damage to 5 damage on second and subsequent uses.
<h3>Arm Mount (Variable Heat)</h3>
Astra Blaster: Commit X Heat, fire that many 1 Harm lasers at a target Mid from you.
Pralaya Javelin: Commit X Heat, spend a turn forging a javelin of unstable plasma. Hurl it next turn for [2xHeat] committed Harm at a target Mid/Far.
<h3>Leg Mount (2 Heat)</h3>
Indra Chakra Defense System: With a quad axel, fire a spray of lasers, deal 1 Harm to everything Close, and destroy any Munitions Close from you.
Laser Khanda: Ignite heels, strike, and deal 3 Harm to a Close target. <h1>Xeno-Clad, that which the unknown fears</h1>
Health: 12
<h2>Systems (Pick 1 from each section before a mission)</h2>
<h3>Sustenance (0 Health)</h3>
Metabolism: Heal 2 Health every turn.
Consumption: Next attack, heal for double Harm inflicted.
<h3>Virality (2 Health)</h3>
Extrude Flesh: Deploy memetically hazardous patterns from your own body, inflicting your choice of Jamming, Scrambling, or Crippling to a single Close/Mid target.
Fragility Venom: Inject a venom from Close range that makes an enemy Exposed, causing them to take +2 Harm from the next attack.
<h3>Symbiosis (4 Health)</h3>
Umbilical Tether: Bond with an ally Close to you. As long as you remain Close/Mid to that ally, whenever you heal, they heal for the same amount.
Osteoplastic: Deploy a spray of calcifying biomass. All chosen targets Close gian 2 Shield until the end of their next turn.
<h3>Apotheosis (6 Health)</h3>
Unchecked Growth: Force exoskeletal and intramuscular growth within yourself. Gain 2 armor, and deal +2 Harm at Close range. Lasts until the end of your next turn.
Project Fruit: Shed morphing biomass, and heal 4 Health to a Close target.
<h1>Weapons</h1>
A weapon in GUNBARE is defined by its Harm and Tags.
Harm is its flat damage value.
Tags are all additional properties, from ranges to firing methods.
Each Fleetgirl Generation has their own selection of weapon sets. On creation, a Fleetgirl starts with 2 of them.
Fleetgirls can bring in a single set to a sortie with them, and use all weapons within that particular set.
After every sortie, Research and Development will have a new modification for the Fleetgirls. When that happens, the Fleetgirls will pick what kind of mod it is, and then roll on one of the Mod tables (pg. 10-11). They can then apply that mod to any of their owned weapon sets.
A mod applies to a single weapon within a set. Each weapon can have up to 2 additional tags.
If a mod is innate, any modification to its harm does not apply. Vice versa for an added mod, all modifications to harm apply. Harm cannot go below 0.
If the mod rolled is the same as one already installed, then the mod is rerolled on the same table until an appropriate mod shows up.
Every Fleetgirl has a single backup weapon. This is an unmodifiable weapon that can always be used.
They’ll have one of these.
<b>CQC Training: Close, Harm 2, Unmoddable
Rifle: All, Harm 1, Unmoddable</b>
[[Weapon Modifications|weaponmods]]<h1>Modifications</h1>
<h2>AoE (d6)</h2>
1.Area: On hit, deals its Harm to all targets Close to primary target.
2.Destabilizing: On kill, deal the enemy’s HP as Harm to all Close to it. This can chain.
3.Flak: +1 Harm. On hit, harm is split evenly between the main target and targets Close to it. Minimum 1 Harm delt.
4.Fallout: On hit, leaves a radioactive wake, dealing 2 Armor Piercing Harm to all Close to target.
5.Piercing: +1 Harm. On hit, deals damage to an additional target in a further range band. Close>Mid. Mid>Far.
6.Ricochet: +1 Harm. On hit, deals damage to an additional target within the same range band.
<h2>Power At A Cost (d6)</h2>
1.Charge: +3 Harm if fully charged, -1 Harm if uncharged. Requires some time to prime before firing. Resets after firing.
2.Crit: -1 Harm. On a roll of a 6, deal +4 Harm.
3.Two Stage: +3 Harm. Requires a target to be Locked On before fired.
4.Recoil: +2 Harm, knocks attacker back a range band.
5.Reload: +2 Harm. Weapon needs to be reloaded before fired again.
6.Unstable: +2 Harm. Leaves an opening on a roll of 6.
<h2>Scaling (d4)</h2>
1.Hydra: +1 Targets every time the weapon is fired without moving.
2.Spin-up: +2 Harm each time the same target is hit. Effect resets upon switching targets.
3.Stabilizing: +1 Harm each time the weapon is fired without moving.
4.Twin Linked: Weapons can be fired simultaneously.
<h3>Crowd Control (d6)</h3>
1.Knockback: Target gets knocked back a single range band.
2.Binding: Target can’t move.
3.Crippling: Shuts down advanced mobility systems.
