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a roleplaying game of irregular warfare

CHAD WALKER
TABLE OF CONTENTS
Chapter 1………………………………………………….pg 3
RULES OF ENGAGEMENT
Written and Designed by Chad Walker
Sensitivity Readings by Joey Ayoub and Callum Ross Chapter 3…………………………………………………pg 8

Images on page 8, 10, and 18 by Callum Ross. All other images are either WHY WE HATE YOU
free images from Pexel.com or licensed from Dreamstime.com, and
then given a vaporwave veneer using Photomosh.com.
Chapter 2…………………………………………………pg 13
ID 16989913 © Tudor Antonel Adrian | Dreamstime.com
ID 49250006 © Hrlumanog | Dreamstime.com CHOOSE YOUR FIGHTER
ID 34480108 © Richard Harvey | Dreamstime.com
ID 41117230 © Kikujungboy | Dreamstime.com
ID 93218872 © Trentinness | Dreamstime.com Chapter 3…………………………………………………pg 24
ID 49250122 © Hrlumanog | Dreamstime.com
ID 49496796 © Hrlumanog | Dreamstime.com COMBAT
ID 34478350 © Richard Harvey | Dreamstime.com

Chapter 4…………………………………………………pg 30
Inspiration and visual aesthetic drawn from the
Discord community of Jake Hanrahan’s Popular EVASION
Front podcast. Become a Popular Front patron and
support independent conflict journalism. Chapter 5…………………………………………………pg 35

https://www.patreon.com/popularfront INTRIGUE
CAVEAT Chapter 6…………………………………………………pg 40
This game dramatizes the exploits of irregular
militants engaged in armed conflict with
DYING TO WIN
conventional forces and/or other irregular
militants. The protagonists are people taking part
in a dirty, complicated struggle, and might be
LOGISTICS
fighting on the losing side, the wrong side of
history, or both. It is a niche game designed for a Bombs and Balaclavas is designed for 1 game master and
niche audience that has an informed interest in between 3 and 5 players. It requires pencils, paper, a
this subject matter. Rest assured, we reject and printer, tokens (coins work fine), and piles of 6-sided and
denounce any militant group that engages in 10-sided dice if you want to play it analog, but it is
ethnic cleansing, violence against non- optimized for play using online platforms like Roll20.net.
Play sessions typically last between 2 and 4 hours.
combatants, cruelty to prisoners, conscription of
child soldiers, war profiteering, or the Also, this is a free PDF which you are free to share. Bombs
establishment of quasi-states that deny people and Balaclavas will never be sold in digital or physical
autonomy, religious freedom, a free press, or form, nor put behind a paywall. It is intended as a work of
economic opportunity. art, advocacy, and awareness, not a commercial product.

2
INTRODUCTION WELCOME TO HELL
Welcome to Bombs and Balaclavas (or B&B B&B is a sandbox and toolkit that can be used to
forthwith), a role-playing game about irregular model irregular conflicts in any time or place, but
warfare. In this game, players assume the role of it is probably best suited for conflicts that have
fighters in a local militia, a separatist movement, occurred and are occurring in the Middle East and
an ethno-nationalist movement, a revolutionary North Africa (MENA). MENA are fraught with
movement, or a religious extremist movement. militant movements and irregular conflicts in
They are engaged in a messy and eternal conflict response to a nearly infinite number of global,
against conventional armies and/or other regional, and local factors.
irregular groups, complicated by ever-shifting
alliances and innumerable political factors, both At the most abstract level, the global level, tyrants
local and global. B&B is a gritty game about backed by Russia and the West (the Great Powers)
conflicts that vacillate between glimmers of hope have become veritable engines of extremism. To
and destructive nihilism, and the fighters at the secure their power against local, organic, and
center of it all. Fighters will either need to democratic forces, these tyrants engage in
embrace or take over the agenda and tactics of unchecked corruption and brutality, ranging from
their group, or be invariably devoured by it. assassinating journalists, to jailing political
opposition, to using chemical weapons to commit
genocide on the unruliest of underclasses. They
CONTENT WARNING have been so effective at isolating and eradicating
democratic and liberal institutions that the only
The mere existence of this game, let alone its
remaining paths to resistance (and sometimes
contents, may be troubling to those who have had
survival) are militant separatism and/or religious
to directly or indirectly endure the realities it
extremism. If you think being a militant in MENA is
attempts to dramatize. Game sessions will likely
dangerous, try being a democratic activist; they
include narratives of graphic violence, intolerable
are targeted by both governments and extremists
living conditions, shelled-out cityscapes, religious
alike.
and ethnic bigotry, and indiscriminate military
violence against civilian populations. If your
The regional situation is as perilous as the global
unique experiences make this type of content a
situation. If the resulting conflicts were as simple
non-starter, there is no need to read further. For
as radicals versus elites, things wouldn’t be so
all others, it is still your job to be a good ally. That
complicated. However, irregular forces like
means assessing and discussing the subject
militias and terrorist organizations are used as
matter with other players before inviting them to
RULES OF ENGAGEMENT
covert chess pieces by the ruling classes and
play, and re-calibrating on the fly if a session’s
governments of MENA countries. Neighboring
content becomes difficult for anyone at the table.
countries harass each other by training and
As always, we defer to John Stavropolous’ X-Card
financing irregulars to exert their will, punish
as a fantastic safety tool for gamers.
their rivals, steal resources, exacerbate ethno-
religious schisms, and augment or counter Great
https://docs.google.com/document/d/1SB0jsx34b
Power intervention. Virtually every state (and
WHZWbnNIVVuMjhDkrdFGo1_hSC2BWPlI3A/edit
quasi-state) actor in MENA is engaging in some
4
type of overt or clandestine imperialism, settling WHAT FIGHTERS DO
old scores, continuing old wars, and engaging in
brazen violence, resource grabs, and Players of this game assume the role of a fighter,
psychological operations. Even if you removed the but what do fighters do? A fighter can count on
Great Powers entirely, MENA would remain a doing some or all the following over the course of
cauldron of conflict and imperialism. a game session or a campaign of concurrent
sessions:
Lastly, we pivot from the global and regional to
realities that militant groups face at the local • Engage state and irregular threats in combat.
level. The viability of a militant group depends on a • Infiltrate or evacuate from dangerous places.
steady supply of resources, maintaining the • Participate in complex, high-stakes politics.
support of (or the tolerance of) local populations, • Explore the comradery, rivalry, and
and defending these pillars from other militant relationships that fighters have with one
groups that wish to use them to support their own another.
operations. Many inter-militia conflicts are • Take territory from or hold it against state
spurred simply because multiple parties lay claim actors or other militant groups.
to same village, river, or oil field. When they aren’t • Manage the risks and rewards of temporary
feuding over finite resources, local groups get alliances with state actors or other militant
pulled in various directions by developments in the groups.
global and regional realms. A pan-militia moment,
like the leadership of one movement swearing B&B supports all of these situations with simple
allegiance to another, can create intra-militia mechanics and structured scenes. This is not a
schisms where the political directives of a local simulationist game where players manage rations,
movement must be renegotiated on or off the count their bullets, or make firing calculations
battlefield. Affiliation with other militant groups based on range, wind, and cover. B&B is a story
remains a double-edged sword. The local group game at its heart, but features tactical and
can benefit from a militant-network’s expertise, strategic abstractions that will hopefully appeal
cash, weaponry, and propaganda, but they also to conflict journalists, academics, specialists, and
take on the onus of that network, finding subject matter experts.
themselves aggressively targeted by Great Power
drone strikes or rejected by local secular B&B sessions are prone to featuring disturbing
democratic forces they once allied with. imagery, extreme violence, cynical politics, and
descents into hopelessness and nihilism. However,
To summarize, being part of a militant group in this game was was not designed to be an avenue
MENA is never as simple as having an AK-47 and a
RULES OF ENGAGEMENT
for power fantasy, celebrating militancy for its
strong opinion. It is a wickedly complex, eminently own sake, nor reveling in imaginary violent
political, extraordinarily dangerous, and ever- sadism. If your gaming group is sliding into
shifting proposition. Which is why we think it’s a dehumanization and degeneracy, feel empowered
compelling topic to explore from the safety of a to call it out to reflect on it and course correct,
tabletop role-playing game. without judgement.

5
HOW PLAY WORKS HOW TO RESOLVE ROLLS
This section will introduce the core mechanics The results of a roll have both narrative and game
that drive play. In B&B, each player takes on the mechanical effects. We’ve provided this key as a
role of a fighter, but one player is a gamemaster guide to determining who at the table gets to
(GM). Players will create their fighter by filling out narrate the outcome of a roll, and how:
a Fighter Dossier, which is available in the back of
this PDF. We will walk through that process –2 or fewer successes
meticulously in the chapter called “Choose Your The fighter failed dramatically at their
Fighter.” GMs who want to also create and play a task. The GM narrates the outcome of the
fighter are encouraged to do so, so long as their roll and introduces new elements of stress,
fighter takes a back seat to those controlled by tension, or danger to the scene.
players.
–1 success
Players roll dice in this game, d10s and d6s. Rolls The fighter clearly failed at their task. The
are made by players during structured scenes of GM narrates the outcome of the roll.
combat, evasion, and intrigue, each of which will
be elaborated on extensively later in this PDF. 0 successes
The fighter just barely failed at their task.
Each fighter has 12 tactics, all of which are rated The GM narrates the outcome of the roll,
on a scale of 1 through 5. When making a roll, a but the player adds some type of silver
player selects an appropriate tactic and rolls a lining to that narrative.
number of d10s equal to that tactic’s rating, plus
how ever many d6s it takes to have five dice in 1 success
their hand (sometimes that is zero). Rolling 3d10? The fighter just barely succeeded at their
That means you need to add 2d6 to your hand. Five task. The player narrates the outcome of
dice every time. A result of 6 or more on any die is the roll, but the GM adds some type of
a success, while a result of 1 on any die is a botch complication to that narrative.
(aka a negative success).
2 successes
Players want successes, and the more the The fighter clearly succeeded at their task.
merrier. Rolling successes has mechanical game The player narrates the outcome of the
effects we’ll discuss more in later chapters, but it roll.
also allows players to “own” the narrative for a
RULES OF ENGAGEMENT
moment, emphasizing how their fighter succeeded 3 or more successes
in their plans. However, if a player rolls zero or The fighter succeeded dramatically at their
less successes (because of botches), the GM gets task. The player narrates the outcome of
to own the narrative, and reinforce elements of the roll, emphasizing their fighter's skill,
stress, danger, and/or failure. tenacity, toughness, and/or courage.

