Professional Documents
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New Tactics
Ambush
Stealth, Combat
Players declaring an Ambush must evade their
opponents for at least 1 round per Sense Lv. of
their opponents. Doing this will allow all players to
add a bonus DoS to all their attacks. This will allow
a Surprise Round as well. All opponents will be
alerted and move at Active speed in subsequent
turns.
SP Cost: 1 per Sense Lv. per player character
A Way Out
Formation, Stealth
If all opponents are moving at Passive speed
and are inactive, then the characters may exit the
Encounter successfully by having all characters
reach a point as determined by the GM. No follow
up Per - Navigation check will be required and
the characters will not count as having ed the
Encounter.
SP Cost: 1 per Sense Lv. of opponents.
No Alarm Raised
Formation, Stealth
The GM deploys opponents normally, however,
none of them are yet aware of the player characters
presence and are stationary. If any character
fails a check or generates any Noise, then all the
opponents are alerted and behave normally and
move at Active speed. Characters may only move
at a Lv. of movement that is equal to or less than the
Lv. of Perception of their opponents and are detected
2013, Hunters Books and Apparel, All Rights Reserved.
mission.
Stealth, Combat, OBM
SP Cost: 10 per Size of the
Players who are facing an OBM opponent
that has yet to see them can
make an attack against a known New Objectives
weak spot to attempt to kill it or
wound it severely. If an OBM
Note that these objectives are
has yet to detect the player
generally secondary objectives
characters and they get within
as they are done in conjunction
range of one of their weapons
with the No Alarm Raised
(assuming the OBM can be
harmed by it) then the character tactics or GM narrative.
can make an immediate
attack against the OBM. Being Silent Killers
successful by more than 1 DoS +5 SP per Encounter where all
Diversion
per Size of the opponent will
opponents were defeated by
Stealth
cripple or kill the OBM (based
Silent Takedown tactics. No
The player, seeing a nearby
on
the
GM
narrative).
Failing
opponents can be alerted to
opponent wants to get them to
this will allow the OBM an
Active for this to be claimed.
move in a certain direction. A
immediate
attack
against
the
character makes a Per - Ranged
Attack (Throw) check to throw a character attacking it and will
Ghosts
alert all opponents to Active.
rock, stick or some other object
+ 5 SP per Per. Lv. of opponents
to get opponents to move away. This tactic requires that the
where all characters evaded
characters know of a weakness conict by only using Tactics with
This will allow the character to
move all opponents within 10 per by means of common sense or a the Stealth descriptor.
successful We Know This Much
Perception Lv. from the target
area. They can be moved their
maximum passive movement
allowance in a direction of the
players choosing, but there after,
the GM moves all opponents
affected in this way normally.
SP Cost: 1 per Sense Lv. of
Opponents
Weak Spot
Silent Takedown
Stealth, Combat
The player can take down a
Passive opponent by making
a Grapple check against them,
allowing Defensive weapons
normally. The opponent is not
allowed the use of Defensive
weapons or abilities. If the
opponent is killed immediately in
this fashion, the other opponents
in the Encounter remain
Passive.
SP Cost: 1 per Sense Lv. of
Opponents
2013, Hunters Books and Apparel, All Rights Reserved.