4.Danmaku: Attacker gains +1 Armor against target, and target cannot move closer to attacker.
5.Scramble: Disables enemy targeting systems, disrupting their weapons.
6.Jam: Enemy auxiliary systems disabled, disrupting anything beyond basic weaponry.
<h2>Anti Defensive Measures (d4)</h2>
1.Armor Piercing: Harm ignores Armor.
2.Electromagnetic: Ignore the first 3 Shield before Harm is applied.
3.Mangling: On hit, disables healing.
4.Shredding: Shreds Ablative armor to its lowest value.
[[Combat|combat]]
<h1>Weapon Sets</h1>
<h2>[[Alloy-Clad|alloywep]]</h2>
<h2>[[Carbon-Clad|carbonwep]]</h2>
<h2>[[Xeno-Clad|xenowep]]</h2>
<h1>Alloy-Clad</h1>
Gunboat
Chaingun: Close/Mid, Harm 2, Spin Up
Railgun: Mid/Far, Harm 3, Reload, Piercing
CQC
Shotgun: Close, Harm 4, Destabilizing, Shredding | Mid, Harm 2, Area
Choke Barrel: Close/Mid, Harm 3, Piercing
Missileboat
Missile Launcher: All, Harm 6, Flak, Two-Stage
Targeting Pistol: Close/Mid, Harm 1, Lock On, Unmoddable
Unmoddable: Cannot have mods.
Support
Targeting Pistol: Close/Mid, Harm 1, Lock On, Unmoddable
Strawberry Rifle: All, Harm 1, Jam
All In
Pile Bunker: Close, Harm 5, Unstable, Recoil, Armor Piercing, Reload
EM Pistol: Close/Mid, Harm 0, Disruptive, Unmoddable
Disruptive: Disables shields until the end of the target's next turn.
Sniper
Sniper Rifle: Mid/Far, Harm 1, Stabilizing
Concussive Missile: Close, Ham 1, Knockback, Binding
Soldier
Rifle: All, Harm 1, Twin Linked
Pistol: Close, Harm 1, Twin Linked
Blader
Kinetic Blade: Close, Harm 3, Area
Grav-Hook: All, Harm 0, Binding, Hook or Knockback, Unmoddable
Hook: Bring a target 1 range band closer.
<h1>Carbon-Clad</h1>
Banshee
Blazer: Close/Mid, Harm 2, Mangling
Blaze Grenade: Close, Harm 4, Area, Sticky Bomb
Flashlight
Flash Rifle: Mid, Harm 1, Exposed
Plasma Bayonet: Close, Harm 1, Armor Piercing, Momentum
Momentum: +2 Harm if used after moving.
Disco
Plasmathrower: Close, Harm 2, Area, Incendiary
Pressure Nozzle: Mid, Harm 3, Shredding, Incendiary, Unmoddable
Raiden
Thunder Cannon: Far, Harm 3, Reload
EM Vent: Close, Harm 1, Scramble
Klendathu
Assault Laser: All, Harm 1, Spin-Up
Rocket Propelled Hydrogen Grenade Launcher: Mid, Harm 3, Area, Reload
Yamato
Homing Laser: Mid, Harm 2, Hydra
Wave Cannon: Far, Harm 5, Recoil, Charge
Minovsky
Photon Blade: Close, Harm 2, Crit
Photon Projector: Mid, Harm 1, Engage, Fortifying, Unmoddable,
Engage: Move Close to target when used.
Fortifying: Gain +2 Shield until the end of your next turn. <h1>Xeno-Clad</h1>
Impassable
Barbed Growth: Close/Mid, Harm 1, Binding, Piercing
Crippling Expungement: Mid, Harm 0, Crippling
Inexcusable
Horrific Expungement: Mid, Harm 2, Fallout, Sticky Bomb
Bludgeoning Growth: Close, Harm 1, Knockback
Incurable
Acidic Projection: Mid, Harm 1, Area, Shredding, Incendiary
Vile Growth: Close, Harm 1, Viral
Unrivaled
Synchronous Growth: Close, Harm 1, Twin Linked
Synchronous Growth: Close, Harm 1, Twin Linked
Unstoppable
Vibro-blade: Close, Harm 2, Mangling, Twin Linked
Disposable Sidearm: Mid, Harm 3, Reload, Unmodable, Twin Linked
Unshackled
Tooth and Claw: Close, Harm 1, Stabilizing
Ravenous Growth: Mid, Harm 0, Hook, Binding
<h1>Combat</h1>
<em>The Xenos are without quarter. Remember what they did to our Earth.
The war with the Xenos may end peacefully, but blood will be shed to get there.</em>
<h2>Basics</h2>
Combat begins when a situation escalates to exchanging fire with something, and ends when the shooting stops.
No grid is required, ranges are abstracted into four separate range bands, which are:
Close: Dogfight range, a Fleet girl can see the intricate exhaust patterns of the Xenos thrusters.
Mid: Projectile weapons need to be led to land hits at this range. Enemies are still in sight.