6
DANGER CAMPAIGNS
B&B uses an abstraction called “danger” to stand B&B features a very simple and abstract campaign
in for all things bad. Making a lot of bad rolls in management tool, the Front Readout, which is a
B&B can result in danger for fighters, though the worksheet available at the end of this PDF. At its
severity of that danger and what it looks like in the most basic, it is used to help tell the story of the
story all depends on what’s at stake in the current fighters’ journey as they take, hold, and lose
scene. During combat scenes, accruing too much territory in their struggle against other
danger means a fighter gets injured or killed. belligerents.
During evasion scenes, accruing too much danger
means a fighter was detected by sentries or B&B is not designed to tell the story of scrappy
captured by pursuers. During intrigue scenes, underdogs winning against evil empires. While a
accruing too much danger means a fighter said or “victory state” is certainly possible in the
did something that turned a calm negotiation into campaign framework, that victory will likely
a crisis. resemble a pyrrhic one, at least in the short term.

Danger which is rated on a scale of 1 to 10+. During “Winning” in B&B is where the players’ militia
a structured scene of combat, evasion, or assumes temporary military control of an entire
intrigue, bad things happen if a fighter ends a city or region that was once contested. This
round with 10 or more danger. During sessions of outcome is not a promise of autonomy, safety, or
B&B, players manage danger like a resource. They sustainability for the militia or the people it
need to do whatever it takes to make progress fought for. What it might be, however, is a short
(whether that is neutralizing threats, infiltrating window for local political forces to address real
facilities, or forging alliances), but they need to do social, economic, and public health crises that
so while keeping their danger (and their have been neglected because of, or exacerbated
comrades’ danger) below 10. by, months or years of sustained armed conflict.

That’s the big idea. What’s important to consider


here is that the “danger” were talking about here
is not just the peril that fighters might be in.
Players are not simply playing scenes to see if
their fighters survive… they are playing scenes to
see if their entire movement survives. If an
important negotiation is blown, that’s a set-back
RULES OF ENGAGEMENT
for their movement, not just the fighters present
at the meeting. If an ambush against a convoy of
technicals is blown, that likely means death and
defeat for other comrades further down the road.

7
This chapter will provide a casual overview of a gassing non-combatants of opposition-controlled
topic of enormous complexity: why militant territories has been given the implicit stamp of
groups exist. Our goal here is to only address the approval by the international community. This
elements that will inform play. It would be craven gamble on temporary regional “stability”
impossible to do this topic justice, or capture will ensure eternally escalating instability.
every nuance and edge case, without writing
something the length of a PhD dissertation. By the Not every group facing an existential crisis has
end of this chapter, GMs and players should have a embraced militancy, and unfortunately, many
basis to imagine what type of militant group the groups that are *not* facing an existential crisis
fighters will be part of, and why those individuals have embraced militancy, particularly those
joined the group. groups driven by apocalyptic zealotry or naked
opportunism.
GREIVANCES AND GOALS
The group that the GM and players decide to model
in their sessions and campaigns will need to
Political blocs and peoples sometimes resort to
establish the group’s grievances and goals.
militancy when they have serious grievances with
a group in power, but there are structural
Grievances are the historic and current human
impediments to pursuing peaceful solutions. For
rights abuses perpetuated against the peoples
example, if a movement that peacefully protests
that the group represents. These items can
the corruption of a regime is murdered in broad
include but are not limited to:
daylight by regime paramilitaries, that movement
has the following options:
• Genocidal violence and deprivation.
• Pervasive corruption.
• Accept the regime’s corruption.
• Brutal repression of critics.
• Continue peaceful protests and be murdered
• Engineered elections.
by regime paramilitaries, hoping that
• Imperialist encroachment.
external parties eventually get involved.
• Escalate to meet the violence.
Goals, then, are the political and structural
realities that need to happen to both prevent
Depending on the political and structural factors
future abuses and account for past abuses. These
at play, the first and second option might not be
items can include but are not limited to:
viable. Accepting a regime’s corruption might be a
slow death sentence anyway. Forced
• The regime must fall.
displacement, putting people in camps, denying
• The occupier must leave.
them economic opportunity, and banning
• State power must be shared.
expressions of ethnicity are acts of genocide. As
• Independence must be recognized.
for hoping that external actors will get involved,
WHY WE HATE YOU

• Reparations must be paid.


that ship may have sailed. Bashar al-Assad’s
• Stolen lands must be restored.
“victory” in Syria, uncontested by the
• War criminals must be tried.
international community, paved the way for
• Laws protecting social, economic, religious,
dictators to be as brutal as they want to be in
and bodily autonomy must be observed.
order to achieve their objectives. Bombing and
9
THE GROUND TRUTH and collaborators who would threaten their cause
and safety. They have no territorial aspirations
beyond taking back and defending the places
While grievances and goals determine why
threatened by regime and imperialist violence.
someone fights, the militia they have joined
determines how they fight and who they fight.
The other militia, meanwhile, fights for the
Militias often share the same grievances with
establishment of a global Caliphate. They see the
other militias, only to have their goals be worlds
regime as a puppet-government set up by
apart. Consider two militias that have formed in
crusaders. They enforce an extremely repressive
response to the brutality and corruption of a
social order on the civilians in their territory, and
government. They both want the regime to fall,
violently purge kaffir (e.g. moderates,
they both engage regime forces in battle, and they
ethnic/religious minorities, etc.). Their local
both take and hold territory. That’s where the
efforts are part of a global effort to expand the
similarities end.
Caliphate everywhere, defend it from crusader
aggression, convert all peoples to right ways of
One militia fights for a vision of a free democratic
WHY WE HATE YOU

living, and eradicate those who won’t.


people, free of regime oppression and the
shackles of regional and global imperialism. They
These are polar extremes. The truth of a militia is
focus their insurrectionary violence on military
typically a little messier than this, in part because
targets. They largely leave civilian populations
each one is composed of individuals with their own
alone, making exceptions for regime informants
ideology and motivations.
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INDIVIDUAL MOTIVATIONS Leftist-Internationalist
You are a militant leftist who has joined
the fight in solidarity with your “third
Militant groups are often composed of people
world” comrades to resist Great Power
from different backgrounds and different parts
imperialism, no matter what nation-state it
of the world who have joined the struggle for
is coming from.
different reasons. Their individual motivations
inform how they interact with other fighters,
Mercenary
militia leadership, military regulars, non-
You are a contractor working for a private
combatants, Great Powers, non-government
military company, or a criminal opportunist
organizations, journalists, or other militant
who sees the regional chaos as a means to
groups.
make a fortune.
Below are just a handful of individual motives that
Reformist
fighters might have in MENA conflicts. Motivations
You were a member of a democratic
have no game-mechanical function and are not
opposition party that was forced to take up
something that players needs to “document” on
arms to defend itself against an
their Fighter Dossier. They are provided as a
authoritarian government that met
short-cut to explain why a fighter has joined a
peaceful protest with military violence.
struggle and how they see the world. If anything,
they can provide fuel for drama and conflict that
Reluctant
occurs between fighters of the same militia.
You joined the struggle because a friend,
family member, or loved one did, and you
Clandestine Asset
came along to support them and/or ensure
You are a spy for a nation-state’s
they weren’t devoured by the conflict.
clandestine service, placed inside of a
Alternatively, you were forcefully
militant group to keep tabs on it or
conscripted into the group.
influence its agenda on your state’s behalf.
Zealot
Defector
You are a religious extremist who believes
You are a revolutionary who left the
in the bigoted, apocalyptic fiction of a
military or bureaucracy of a brutal and
“clash of civilizations,” and sees those who
corrupt government, now fighting to see it
do not subscribe to your interpretation of
toppled and rebuilt to serve the people it
faith as animals and enemies.
has abused for too long.
Campaigns that take place outside of MENA are
Ethno-nationalist
likely to have different or additional individual
You are a member of an ethnic group
WHY WE HATE YOU

motivations, from narcotraficantes to neoncons,


fighting an invader or occupier who is a
and everything in between. Maoists, for example,
direct threat to your people’s autonomy,
somewhat rare in MENA, might be prevalent in
dignity, and long term survival.
struggles taking place in South America or South-
East Asia.

11
IT TAKES A VILLAGE WHY WE HATE YOU
Armed conflict is only one aspect of any It’s time to put it all together, and establish the
revolutionary or liberation project. Militant basic contours of a B&B campaign before players
groups are often informally allied with start creating their fighters. When discussing the
“moderate” political forces. While the militants prospect of playing a B&B campaign, the GM and
fight, the moderates are enacting economic and players should discuss and answer the following
sociopolitical change in the spaces in between. It questions:
is often advantageous for both entities to keep
their cooperation secret and informal, instead of • When and where will the campaign take place?
working directly in concert.
• Will the nature and events of the campaign be
By keeping their distance from militants, historically accurate, historically adjacent, or
moderates are less likely to be targeted by entirely fictional?
security forces, and better able to parlay with
other moderate political forces, like those of • Will the campaign scope revolve around
regional or international interests that could be control of a city, a region, or a state?
potential allies or provide weaponry. When
national or international groups bemoan militant • What militia or movement are the fighters
aggression as terrorism, the moderates are able part of, and what are the grievances and goals
to refocus the conversation on the political of this group?
realities and repression destabilizing the region
and fueling the violence. Unfortunately, there are • What does the “moderate” or political face of
many regimes that see no difference between the militia look like?
moderates and militants, so the efficacy of this
separation is diminishing with time. And “stop • Who are the other groups that the militia
arming terrorists” has become a slogan that must contend with in their struggle, and what
actually means “stop arming moderates.” are they trying to achieve?

Either way, political forces change the facts on


the ground. It’s one thing to shatter the military
hold that a regime, occupier, or extremist group
has on a region… it’s another thing entirely to WHAT IF I WANT TO PLAY AS ISIL, OR
eradicate the corruption, or fill the void, left by
the previous political program. Without political
BOKO HARAM, OR…?
transformation in the wake of militia success, the We cannot control what anyone does with this game, but
bribe economy continues, the warlords keep
WHY WE HATE YOU

if you feel strongly about roleplaying an organization


hoarding food, and ethnic and religious bigotry that commits unspeakable violence and terror against
continues to manifest in violence. The militia can non-combatants, we encourage you to contact your
provide security for political efforts, but they are local authorities and tell them about your interests.
often too busy in martial matters to engage in this
important political work themselves.
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BEFORE WE BEGIN… FIGTHER-BUILDING BY THE NUMBERS
This chapter will discuss how to create a fighter. 1. Come up with a name and some identifiers (look,
This is something that each player can do background, interests, preferred pronouns, etc.)
independently, but we strongly suggest a “Session for your fighter and write them down in the space
0” for everyone at the table to sync on setting provided. You can always come back and change
specifics and discuss their fighters. Taking this things later (and the same can be said for
step helps ensure that players aren’t creating everything on the Fighter Dossier).
mechanically- and thematically-identical fighters.
Further, there is a step towards the end of fighter
creation that requires each player to reflect on
how their fighter feels about the other fighters in
their cadre. This is best handled by a conversation 2. Populate the fighter’s tactics. Of the combat,
between players. evasion, and intrigue categories, select one that is
the fighter’s best and worst category.
It’s time for each player to grab the Fighter 2a. For their best category, assign the
Dossier sheet at the end of this PDF and start values 5/4/ 3/3 to the four tactics below,
building their fighter. any way you want to.
2b. For their worst category, assign
the values 3/3/2/1 to the four tactics
below it, any way you want to.
2c. For the other category, assign the
values 4/3/3/2 to the four tactics below
them, any way you want to.

CHOOSE YOUR FIGHTER

You’ll learn what each of these tactics do later,


but for now, just assume they do exactly what they
sound like. Suppress = suppression fire, Gel = blend
in with a crowd, Rush = move very quickly to a
place, etc.

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3. Populate the fighter’s Breaks, which are pieces 4. Define a “passage” for the fighter, and list it
of equipment that allow them to convert a single under the appropriate category: combat, evasion,
botch into a success whenever they use a specific or intrigue. Passage is simply an experience,
tactic. In our example below, we see that Massoud vocation, or background that informs how the
has a duck call break that helps his Deny tactic. fighter sees the world and approaches certain
When he’s trying to pull attention away from his types of situations.
comrades during an evasion scene, he can use this
duck call to create a convincing distraction. If a A passage permits a fighter to
player does use a break to help their roll, they do count any 10s they roll as 2
need to incorporate it into the fiction somehow successes, so long as the player
when narrating their outcome. For each tactic is able to incorporate some
that is supported by either a break, be sure to fill details of that passage in their
in the next to the relevant tactic. This is a good narration of a roll’s outcome.
mnemonic device to remember you have a break
available. In our example, Massoud has the
passage of “teacher,”
Fighters start with 3 Breaks. supporting the intrigue
category. This means that
during any scene of intrigue, 10s
count as 2 successes for
Massoud, no matter what tactic
he is using. However, his player
will need to incorporate the
passage to benefit from it. For
example, if Massoud rolls a 10
when using the Confront tactic,
the player might conjure a
flashback to when Massoud
grew angry with a student’s
abusive and neglectful parents.
A fighter begins with only one
passage, so choose wisely.

A fighter’s passage can be anything: terrorist,


lobbyist, journalist, private military contractor,
CHOOSE YOUR FIGHTER
cleric, tourist, opium farmer, goat herder, truck
driver, sex worker, computer programmer, civil
engineer, refugee, missionary, etc. Further, it can
be applied to whichever of the categories seems
most appropriate. For tactics supported by a
passage, be sure to fill in the next to the
relevant tactics.

15
5. Determine the fighter’s talents. Talents are the table, the GM can ask that player to use a
special gifts, experiences, resources, and unique different talent, or just go without using a talent if
approaches to problem solving that a fighter was necessary. For example, if a player attempts to
born with, worked on developing throughout their use the “Charming” talent to stop a tank cannon
life, or discovered accidentally. from striking their position, that probably
wouldn’t pass the “groan test.” Other than this
social control, players are encouraged to be
creative, have fun, and tell awesome stories when
using their talents.

On this page and the next two, we’ve compiled a


list of suggested talents and their effects, but GMs
and players are encouraged to create their own.
Just ensure that they are neither too generic nor
too specific, and they have (potential) applicability
across a broad spectrum of situations.

TALENTS
Athletic
Your physical gifts and conditioning enable
you to pull off impressive maneuvers and
stunts that would be hard for others to
replicate.
Fighters begin play with 3 talents rated at 3. A
talent permits a fighter to spend 3 fatigue to add 3 Bold
successes to any roll, after the roll is made, so Your courage, recklessness, or addiction to
long as the player can incorporate the talent into adrenaline compels you to courses of
their narrative. For example, when Massoud uses action that the opposition would never
his bullpup AK in combat, he can add 3 successes to expect.
his roll by leveraging the Maintenance talent and
describing how his hours of cleaning the weapon Charming
and adjusting its sights have paid off in the Your confidence, physical fitness, looks,
moment of truth. For another example, Massoud attire, or flirtatious nature inspire
might leverage the Learned talent to add 3 romantic or sexual desire in others.
CHOOSE YOUR FIGHTER
successes to a roll during an intrigue scene, and
impress (or disturb) a local mullah with his Deep Pockets
encyclopedic knowledge of Islamic apocrypha. The You have access to considerable wealth and
only limit to when and how a talent is used is player resources that can be used for bribes, hush
imagination, and the “groan test.” If a fighter’s money, and quick acquisition of goods.
use of a talent seems particularly “cheap” or
“immersion-breaking” to multiple players around

16
Heightened Senses Killer Instincts
Your razor-sharp senses notice tiny details, Your capacity for violence is strong but
detect subtle movements, and identify methodical, and executed with ice-cold
exploitable opportunities in your professionalism.
environment.
Learned
Innocent You have an encyclopedic understanding of
Your apparent meekness, naivete, niche topics, bodies of academic
inexperience, or jovial nature makes you knowledge, and complex systems of
the last person people suspect of malice. interaction.

Intel Consumer Maintenance


Your consumption and utilization of field Your meticulous cleaning, tinkering, and
CHOOSE YOUR FIGHTER
intelligence allows you to exploit tweaking of your weapons and gear
weaknesses in contacts, environments, and ensures that they almost perform at peek
forces. capacity.

Jokester Menacing
Your sense of humor and cunning in Your size, body language, fearsome visage,
executing practical jokes tends to keep or unpredictable nature create fear and
spirits high or drive enemies into frenzy. unease in others.
17
Mouse 6. Determine the fighter’s training. Unlike talents,
You are adept at discovering and navigating which define and reinforce an individual’s
tight spaces, including ventilation shafts, approach to solving problems and getting by,
chimneys, natural caves, vehicle trunks, training represents highly specialized military and
dumpsters, etc. espionage skills developed as a result of fighting
an irregular war and working cohesively as a unit
Quick Reflexes over time.
Your physical reaction to openings,
opportunities, or sudden danger is so
fast and methodical, some people suspect
that you can predict the future.

Reputation
You have a reputation (earned or unearned)
that you can lean on to reinforce any
promises or threats you make.

Status
You have status due to your lineage, rank
(military or religious), or your
contributions to a cause,which garners
severe respect in some circles.

Steadfast
Your stamina, high pain tolerance, or sheer In terms of game mechanics, training permits
force of will make you appear to be almost fighters to “break the rules” during certain
invincible in the face of physical or scenes, and when using certain tactics. Most
emotional duress. training dramatically improves how some tactics
work. For example, the “Overwatch” training
Survivor permits a fighter to apply their Suppress
Your experiences living in harsh conditions, successes to 2 comrades instead of 1, effectively
whether it’s the wilderness, a warzone, or doubling this tactic’s impact.
extreme poverty, manifests as
resourcefulness and ruggedness. Fighters begin play with 3 trainings. For each
tactic augmented by training, be sure to fill in the
CHOOSE YOUR FIGHTER
Technical next to the relevant tactic.
Your fluency in technology makes it easy
for you to intuit how to use, repair, or The following two pages list the trainings available
break things in ways those who engineered to fighters.
them never anticipated.

18
TRAINING
Behavioral Analysis Deception & Denial
You understand how to pause and assess You are versed in using distractions,
how people’s body language is feints, and red herrings to draw an
communicating their true intent. Gel tactic adversary’s attention away from your
restores a number of Fatigue equal to comrades. Deny tactic reduces danger of 2
successes rolled. comrades instead of 1.

Collection De-escalation
You understand how to harvest evidence You understand how to reduce tensions,
and intelligence from a situation, without make people feel heard, and drive conflicts
exposing your own intentions. Snoop tactic towards productive outcomes. Support
CHOOSE YOUR FIGHTER
also reduces your danger if you score 3+ tactic reduces danger of 2 comrades
successes. instead of 1.

Cover Utilization Hit & Run


You instinctually stick to cover, whether or You are adept at harassing and frustrating
not you are under direct fire from threats. larger, slow moving forces with guerilla
Reduce danger by 1 at the beginning of tactics. Flank tactic also reduces your
every round during combat. danger if you score 3+ successes.
19
Impersonation Shock & Awe
You are able to decouple your own feelings You know exactly when and where to apply
and stress from that of the role or identity overwhelming force to destabilize and
you are assuming. Reduce danger by 1 at demoralize the enemy. Storm tactic
the beginning of every round during reduces +3 danger penalty by 1/2/3 when
intrigue. scoring 3/4/5 successes.

Interrogation Silent Movement


You are skilled at getting your mark to You are able to mute your footfalls, secure
talk without resorting to tactics that make your equipment, and tumble in a manner
them resent you or lie to you. Confront that cannot be heard while moving rapidly.
tactic reduces +3 danger penalty by 1/2/3 Sneak tactic also reduces your danger if
when scoring 3/4/5 successes. you score 3+ successes.

Overwatch Tactical Assessment


You have a keen eye for where to apply You stay cool during a firefight, adjusting
suppressive fire for the best effect. and adapting to a fluid combat situation.
Suppress tactic reduces danger of 2 Regroup tactic restores a number of
comrades instead of 1. Fatigue equal to successes rolled.

Security Assessment
You understand the value of observing
your environment, timing the movement of
sentries, and waiting for the right
opportunity to strike. Fade tactic restores
a number of Fatigue equal to successes
rolled.