Far: Telescopic optics and other sensors are needed to detect hostiles at this range. Enemies are not in visual.
Void (X): Beyond standard field sensors. Every time a Fleet girl moves toward it, tick it down by one.
Combat happens in Rounds. During a Round, every Fleetgirl gets a Turn.
After all Fleetgirls have gone, the GM takes their Turn. This will conclude a Round and begin another.
Combat ends when one side stops fighting.
<h2>The Fleetgirl Turn</h2>
During a Turn, a Fleetgirl may…
<ul>
<li>Move a single range band away or toward an enemy, ally, or objective. </li>
<li>Use their Action to do something. An action is a dice roll-worthy interaction, from firing their weapon, to hacking a system, to grappling an opponent into a passing comet. </li>
<li>Optionally, they may activate a single System. System activations do not count toward using their action, and they don’t require a dice roll. If a System were to deal Harm, it unquestionably does so. </li>
</ul>
Whenever a Fleetgirl rolls a result that may cause a complication (1-5), the GM may Activate an adversary.
After all Fleetgirls have gone, the GM has their turn.
<h2>The GM Turn</h2>
When a GM Activates an adversary, they can deal that enemy’s listed Harm, or have them use one of their Moves.
When the GM turn rolls around, the GM does the following:
<ul>
<li>Activates [Number of active Fleetgirls] enemies</li>
<li>Introduce a game changing element to the fight. From reinforcements, to environmental effects, to the enemies changing tactics.</li>
<li>Move all enemies.</li>
</ul>
[[Health, Harm and Heat|health]]
[[The Mothership|mothership]]<h1>Health, Harm, and Heat</h1>
When anything takes damage, subtract Health from Harm.
If there’s Armor, plink off the Armor’s value from Harm. If a 3 Harm shot comes at a 3 Health, 2 Armor target, the 2 Armor will reduce the Harm to 1. The target only receives 1 damage.
Shield restores to max on activation, and does not benefit from Armor.
When a Fleetgirl is reduced to 0 Health, they lose one of their Systems, their choice, as it takes the brunt of the damage.
They then restore back to full Health and Shield, if applicable.
If a Fleetgirl loses all of their systems, their next batch of HP is their last.
They die if it’s reduced to zero in that state.
Every time a Fleetgirl uses one of their Systems, they build heat. They cannot go over their max heat. When they reach max Heat, they’re Overheated, and cannot use their Systems until that heat is vented, or until combat ends.
As an action, they can vent 1 heat.
In between encounters, the Fleetgirls may request for a resupply from the Mothership.
A resupply is a collection of arms, plating, spare limbs, and more to restock a field operative.
Fleetgirls typically have enough time to repair a single system, reload all weapons, cool all heat, and restore their health to full. <h1>The Mothership</h1>
The Fleetgirls are not the only weapon deployed onto the battlefield. Behind them, always, is the mothership. The mothership acts as a support vessel for the fleetgirls whenever they’re on a mission.
As an action, a Fleetgirl can call upon one of the mothership’s systems. What it does depends on the system.
The mothership has a suite of offensive, defensive, and tactical systems. It can prepare two total systems. Each system type can only be used once a mission, so the Fleetgirls can use a single Offensive, Defensive, and Tactical System throughout the mission.
<h2>Offensive Systems</h2>
Mass Driver: A broadside complex forges, then fires, a building sized cylinder of tungsten at a target. Deals 9 Harm, Armor Piercing, to a single target.
Missile Massacre: Every enemy in the mission area gets pinged for 1 Harm, Armor Piercing as clouds of micro missiles fill the void,
<h2>Defensive Systems</h2>
Grav Harpoons: Cannons fire a plethora of guided harpoons, dense enough to have their own gravitational pull, to disrupt the enemy. Forcefully moves every enemy unit a single range band.
Memetic Projection: A single enemy gets Jammed, Scrambled, Crippled, Shredded, and Binded as the mothership’s infowarfare division blasts a hostile memetic pattern.
<h2>Tactical Systems</h2>
Isolation Substructure: With assistance from an escort of heavily armored Fleetgirls, the mothership ejects a locked down habitation sector. A Fleetgirl and one enemy unit gets isolated from the battlefield.
Armory Shot: A capsule fired off into the void. Stops on a dime. Allows one Fleetgirl to change their weapons to a set they own. <div class="fade-in">
<img src="images/cover.png" />
<b>[[ [ENTER]|intro]]</b>
</div>
[[Intro|intro]]
[[How To Play|howtoplay]]
[[Building A Shipgirl|shipgirls]]
[[Weapons|weapons]]
[[Weapon Modifications|weaponmods]]
[[Weapon Sets|weaponsets]]
[[Combat|combat]]
[[Health, Harm and Heat|health]]
[[The Mothership|mothership]]
<em> You can access the main menu via the sidebar on the top left.</em>Designed by Manwad
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Illuminated By LUMENCharacter Sheet