Sentry Removal
You are capable of committing to action
where others would hesitate, striking
with relentless fury. Rush tactic reduces
+3 danger penalty by 1/2/3 when scoring
3/4/5 successes. CHOOSE YOUR FIGHTER
Shadow Utilization
You know how color and lighting work on
the eye and plot your course along the path
of least visibility. Reduce danger by 1 at
the beginning of every round during
evasion.

20
7. Determine the fighter’s relationship with the interaction, argument, or hijinks with the fighter
other fighters. whose relationship they wish to stoke. The actual
contents of that scene are influenced by the type
of relationship. For example, if a fighter
considers another fighter to be their rival, they
may challenge them to some type of contest.
Scenes of stoked relationships are 100%
narrative and serve no game mechanical purpose
beyond erasing the X next to an invoked
You don’t fight alongside comrades in a desperate relationship. The GM and other players are invited
struggle for months or years without developing to partake in the scene if they wish (perhaps to
strong feelings for them. However, relationships stoke their own fighters’ relationships).
are more complicated that just considering a
brother- or sister-in-arms a comrade. Fighters How are relationships determined? After each
on the same side can grow to love one another, player has finished their fighter, they will
resent one another, compete with one another, or introduce their fighter to the other players,
adopt any other feelings that exist outside of a talking about their experiences, skillset,
conflict situation. And relationships can change personality, and what drew them to the struggle.
with time and circumstances. The other players will use this opportunity to
consider how their own fighter would feel about
In game mechanical terms, a relationship can be the fighter that was just introduced, and write
“invoked” to gain an automatic 5 success instead down any relationship of their choosing. This
of making a roll (as if you just rolled a 6 on every exercise continues until all fighters have been
dice). This guarantee of success can dramatically introduced, and all relationships established.
turn the tide when things look dire. However, a
relationship can only get invoked when it is Keep in mind, relationships need not be
“triggered.” For example, if a fighter is your reciprocal. In fact, they are more dramatic when
“ward,” someone you look out for, you can only they are not. Also, relationships can change.
invoke that relationship when your ward is at 10+ When stoking a relationship, a fighter can opt to
danger. The sight of your ward being in mortal change their relationship with another fighter,
danger or about to make a terrible mistake based on decisions they’ve made, positions
compels you to take decisive action to save them. they’ve supported, or campaign events.

Relationships need to be maintained, even in a A word of caution on relationships: this game


time of conflict. Once a relationship is invoked, mechanic is *not* license to bully, harass, or
CHOOSE YOUR FIGHTER
place an X in the box next to it. That relationship embarrass other players. Ensure that all parties
cannot be invoked again until it is “stoked.” understand that fighter relationship remain
Stoking a relationship is something that happens clearly in the fiction, not in real life.
during downtime and moments of quiet between
firefights and operations. During these periods, a On the next page, we enumerate and discuss the
fighter can opt to stoke a single relationship by different types of relationships, what triggers
prompting a scene of conversation, observation, them, and how they are stoked.

21
RELATIONSHIPS Grudge
You have seething contempt for this
fighter, and wouldn’t at all mind if they left
Comrade
the group, voluntarily or otherwise.
You consider this fighter to be your friend,
your battle buddy, your spiritual sibling, or
Triggered: Your danger is triple that of
just a hell of a team player.
your grudge.
Triggered: Your comrade makes a roll and
Stoked: scenes of accusations and
scores 3 or more successes (naturally).
petty arguments.
Stoked: scenes of bonding, sharing, and
Inspiration
reminiscing on past experiences.
You either look up to this fighter and
aspire to be like them, or you see them as
Crush
your muse.
You have romantic and/or sexual desire for
this fighter, which may or may not be a
Triggered: Your inspiration taps one of
passing phase.
their passages.
Triggered: Your crush takes an action that
Stoked: Seeking your inspiration’s council
reduces your danger by 1 or more.
or approval, or mimicking their behaviors.
Stoked: scenes of awkward overtures,
Rival
daydreams, and flirtation.
You feel the need to compete with this
fighter or put them in their place.
Curiosity
You are fascinated by this fighter and want
Triggered: Your rival makes a roll and
to know more about them to figure out
scores 0 or less successes.
what makes them tick.
Stoked: scenes of competition, contest,
Triggered: Your curiosity invokes one of
provocation, or dare.
their own relationships.
Ward
Stoked: scenes of fascinated observation,
You feel compelled to protect this fighter,
note taking, and question asking.
a compulsion fueled by duty, devotion,
CHOOSE YOUR FIGHTER
guilt, or pity.

Triggered: Your ward is at 10+ danger.

Stoked: scenes of checking in with your


ward, advising them on risks, and helping
them develop.

22
8. Congratulations! You and your fellow players LOADOUT
have just created a cadre of radicals, patriots,
insurgents, terrorists, separatists, guerillas,
We use the word “loadout” to
religious extremists, or freedom fighters,
describe the small arms and
depending on who’s asking. It’s time to wrap
special weapons that a fighter
things up with a couple of house keeping items.
has easy access to. By small
arms, we’re referring to
FATIGUE handguns, shotguns,
submachine guns (SMG), sniper
Fatigue is the resource that fighters spend to rifles, assault rifles (AR), and
activate talents. All fighters have a maximum hand to hand weapons. By
fatigue of 10, and begin play with 0 fatigue. When special weapons, we ‘re
a fighter uses fatigue, they put an X in a number referring to light machine
of boxes equal to the fatigue they have used. guns (LMG), hand grenades,
anti-material rifles (AMR), and
other heavy weapons.

In this game, there is no game mechanical


difference between any small arm. A fighter’s
choice of small arm should be seen as a “cosmetic”
There are only 3 ways to reduce fatigue. and narrative choice (a fighter’s loadout will enter
a session’s narrative frequently, particularly
• All fighters remove 5 fatigue after they have during combat scenes). Small arms can, however,
successfully accomplished a scene of benefit from breaks. For example, a fighter can add
combat, evasion, or intrigue. a suppressor to their handgun to make it a Sneak
break (in case they need to neutralize a sentry). A
• A fighter that scores 3 or more success on a small arm can have any number of breaks (for
roll naturally (that is, without adding a those excited about small arms customization), but
talent) instantly removes 1 fatigue for remember, only 1 break can ever be used during a
themselves or for a fighter of their choice. single roll.

• All fighters remove all fatigue when they have Special weapons will be covered extensively in the
downtime between operations. next chapter. For now, just understand that they
are a rare commodity, and a fighter’s access to
them depends on external factors.
CHOOSE YOUR FIGHTER

Fighters should start with whatever small arms


they wish, so long as they are appropriate to their
struggle’s timeline and location.

23
~~~ At last, we finally had to face the enemy of our any threats they face. The Combat Readout also
enemy. The jihadis halted the regime’s advance provides some details on who the threats are, the
with a small fleet of Toyotas converted into weaponry the threats use, the danger those
SVBIEDs, but now they had their sights on the weapons represent, and whether or not the threat
village we held. They had come to replace the yoke is benefitting from a vehicle or strongpoint’s
the regime put upon us with another yoke. They heavy armor (denoted HVY on the sheet).
had come to purge this place of kaffir. They had
come to replace our flag of a free democratic TURNS & TACTICS
people with a flag of the Caliphate. We would not
abandon our brothers of other faiths, nor could Combat is organized in rounds where everyone
we convince our sisters to lay down their arms takes a turn, with the GM always taking their turn
even if we wanted to. A dust storm was coming, first. The GM takes the danger added by a single
kicked up by a caravan of white pick-up trucks threat’s loadout and applies it to any fighter they
with black flags. We observed our prayers, wish. They do the same with the rest of the scene’s
counted our magazines, and put the enemy in our threats. They might distribute their attacks
iron sights. ~~~ evenly, or focus on one fighter, or do something
else. The GM then narrates what the threats are
Scenes of combat are managed with the Combat doing that is resulting in this added danger: firing
Readout, found in the back of this PDF. The Combat on them, flanking them, shelling their position,
Readout displays the current danger of all the rushing towards them, etc.
scene’s participants, including the fighters and
After that occurs, it is the fighter’s turn. Each
fighter has four combat tactics available to them.

Storm – execute a reckless attack, charging and


overwhelming the enemy. Add 3 danger to a threat
plus 1 danger per success rolled, but also add 3
danger to yourself.

Flank – execute a cautious attack, surprising and


outmaneuvering the enemy. Add 1 danger to a
threat per success rolled.

Regroup – protect yourself by hitting the deck and


staying out of harm’s way. Remove 1 danger from
yourself per success rolled.

Suppress - protect an ally by pulling them to


safety or providing cover fire for them. Remove 1
danger from a comrade per success rolled.
COMBAT

25
Each fighter selects one tactic and makes a roll, in with an LMG can add 3 danger to 2 fighters per
any order the players wish. A threat that turn. A threat can use one loadout per turn, not
accumulates 10 or more danger is neutralized and both. There are some loadouts that can only be
removed from the scene immediately. A fighter used once (e.g. frag grenade, RPG, etc.) and/or
that ends a turn with 10 or more danger is have other special properties. Below are some
neutralized and removed from the scene example loadouts a GM might want threats to use:
immediately. Neutralization of a threat is
determined and described by players (e.g. injury, AR/Sniper Rifle – 3 danger to 1 fighter.
death, surrender, flight, etc.), whereas Pistol/SMG/Shotgun – 2 danger to 1 fighter.
neutralization of a fighter is determined and LMG – 3 danger to 2 fighters.
described by the GM. Generally speaking, a Grenade/RPG – 3 danger to 2 fighters.
neutralized fighter has sustained a severe injury Suicide Vest – 4 danger to 2 fighters, but can only
and will die without medical attention. be triggered by a threat that is at 8+ danger.

A neutralized fighter can choose to rally, Let’s take a look at an example threat:
returning to the scene with 0 danger at the
beginning of the next turn. However, rallying
makes a fighter extremely vulnerable for the
remainder of the scene, as well as the entirety of This threat is a jihadi who is standing in the cargo
the next scene. A fighter who has rallied this scene bed of a “technical” (i.e. a modified pickup truck
or last scene who ends their turn with 10 or more with a light machine gun mounted to a standing
danger is removed from the campaign. They are tripod ). The LMG he is firing adds 3 danger to 2
dead, dying, or captured, with no hope of fighters per turn, making him a very dangerous
recovery. Time to create a new fighter. threat. To make matters worse, the circled “HVY”
denotes he has heavy armor, likely provided by a
Combat ends when either all threats have been scrap metal gun-shield fixed to the LMG.
neutralized, all fighters have been neutralized, or
either side chooses to disengage or surrender. If A threat with “HVY” circled can only have its
the fighter’s choose to disengage or surrender, danger increased by a fighter who is using special
any fighter that has rallied this scene rolls a d10. If weapons (e.g. AMR, frag grenade, HMG, RPG, etc.).
the result is equal to or less than their current
danger, they are dead, dying, or captured, with no SPECIAL WEAPONS
hope of recovery.
Scenes of combat assume that all fighters have
THREAT LOADOUTS AND ARMOR small arms proportional to the threat (e.g. ARs,
SMGs, shotguns, sniper rifles, etc.). While these
Each threat has an individual danger tracker and weapons are lethal, they are ineffective against
one or two loadouts (i.e. weapon systems or threats protected by the armor of a fortified
attacks). Each loadout adds danger to a fighter, strongpoint (e.g. concrete pill box) or the plating
and some loadouts add this danger to more than of a militarized vehicle (e.g. SBVIED, gunship, etc.).
one fighter. For example, a threat with an AR can Enter: special weapons.
COMBAT

add 3 danger to 1 fighter per turn, while a threat


26
All special weapons (with the exception of LMG) Heavy Machine Gun (HMG)
permit fighters to add danger to threats with the Applies “overflow” danger (anything over
“HVY” tag, but also have other properties that are 10) from a neutralized threat to another
advantages and/or disadvantages. Below are some threat, or apply Suppress successes to an
examples of special weapons: additional comrade. Too large for an
individual to carry. Ammunition is rare.
Anti-material Rifle After each use, roll a d6. On a 1, you just
When used on a threat without the HVY tag, fired your last burst.
that threat is neutralized if at least 1
danger is added to it. Ammunition is rare. Light Machine Gun (LMG)
After each use, roll a d6. On a 1, you just Identical to HMG, except it is small enough
fired your last shot. to be carried by an individual, but it cannot
add danger to threats with the HVY tag. It’s
Hand Grenade primary function is fire support for a
Applies “overflow” danger (anything over squad, not taking on armor.
10) from a neutralized threat to another
threat. Can only be used in conjunction with Man-Portable Air-Defense System (MANPAD)
the Storm tactic. Cannot be used against Neutralizes an aerial threat if at least 2
aerial threats (e.g. gunships). Single use. danger is added to it. Single use.
COMBAT

27
Rocket-propelled Grenade (RPG) Strongpoint
Identical to Grenade, except it can also be A heavily-fortified defensive position, such
used against aerial threats. as a sandbagged enclave, a concrete
pillbox, or a guard tower. It’s primary value
Suicide Vest is applying the “HVY” tag to a sniper or an
Triples successes rolled on a Storm Op LMG gunner.
and applies “overflow” danger (anything
over 10) from a neutralized threat to Suicide Vehicle-Borne Improved Explosive Device
another threat, but denotation obliterates (SVBIED)
its wearer. A civilian vehicle covered in steel plating
and loaded with explosives, designed for
Tube-launched, Optically tracked, Wire-guided one thing: ramming into buildings or armor
System (TOW) and exploding. Detonates and destroys a
Neutralizes a land vehicle if at least 2 land vehicle or structure (and everyone
danger is added to it. Single use. inside of it) if not neutralized in the first
turn.
Under-barrel Grenade launcher
Same as grenade, except it is not bound to Tank
the Storm tactic. Single use. In addition to an LMG fired from a gunner in
the top hatch, the tank unleashes its
VEHICLES AND STRONGPOINTS cannon every other turn, either destroying
a single ground vehicle or strongpoint
outright, or destroying a fighter who used
While fighters will spend the majority of their time
the Regroup tactic last turn.
on foot, hiking through mountains, slogging
through deserts, or creeping around the rubble of
urban ruins, they will sometimes need to contend
with militarized vehicles. DETERMINING DANGER
Gunship A “balanced” scene of combat throws
Death from above, firing both an HMG (4 vs approximately 3-4 danger at each fighter every
2) and a hellfire rocket (6 vs 1 or 3 vs 2) turn. Talents and special weapons generally stack
every turn. Extremely rare in the hands of the deck for the players, but those are also finite
irregulars or third world armies; almost resources. Players will have to be careful to not
always a sign of intervention on behalf of a exhaust these resources if they know that an
Great Power. operation may require additional scenes.

Modified Civilian Vehicle (“Technical”) For the sake of fairness, a combat scene should
Technicals aren’t usually HVY threats, so not feature a threat with the “HVY” tag unless the
much as fast transportation for fighters have access to support weapons, or they
combatants and special weapons (e.g. HMG can capture support weapons from threats they
for anti-air support). They sometimes defeat during the same scene.
COMBAT

feature bullet-proof shielding.


28
COMBAT SCENE PROMPTS A raid against your position is spearheaded by an
SVBIED that is careening towards an important
A local warlord and his mercenaries have captured structure, a valuable military asset, or a cluster of
three trucks of food and medicine from an NGO civilians.
delivering aid to a refugee camp. The caravan is
flanked on either side by a technical. Your cadre is being stalked and attacked by a pair
of gunships fielded by an adversarial Great Power
A militia is launching a raid on one of your or a national military, and you’re running out of
positions, bringing to bear an LMG and a handful of places to hide.
RPGs, and grenades if the engagement becomes a
short ranged one. A special operations task force or PMC group hired
by a Great Power or national government has
You are launching a raid on an opposing faction’s panicked or gone rogue, and are now opening fire
position, which is defended by sandbags and on witnesses, including non-combatants.
natural cover, and is only approachable via a long,
empty, and cover-sparse stretch of desert. A heated political negotiation, an contested public
demonstration, or an argument with a local
A secret opposition cell in one of your territories authority escalates into a brutal, close quarters
has activated and is attacking the facilities and brawl that the cadre cannot ignore.
functionaries that perform civil services for the
area. An arranged meeting with a militia leader,
clandestine asset, journalist, or weapons dealer
A militia is assaulting a village with the intent on turns out to be an ambush, and its clear your
punishing and eradicating an ethnic minority, sweating contact is wearing an explosive vest.
killing all of the men, and selling any survivors off
to slavery. A lone tank, supported by a small fire team, is
shelling your comrade’s position with impunity,
You are raiding an armory or a weapons convoy to and will continue to do so unless your cadre
acquire the support weapons needed to repel a storms and destroys it.
coming conventional assault by either the national
military or a Great Power military. Before a temporary ally is willing to offer their
promised air support, your cadre must attack and
You are caught in the chaos of a major neutralize enemy units sitting on a stockpile of
engagement between two opposing factions and MANPADS, RPGs, and an anti-aircraft HMG.
are being attacked by combatants who suspect
you of fighting for the other side.

The militants you have surrounded refuse to


negotiate and insist on fighting to the death,
leveraging grenades and suicide vests to inflict
maximum destruction during their last stand.
COMBAT

29
~~~The sniper held the street for three days and map of the environs the fighters will need to
took as many of our brothers. We chose to cede navigate through to arrive safely to their
this space to her, waiting for her supplies to run destination. We see that this scene begins with all
out. However, we were sustaining heavy losses in a fighters in the “tenement ruin.” When they have
conflict across town, and the fastest way to progressed further, accumulating between 6 and
reinforce the position was to go through her 10 success, they will be near the “burnt-out cars.”
forsaken street. We moved methodically as a unit, An “X” on each tracker marks where fighters need
hugging the ruins of storefronts, and dashing to get to in order to reach safety. Lastly, the top
madly between burnt-out vehicles while providing right corner shows the scene’s overall danger,
overwatch for one another. We had made it so far applied to every fighter each turn.
through the street that we thought we may have
been hiding from a ghost, until that moment the TURNS & TACTICS
sky cracked with the sound of a scoped SKS
striking its target true.~~~ Evasion is organized in rounds where everyone
takes a turn, with the GM always taking their turn
Scenes of evasion are managed with the Evasion first. The GM simply applies the scene’s danger
Readout, found in the back of this PDF. The Evasion (representative of the available cover, darkness,
Readout displays the current danger of all security measures, sentries, etc.) equally to each
fighters in the scene, which represents the fighter. The GM then narrates what is happening
likelihood that they will be detected or captured. that is increasing the fighter’s chances of getting
At the top of the Evasion Readout is a conceptual caught: the sentries are patrolling closer, the
spotlights are shining their way, the dogs have a
scent, etc.

After that occurs, it is the fighter’s turn. Each


fighter has four evasion tactics available to them.

Rush – make reckless progress, dashing towards a


position. Gain 3 progress plus 1 progress per
success rolled, but also add 3 danger to yourself.

Sneak – make cautious progress, slowly crawling


or tiptoeing towards a position. Gain 1 progress
per success rolled.

Fade – reduce your own danger by staying still and


staying out of sight. Remove 1 danger from
yourself per success rolled.

Deny - reduce a comrade’s danger by alerting


them or pulling attention away from them. Remove
EVASION

1 danger from a comrade per success rolled.


31
Each fighter selects one tactic and makes a roll, in captured. If the fighters get detected or captured,
any order the players wish. They are all trying to or choose to disengage, any fighter that has
make enough progress to make it to safety, while rallied this scene rolls a d10. If the result is equal
ensuring that none of them end their turn with 10 to or less than their current danger, they are
or more danger, which ends the scene for dead, dying, or captured, with no hope of
everyone. After all, if one fighter gets caught, the recovery.
opposition will be on high alert.

A detected or captured fighter can choose to rally,


STICK TOGETHER
returning to the scene with 0 danger at the
While it may be tempting for fighters who are
beginning of next turn. However, rallying makes a
skilled at evasion to blaze through to the finish line
fighter extremely vulnerable for the remainder of
as fast as they can, this is not wise. A fighter that
the scene, as well as the entirety of the next
has proceeded to the where the “X” is on their
scene. A fighter who has rallied this scene or last
tracker no longer participates in the scene. This
scene who ends their turn with 10 or more danger
means they must wait and hope that the rest of the
is removed from the campaign. They are dead,
fighters make it to safety. Therefor, it is better
dying, or captured, with no hope of recovery. Time
for fighters to stay relatively in sync, only
to create a new fighter.
punching through to their destination when they
know that all their comrades will make it there
EVASION

Evasion ends when either all fighters have made it


safely.
to safety, or a single fighter has been detected or
32
DETERMINING DANGER scenes do contain elements of violence (e.g.
providing suppression fire to slow down
pursuers), they don’t necessarily have to turn into
The danger of an evasion scene is generally
bloodbaths, nor structured scenes of combat.
between 2 and 4, determined by the GM. This value
After all, the fighters are likely evacuating
is dependent on how difficult it is for the fighters
because violent conflict is either doomed to fail or
to make progress. For example, infiltrating the
would undermine the mission.
back offices of a mosque at midnight might be
relatively easy, with 2 danger. Infiltrating a
military base, meanwhile, with fences, concertina FAILED SCENES CREATE NEW SCENES
wire, spotlights, sniper towers, machine gun
nests, guard dogs, and land mines would be This is true for both combat and intrigue scenes as
extremely challenging, with 4 danger. well, but failed evasion scenes can either cause an
operation to fail outright, or kick off a new scene
INFILTRATION VS EVACUATION where the fighters must deal with the
consequences of being detected or captured. For
example, if the fighters are detected during an
An evasion scene is generally of two different
infiltration of an enemy base, perhaps it is now
flavors: infiltration or evacuation.
time for either a difficult firefight (i.e. combat
scene), or negotiate their surrender (i.e. intrigue
In the case of infiltration, the fighters are trying
scene). As another example, if the fighters decide
to get into a fortified location (or an advantageous
to disengage during a firefight because they are
position to launch an ambush) without being
overwhelmed, the GM may kick off an evasion
detected. In the narrative, this may involve
scene (of the evacuation type) where the fighters
avoiding detection at all costs, or it may involve
are on the run.
them violently dismantling sentries, dragging
bodies to the bushes, and so forth. Whichever
flavor seems more appropriate to the scene
should be embraced by players and GMs alike.
Obviously, a trail of bodies or disappeared sentries
can have serious ramifications on a mission’s
outcome, so players should be very conscientious
of when to engage in this type of threat
neutralization.

In the case of evacuation, the fighters have


already been “detected,” and are trying to flee
from danger, getting to an evacuation point where
a vehicle is running, or where they can blend in and
disappear into the civilian population. These
scenes work more like “chase scenes,” where the
fighters are fleeing dogged pursuers or trying to
EVASION

stay out of gunship’s or sniper’s sights. If these

33
EVASION SCENE PROMPTS In the midst of a major clash, your cadre must get
to an evacuation point or a position to turn the
tide of battle, without getting drawn into a full-on
A lone technical with an HMG that was separated
firefight and missing your window.
from its caravan presents a tantalizing prize, so
long as it can be approached in a way that doesn’t
Captured and jailed by local authorities or
cause its owners to open fire or scuttle it.
extremists, it is time to execute your prison break
before the command comes down to have you
Before you can even begin your raid on the enemy
beheaded or hanged for your crimes.
stronghold, you must sneak your way close to it, or
else the cadre will be methodically picked off the
You need to attend an important meeting to
opposition’s snipers.
acquire intelligence on someone or influence
them, but there is no way you’ll be able to just walk
You are crossing a heavily-militarized border to
right in, so you seek another way in.
meet an important contact, and must avoid the
patrols, concertina wire, and spotlights the
You’re being chased out of the village by furious
neighboring government has set up.
people wielding knives, sticks, and stones, and you
need to keep moving or else you’ll get torn apart
Your cadre is fleeing the swiveling spotlights of
by the mob or forced to escalate dramatically.
gunships ominously circling overland, knowing full
well that the wrong move could result in a target
Your cadre has been tasked with capturing a
lock and an incoming Hellfire missile.
target that is extremely difficult to reach and
never leaves the safety of their bunker, villa, or
You must traverse a eerily silent shelled-out city
mosque, which is in a demilitarized zone.
block that has become a lethal sniper’s alley,
sticking close to cover and out of the crosshairs of
Your heavily-armed and masked cadre must
a marksman that can probably smell you coming.
maneuver through a relatively populated area
without being noticed so the locals won’t alert
You are masquerading as a civilian deep in enemy
your targets and flee.
territory, but your cover is blown or diminishing,
and you have precious few minutes to get to a
The warlord who forced your surrender gives your
safehouse before the authorities catch you.
cadre 30 seconds to run before ordering his
mercenaries to shoot you, cackling wildly as you
A militia has taken hostages and will begin
dash away and dive for cover.
executing one every hour unless their demands
are met, unless your cadre can quietly infiltrate
With an enemy caravan rapidly approaching, the
and set up an orchestrated neutralization.
cadre has only a few moments to get into the
positions to established a killzone, but must do so
Knowing you cannot contend with them when they
without being seen by the would-be victims.
become airborne, your cadre is sneaking inside an
airbase to sabotage a pair of grounded gunships
that have been terrorizing your comrades.
EVASION

34
INTRIGUE
~~~The enemy’s surprise raid was repelled, but we likelihood that one of them will do something that
lost many fighters. It seemed there was an triggers an emergency, such as negotiations
informant in our midst, and all suspected the between militias escalating to bloodshed, or
comrade who’s son was captured and being held by hostages getting executed instead of released.
the regime. To allay the growing mob, the The Intrigue Readout has one or more “agendas,”
commander ordered an immediate tribunal to which are sociopolitical outcomes the fighters are
determine the man’s fate. He asked two of us to trying to achieve, each of them marked with an
prosecute the man, and two of us to represent him “X” to denote how much progress needs to be
in good faith. Before the tribunal began, the made to see those agendas through. There may be
commander pulled us aside and said to us “We multiple agendas, and they may be conflicting (a “
need to find this man either innocent or guilty, and race” between mutually-exclusive choices), or
stand by this verdict, and we need to do it soon. sequential (you need to gain an audience with the
Otherwise, the mob will mete out their own cleric before you can even convince him to
justice, which will shatter our fighters’ morale denounce a troublesome militia). Lastly, the top
and tarnish our legitimacy in the eyes of those who right corner shows the scene’s overall danger,
would trust us to lead.~~~ applied to every fighter each turn.

Scenes of intrigue are managed with the Intrigue TURNS & TACTICS
Readout, found in the back of this PDF. The Intrigue
Readout displays the current danger of all Intrigue is organized in rounds where everyone
fighters in the scene, which represents the takes a turn, with the GM always taking their turn
first. The GM simply applies the scene’s danger
(representative of the level of tension, contempt,
or imminent violence permeating the scene, etc.)
equally to each fighter. The GM then narrates what
is happening that is increasing the fighter’s
chances of triggering an emergency: people are
screaming, guns are raised at one another, the
jihadis suspect the fighters are actually CIA
operatives, etc.

After that occurs, it is the fighters’ turn. Each


fighter has four intrigue tactics available to them.

Confront – forcefully advance an agenda, even


though it may put people on edge. Advance an
agenda by 3 plus 1 per success rolled, but also add
3 danger to yourself.

Snoop – cleverly and patiently advance an agenda.


INTRIGUE

Advance an agenda by 1 per success rolled.

36
Gel – reduce your own danger by playing it cool, DETERMINING DANGER
being inconspicuous, and doing what everyone else
is doing. Remove 1 danger from yourself per The danger of an intrigue scene is generally
success rolled. between 2 and 4, determined by the GM. This value
is dependent on how difficult it is for the fighters
Support - reduce a comrade’s danger by having to fulfill their agendas before something bad
their back, deescalating tensions, or creating a happens. For example, convincing a local militia to
distraction. Remove 1 danger from a comrade per let you pass through a checkpoint to go join the
success rolled. fight against infidels or Iranian militias might be
relatively easy, with 2 danger. Convincing the
Each fighter selects one tactic and makes a roll, in jihadi to not behead the journalist, after the West
any order the players wish. They are all trying to responded to his demands with drone strikes
advance agendas, while ensuring that none of against his brothers, would be extremely
them end their turn with 10 or more danger, which challenging, with 4 danger.
ends the scene for everyone. In high-stakes social
situations, the difference between civility and
emergency can be a poor choice of phrase or a AGENDAS
sudden movement mistaken for a drawn weapon.
Most scenes have two or more agendas. These
agendas might be complimentary, competing, or
A fighter that triggers an emergency can choose
sequential.
to rally, returning to the scene with 0 danger at
the beginning of next turn. However, rallying
Complimentary agendas can be pursued at the
makes a fighter extremely vulnerable for the
same time, and are outcomes the fighters need to
remainder of the scene, as well as the entirety of
see through for the scene to be a success.
the next scene. A fighter who has rallied this scene
Example: in the village, the fighters are trying to
or last scene who ends their turn with 10 or more
learn the location of local militia base as well as
danger is removed from the campaign. They are
convince the locals to fight that militia next time
dead, dying, or captured, with no hope of
they show up.
recovery. Time to create a new fighter.
Competing agendas are in opposition to one
Intrigue ends when the fighters have fulfilled the
another, and whichever one is fulfilled first
agendas they want, or when one of them triggers
cancels out the other. Example: at the meeting of
an emergency. If an emergency happens, any
militia leaders, the fighters can forge an alliance
fighter that has rallied this scene rolls a d10. If the
with one militia but not the other. Which should
result is equal to or less than their current
they choose? The fighters might not agree on this.
danger, they are dead, dying, or captured, with no
hope of recovery. Perhaps negotiations broke
Sequential agendas are where one agenda must be
down because that fighter was shot in the head by
fulfilled before any progress can be made on the
the warlord he insulted. The ubiquity of firearms
next. Example: you need to convince the jihadis
present during an irregular conflict makes this
that you are not kaffir before they will bring you
type of scenario more plausible than it sounds.
INTRIGUE

to their leader, whom you must then convince to


withdraw from a village.
37
RUNNING INTRIGUE SCENES convince them to at least release the women and
children they’ve taken hostage. In fact, this is a
Intrigue scenes contain a lot of dialogue that the useful GM technique; adding low-value agendas
players and GM should roleplay out. The best (e.g. 5 or 10 progress required) that aren’t exactly
approach is for a player and GM to sync on the “successful mission parameters,” but do give an
outcome of a roll, and then roleplay towards that opportunity for fighters to pursue just and/or
outcome together. For example, if a fighter is very compassionate courses of action. The tension,
successful on a Confront roll, that fighter’s player then, comes from either completing a mission
should tell the GM how they want that to be with ruthless efficiency, or taking “detours” to
mediated in the fiction (e.g. “I want him to be maintain a semblance of humanity in situations
visibly moved by what I just told him, and begin to where it doesn’t seem possible at first glance.
come around”). The player and the GM should then
quickly roleplay that moment, driving towards the There is no game-mechanical “humanity” score in
agreed upon outcome. B&B. But these types of scenes and decisions make
for effective explorations on what type of fighters
It’s possible to “lose” an intrigue scene, but still the players are playing. In the messiest of
achieve positive objectives. For example, consider struggles against an opposition capable of
an intrigue scene where rival militants are holed virtually any transgression, who would you be?
up in a government building and have taken
INTRIGUE

hostages. The primary agenda is to convince them


to surrender, but a complimentary agenda is to
38
INTRIGUE SCENE PROMPTS A group of farmers and goat-herders in the region
could provide fantastic intelligence for your
militia, but they are very weary of supporting any
You must broker a temporary cease-fire between
militant group, particular one that might lose.
two sparring militias, so they can assist in
repelling a coming attack mounted by a Great
You have every intention of returning the
Power or a national military.
captured soldier to his people safely, but there’s
no harm in negotiating a trade of resources or a
You’re trying to convince the hostage-takers to
prisoner release in exchange.
release women and children, and submit to
capture instead of committing murder and then
A captured lieutenant needs to be interrogated for
dying ingloriously.
intelligence, but his information cannot be trusted
or acted upon unless it is given willingly and
You need to convince the military commanders of a
without undue duress.
Great Power or national military to stay in the
region long enough to facilitate the evacuation of
A problematic militia leader could be replaced
a marginalized group targeted by extremists.
(relatively) bloodlessly and overnight, if his
lieutenants could be convinced that his leadership
A war-weary mullah needs to reconcile political
is no longer in their interests.
and doctrinal differences with your militia before
he is willing to advise local political leaders to
A local bureaucrat important to the cause
support your efforts.
continues to grift the people as much or moreso
than their predecessor did, and is souring the
You stumble upon what is about to be a public
public perception of the militia’s political wing.
execution of kaffir by extremists, and with
weapons raised, you hope to resolve the situation
A regime commander’s strategic posture or public
without creating an equally public bloodbath.
statements hints that he might be considering
defection, but he has to be contacted and assessed
One of the militia’s cadres has sworn allegiance to
first.
a different faction, and you’ve been tasked with
making them reconsider their position before
An errant cadre in your militia has engaged in
things get extremely complicated.
abuse and banditry at the locals’ expense, and now
the people are talking about wanting the regime
The cadre is being (violently) interrogated by their
back in charge because at least there was order.
captors, and need to collectively withhold a
critical piece of intelligence long enough for it to
Villagers must be convinced to either pack up and
no longer be actionable.
leave in a hurry or steel themselves for battle,
because a caravan of jihadis on technicals are
The cadre’s only chance of passing through the
headed toward their village.
boarder is to stick to their aliases and alibis,
convincing the authorities that they are most
INTRIGUE

definitely not the militants they seek.

39
This chapter discusses how B&B gamifies the THE BIG IDEA
grand strategy of a militant group fighting to take
and hold territory in a complex conflict fraught The Front Readout features a diamond shaped grid
with many actors. To manage and simplify this that represents cities, districts, villages, or
complexity, the GM, with help from players, will fill strategically valuable locations in a local or
out the Front Readout, which is found in the back regional conflict. In each corner of the grid is a
of this PDF. placeholder for a local or regional faction that the
fighters will need to contend with. The fighters
will be literally “connecting the dots” as they
move from location to location, taking over
locations through direct conflict, negotiation, or
strategic maneuvering. When they connect 4
locations to make a diamond, this diamond
becomes a “controlled territory,” which
significantly boosts the fighters’ power. Once the
fighters are sufficiently powerful, they can
engage in decisive battles to soundly defeat one of
the factions and push them out of the conflict
altogether. However, with every move the fighters
make on the map, they will stir a hornets nest.
They will face a confrontations and have to resolve
them or have one of their controlled territories
contested or taken away by an opposing faction.

Whether the fighters are moving to a location, or


dealing with factional fallout, the Front Readout
churns out story prompts for B&B sessions.
There’s no need to plan a grand campaign full of
surprises, intrigue, and final confrontations. It’s
The Front Readout is a very simple abstraction all mostly built-in.
that glosses over a nearly infinite amount of
strategic factors. However, it is fast story engine The remainder of this chapter will cover how to
that effectively generates conflict and drama for create and manage the Front Readout. It will also
the GM and players, significantly reducing the cover fighter progression, as individual fighter
amount of preparation that a GM needs to do in growth is dependent on progress made on the
order to run a session. Front Readout.
An upfront investment of research, planning, and But first, we need to talk about those other
a little bit of geography will be required to fill the
DYING TO WIN

factions…
Front Readout in a way that makes sense.

41
FACTIONS primarily through weapon sales, military
trainers and advisors, and air support
(which no irregular group can contend with
The GM will be populating the Front Readout with 4
for long). They often get involved only
factions; militant organizations that the fighters
because their geopolitical rivals have
will be fighting against, both on and off the
gotten involved.
battlefield. We’ve provided a handful of faction
types typical to MENA struggles.
Extremists
Extremism is a symptom of oppressive
National Government
regimes, and extremist groups are often as
The national government is the
bad or worse than the regimes that gave
“legitimate” ruling party of the country
rise to them. While many espouse a global
where the irregular conflict takes place, at
religious program and pursue an
least as far as many national and
apocalyptic agenda, the majority of them
international political bodies are
remain pawns of national, regional, and
concerned. The national government is
global interests, creating useful chaos
likely under duress, controlled by a
that drains the coffers of geopolitical
tyrannical regime, and bolstered by a Great
rivals and/or “justifies” brutal and
Power. The national government uses its
indiscriminate counter-insurgency tactics
security apparatus to crush opposition
used against civilian populations.
voices and its conventional military power
to destroy insurgent holdouts.
Opportunists
War is a racket, and the chaos of conflict
Regional Imperialists
creates a lot of opportunity for grifters
Troubled nations have neighbors, and those
with guns, be they local warlords creating
neighbors rarely waste an opportunity to
and profiting off of food shortages, or
either exploit the chaos next door, or
private military contractors defending the
ensure that it doesn’t spill over into their
business interests and investments of the
own territory. Regional imperialists either
wealthy.
prop up the national government, or prop
up its opposition, often by secret means,
Rival Militias
like financing their own irregular groups
Militias need not be ideological enemies to
operating in the conflict. They also use
come into conflict with one another. A
conventional militaries to defend (or
finite supply of arms, territory, food, and
attempt to extend) their national borders.
third party support sometimes puts them
at each others’ throats. This tension is
Global Imperialists
exacerbated by the constant shifting of
The Great Powers (USA and Russia), and to a
alliances in the irregular militia space. An
lesser degree, countries like the UK,
ally today might be an enemy tomorrow
DYING TO WIN

France, and China, are always jockeying for


because they swore allegiance to a group
advantage in a great game of geopolitical
that declared you kaffir and sentenced you
advantage. They support either the
to death.
national government or the opposition,
42
Assad Regime – Assad’s Syrian government,
BUILDING A FRONT bolstered by Russian air forces.
The first order of business is building a front by
YPG – Kurdish “People’s Protection Units” once
populating all the necessary items on the Front
supported by and soon to be abandoned by the US.
Readout.
Once that is done, it’s time to populate the Player
Faction in the box below, which also features the
player faction’s Current Power (which starts at
0), and a key that contains information pertinent
to the progress of the campaign, which we’ll cover
more in this chapter.

That’s it! You’ve created a front. Now let’s talk


about how it all works during play.
In this example, we see that the conflict takes
place near the Syria/Turkey border. We have PLAYER DRIVEN STRATEGY
populated all the locations in the grid with a
conceptual geography of Idlib and the surrounding When a campaign begins, the player faction
areas. We have put a “2” in locations of particular controls a single location on the Front Readout, so
strategic importance in this conflict. GMs can do long as it is not a strategically important location
the same for locations they deem important in the with a value assigned to it.
front they are building.
From that position, they can move to any location
We have also populated the four faction triangles that is immediately to the northeast, northwest,
in each corner (note: placement does not have to southeast, or southwest.
align with actual geography, so don’t worry about
what faction goes where). In our example, we’ve
included the following 4 factions:

Nureddine al-Zinki – A confederation of rebel


militias backed by neighboring Turkey.
DYING TO WIN

Hay’at Tahrir al-Sham (HTS) – A Salafi jihadist


group that is an offshoot of al-Qaeda.

43
Moving to a new location triggers a game session We see that the player faction’s Current Power
to take control of that location. Generally has just increased to 2. However, we also see that
speaking, a session should contain approximately by moving southeast, the Popular Front of the
two structured scenes of any type (e.g. combat, Levant has agitated the Assad Regime somehow.
evasion, or intrigue), and should be balanced We place an X or a checkmark in one of the arrows
towards fighter success. If the fighters move to a in that faction’s corner. In fact, we do this every
strategic location, it should probably require 3 or time the player faction moves on the map,
more structured scenes of escalating difficulty. depending on which direction they go. A single
check has no consequences, but two checks is a
In our example, the fighters of the Popular Front big deal: you have triggered a Faction Event and
of the Levant have moved from the Northern will have to deal with the consequences. We’ll talk
Outskirts into North Idlib, a bold move. Players can about Faction Events shortly, but for now, let’s
expect brutal scenes of urban combat, but if they finish the discussion on navigating the conflict.
can take this position, they’ll be able to pivot to
other strategic locations, or even attempt to take
over or liberate all of Idlib.

However, no strategic move happens in a vacuum.


Let’s take a look at what else happens on the Front
Tracker when this happens.

In our example, the player faction has made 4


moves, securing two strategic locations and
creating a diamond shape… their first controlled
DYING TO WIN

territory! Controlled territories are worth 5


points, as denoted in the key that’s on the Front
Readout. Their next move will be dicey…

44
Since the most productive move at this point is to By the time a Faction Event is over, one of the
go northeast (instead of retracing their steps), it following things have happened, depending on the
looks like the Popular Front of the Levant has fighter’s performance.
triggered their first Faction Event with HTS.
If the fighters handily “won” all or most scenes
that composed the Faction Event, the enemy
faction has been repelled, and normal play
resumes.

If the fighters “lost” all or most scenes, the


territory has become contested. If the territory
was already contested, the GM chooses a single
location that composes the territory and removes
all lines connecting to it, resulting in a devastating
setback that may bleed over into other
territories!

After a Faction Event, erase all check marks in


each of the Faction corners.

A territory that was lost entirely must be won


FACTION EVENTS back the same way it was originally established. A
territory that is contested can only be taken back
Faction Events are dramatic confrontations,
with a Decisive Battle against the faction that took
where the fate of a territory (chosen by the GM) is
it.
at stake. While the fighters were securing a
foothold in the northwest of Idlib, HTS was
preparing a massive invasion of their territory. A DECISIVE BATTLES
fleet of Toyota “technicals” brimming with armed
jihadis are on their way to the Front’s one and only When the player faction is powerful enough, it can
controlled territory. initiate a Decisive Battle… a conflict as dramatic
as a Faction Event, but where the player faction is
Faction Events should be the fighter’s most on the offensive. If the player faction wins this
harrowing conflicts. They can range anywhere battle even partially, they have dealt a devastating
from an invasion of irregular fighters, the blow to their enemies, expelling that targeted
awakening of a “sleeper cell” inside of a local faction from the Front entirely. That faction may
stronghold, or the tanks and gunships of a still have irregulars, agents, saboteurs, and a
conventional military rolling in to assume control. political presence in the game’s narrative, but
Like other types of conflicts, they can dealt with they no longer factor into the Front Readout. That
DYING TO WIN

by whatever methods the GM and players deem also means their corner no triggers Faction
appropriate, from pitched battle to expertly Events, and all territories that faction contested
executed subterfuge. are restored to controlled territories.

45
On the topic of Decisive Battles, the larger POWER EQUALS SPECIAL WEAPONS
campaign is “won” once the player faction has
won a decisive battle against all four factions. The amount of power the player faction has is also
a direct measure of the amount of special
weapons it can requisition to its fighters. The
fighters can always field special weapons that
they “buy” with power. This pool is shared, and it
“resets” between Front Readout moves. What this
means is that all fighters “lose” whatever special
weapons they are holding on to (or used up), but
The player faction cannot mount a Deceive Battle they get to “buy” them again before the next
until it is powerful enough. It must have 10 or more mission starts.
power to take on its first rival. The resulting
power vacuum is filled by the remaining factions, 5 – AMR (limited to 1 per cadre)
making it progressively harder to launch a 1 - Hand Grenade
Decisive Battle with each victory. 8 - HMG on Technical (limited to 1 per cadre)
4 – LMG (limited to 1 per cadre)
FASTER CAMPAIGNS 5 - MANPAD
3 - RPG
For a faster campaign, the GM and players should 3 - Suicide Vest
just skip the narrative and structured scenes of 5 - TOW
any Front Readout move that isn’t 1) capturing a 2 - Under-barrel Grenade
strategically valuable location, 2) dealing with a
Faction Event, or 3) executing a Decisive Battle. UPGRADE POINTS
DOWNTIME Fighters acquire 1 upgrade point (UPS) for every
structured scene they play. UPS are spent to
Once a move on the Front Readout is resolved upgrade a fighter’s abilities.
through structured scenes and results in either
victory or defeat, the players are permitted to
work through a scene of downtime, where their
fighters can take turns each stoking a single
relationship, as described in the “Choose Your
Fighter” chapter.
3 - Increase a tactic by 1
Downtime is a great opportunity for fighters to 6 - New training
reflect on their previous mission, the upcoming 4 - New talent, or increase talent rating by 1*
mission, the course of the campaign, the enemy 3 - New Break
DYING TO WIN

factions, the horrors of war, or virtually any other 6 - New Passage


shared experience or observation that comes to
mind. *Upgraded talents still only cost 3 Fatigue to use.

46
FIGHTER DOSSIER
NAME IDENTIFIERS

CADRE
FIGHTER is my RELATIONSHIP

FIGHTER is my RELATIONSHIP

FIGHTER is my RELATIONSHIP

FIGHTER is my RELATIONSHIP

KEY COMBAT EVASION INTRIGUE SPECIALTIES


RECKLESS
PROGRESS STORM RUSH CONFRONT TRAINING
+ 1 progress per
success + 3, but +3
danger to self.

CAUTIOUS
PROGRESS FLANK SNEAK SNOOP
+ 1 progress per
success.

PROTECT
YOURSLF REGROUP FADE GEL
- 1 danger to self
per success.

PROTECT
SUPPRESS DENY COMPENSATE
SUPPORT
AN ALLY

- 1 danger to an
ally per success.

LOADOUT BREAKS BREAKS BREAKS TALENT TALENTS RATING

UPS PASSAGE PASSAGE PASSAGE


TOTAL REMAINING
1 2 3
RATING
4 CORE 5
FATIGUE
6 7 8 9 10

BOMBS & BALACLAVAS


COMBAT
FIGHTER 1 2 3 4 5 6 7 8 9 10

FIGHTER 1 2 3 4 5 6 7 8 9 10

FIGHTER 1 2 3 4 5 6 7 8 9 10

FIGHTER 1 2 3 4 5 6 7 8 9 10

FIGHTER 1 2 3 4 5 6 7 8 9 10

THREATS
THREAT 1 2 3 4 5 6 7 8 9 10 HVY
LOADOUT LOADOUT
DANGER VS DANGER VS

THREAT 1 2 3 4 5 6 7 8 9 10 HVY
LOADOUT LOADOUT
DANGER VS DANGER VS

THREAT 1 2 3 4 5 6 7 8 9 10 HVY
LOADOUT LOADOUT
DANGER VS DANGER VS

THREAT 1 2 3 4 5 6 7 8 9 10 HVY
LOADOUT LOADOUT
DANGER VS DANGER VS

THREAT 1 2 3 4 5 6 7 8 9 10 HVY

LOADOUT LOADOUT
DANGER VS DANGER VS

THREAT 1 2 3 4 5 6 7 8 9 10 HVY
LOADOUT LOADOUT
DANGER VS DANGER VS

BOMBS & BALACLAVAS


EVASION DANGER
POSITION POSITION
NAVPOINTS
POSITION POSITION
15

FIGHTER 1 2 3 4 5 6 7 8 9 10

PROGRESS 1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

FIGHTER 1 2 3 4 5 6 7 8 9 10

PROGRESS 1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

FIGHTER 1 2 3 4 5 6 7 8 9 10

PROGRESS 1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

FIGHTER 1 2 3 4 5 6 7 8 9 10

PROGRESS 1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

FIGHTER 1 2 3 4 5 6 7 8 9 10

PROGRESS 1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

BOMBS & BALACLAVAS


INTRIGUE DANGER
FIGHTER
1 2 3 4 5 6 7 8 9 10

FIGHTER
1 2 3 4 5 6 7 8 9 10

FIGHTER
1 2 3 4 5 6 7 8 9 10

FIGHTER
1 2 3 4 5 6 7 8 9 10

FIGHTER
1 2 3 4 5 6 7 8 9 10

AGENDAS
AGENDA
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

AGENDA
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

AGENDA
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

AGENDA
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

AGENDA
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20

BOMBS & BALACLAVAS


FRONT:

PLAYER FACTION:
CURRENT Controlled Contested Strategic
Territories Territories X Holds
POWER 5 POINTS 2 POINTS X POINTS

DECISIVE 1st Faction 2nd Faction 3rd Faction 4th Faction


BATTLE 10 POINTS 20 POINTS 30 POINTS 40 POINTS

BOMBS & BALACLAVAS


OUTRO
I always seek expert voices to check or validate my This game’s focus on the belligerents in irregular
assumptions, and on this project, I was fortunate conflicts does its own form of reduction. MENA are
to have the help of two sensitivity readers. Callum represented as little more than a hellscape strewn
is a Leftist foreign fighter from Scotland who with shell casings. But the game does ask a
snuck into Syria to fight alongside the YPG against Western audience to, for a moment, walk in the
ISIS. Joey is a Lebanese internationalist and shoes of someone involved in a struggle where
activist with former journalistic ties to absolutely none of the conventional Western
organizations that many countries consider political takes make any goddamn sense.
terrorist organizations, and who has been
involved in helping Syrian citizen-journalists write The regime is killing your people. Extremists are
their own stories. Their intimate ties and killing your people. Neighboring countries are
experiences with the fighters and struggles this sending in militias to exploit or exacerbate the
game seeks to dramatize were invaluable in conflict. The only outside help you can get has a
ensuring that the voices of those at the center of steep price attached, and is given by those who
these conflicts were reflected in this work. care little for the autonomy, dignity, and safety
that you fight for. In fact, they might pull their
When it comes to irregular conflicts, the default support if your vision doesn’t align with theirs, or
dialogue that Westerners often fall into, as if they just get bored (like they did with the very
outside observers far removed from the facts on regime you now fight, which they propped up). But
the ground, is exhausting to listen to. While what choice do you have? Afterall, “solidarity”
neocons clamor for Western military intervention never stopped a regime bomb from landing on a
and regime change, insisting “this time is hospital. But surface-to-air missiles have.
different,” tankies see a CIA-sponsored coup
under every stone (when they aren’t apologizing Neither this game, nor any game I work on, asks
for Russian imperialism in Syria, Ukraine, Georgia, that we embrace a moral relativism because
etc.). Both of these groups identify anyone with a things are “complex.” In fact, I see my work as
cautious or ambivalent take on international doubling down on a moral certainty that puts the
politics as stanning for the other side. autonomy, dignity, and safety of human beings
Considerably worse, however, is that these tired above all else. Threats to these inalienable human
Cold War takes drown out the voices of, and erase rights are manifesting everywhere, from every
the agency of, the people at the center of these camp, and they need to be fought politically,
struggles. They reduce real humans, in real economically, mimetically, and if necessary,
struggles, to pawns and proxies. kinetically. The idea of asking a people to continue
enduring humiliation, oppression, starvation, and
Every DC think tank intern and campus Leftist genocide so we can be “correct” in our
insists that they know what’s best for [insert international politics is grotesque, but many of us
people in conflict]. This “caretaker” mentality is in the West do it every day without even thinking
inherently racist. It is conceptual imperialism and about it.
a continuation of the colonial project. As far as I
am concerned, they can all go to hell. -Chad Walker, February 2019
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