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T2K Narrators Screen
T2K Narrators Screen
TORSO
D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME
2its
D10 target
INJURY
Broken hex, the firer can
ribs No correct –
LETHAL the
TIMEfire for a subsequent
LIMIT EFFECTS roll normally when firing
STAMINA and MOBILITY –1 2D6 the missile
HEAL TIME
5
4
1
1
1
3
6
T
2
D 3
C–
wilight
3
–
C
3
: 2000
B 32
B 12
4
+1
20 B0
1*
C 1 350
inside STRESS:
vehicles Do or notbehind
track stress.
cover DAMAGE
that the blast CRIT cannot BLAST RANGE ✓ Tech (INT) DAMAGE
Darkness CRIT BLAST RANGE –2 in same
DEVIATION hex
penetrate. 2 3 C 3 ✓ Command (EMP) 6 3 D 3 Target prone (not –1
Heavy rain or wind –1
HE DICE EXAMPLE ✓ Medical Aid (EMP) in same hex)
ARMOR WEIGHT PRICE Artillery
ARMOR corrections
WEIGHT PRICE+1 per correction
tal of twelve
PRONE: If thecore skills
target isin the game,
prone, and they
the blast power areis allreduced
described A hand grenade ✓ Persuasion (blast power (EMP)
&C) explodes in the same hex as Diaz. Target in full coveron you (if you’re –3 fightning
COMBAT
DIE SIZE point of damage 1 unarm
oneATTRIBUTE
Each skillSCORES +1 of the ¼ attributes: 30CORRECTIONS: –1 ¼FIRE-AND-FORGET: 50
GEAR
hapter. step. is connected to one four
COMBAT & Two D8s If areanrolled,
attack and from a mortar
both
DAMAGE come or up
howitzer . The misses
blast inflicts 3 points This type of missile guides itself to the target. You
DAMAGE CLOSE COMBAT MODIFIERS breaksshot
Called in an attack, it does so –2 after the attack is re
R), Agility (AGL), Intelligence
DIE TYPE (INT), DIE andSIZE Empathy (EMP). its target hex, the(base
of damage firer damage
can correct the fire
2 plus the for
extraa subsequent). The shrapnel rollhits
normally
Diaz’s when firing the missile. If you succeed, the missile will
ATTRIBUTE DESCRIPTION about damage to gear and 6 repairs on page 91. 2
uCOVER:
perform an action,
Solid coveryou (pagefirst 58)
describeprovides what your charactershot.torso,
protection Correcting counts as Aaiming
and fortunately term
she’s (asometimes
wearing slowaaction)
flak used
but
jacket.
DEVIATION FACTOR can
Due intothe thehit in the
explosion next round, unless the target has
MODIFIER Moving movedtarget
out of (EXTREME) –1
A D12 COVER 12 Extraordinary rules text
Then
against youshielded
grab two dice – one for your
hit locations, justskilllike level
forand anotheronly armor
a ranged be done towardof
modifier the+1same the target
flak hexis
jacket’s as A
armorIf
“die
the locked
anprevious
level size.”
Attacker
attack
door must
counts
with as
prone
This
range.
an
either be opened by picking the Firing from
2,explosive
reducing –2 – no matter if it
effect fails –2
B D10 10 Capable simply means the
lock highest
( TECH roll, possible
takes one stretch) or by breaking it STANCE
attribute
attack – unlessthat is theconnected
explosion to the skill. in
occurs These
the twosame hexareshot.the
dice SUCCESS
Each correction
damage to 1.gives
Diaz ais+1 also tothrown
the nexttoattack the against
ground
was aimed and
at needs to make
a hex or a specific target – roll two D6s to moving vehicle
result on must
a particular Target prone
die type. door can+2take 5 points of If you are prone, your close combat attacks get a –
ase C target.
dice.
as the D8 BODY ARMOR
8 Average the same aToCUF hex,
succeedroll.up to a maximum
with
Without your the action,
The
bonus
flak jacket,
die
you of
size
Diaz+3.
of
down.
roll
would
see
awhere
Ahigher
6 orhave typical
Defenseless
D6 is the on wooden
suffered
6, round
target
the
3 points
lands. The first D6 determines the Large
+3
target
hits will
5 +2
automatically be on the
3
legs of a standing
of base damage before it falls apart. More sturdy doors require
D dice to roll D6 depends on your 6 levels in theFeeble skill and atdamage
of least oneand base takendie useda criticalin the roll. to
injury Adirection
roll
herof 6 orofhigher
torso. deviation (see the diagram to the right). The Small up is target –2 attacks
e the table below. Then roll your two base SSH-68
dice
WHITE PHOSPHOROUS
(RUSSIAN)
together. If you is called WZ75
a (POLISH)
success, and dieis size in
marked ofthe a more
D8 is
rules
second
DAMAGE
with 8,PASGT
force,
Aimed etc.
and usually
blow
D6adetermines
IMPROVISED cross- (US) have an armor
how far from–2
HJÄLM level 90as(SWEDISH)
well.
the target hex that Elevated
a fast action. Close combat 4 against a
+2 modifier.firing
levelEXPLOSIONS
in the skill you’re using, just roll one for the attribute. LANDMINES hairs symbol: .
DEVIATION the round Diving blow
lands, Life in theThe
in hexes. aftermath
deviation of World
+2 cannot War III is dangerous. You
exceed don’tposition
know where +1
DAMAGE CRIT BLAST RANGE DAMAGE CRIT BLAST RANGE
A number of types of landmines are described half of in chapter 5.your tojourney
Placing land-ends, but you’ll for sure suffer all sorts of harm along the –1/–2
Target hex terrain
BLAST DICE DAMAGE– CRIT –ARMOR Fire C 3 ROLL DIRECTION 2 the distance
TYPICAL 3
BARRIERS
the
C target 2 (rounding up). DEFENSELESS TARGET: If you attack a defenseless or u
mines
MULTIPLEin a hex manuallyArequires
SUCCESSES: roll of 10aor higher
stretch of onwork a single
and a die way.
roll.Harm
Success to your character can come in two Dim forms: damage and stress. –1
HIT AND STRESS CAPACITY get alight
TECH
POWER
1(only North +3 modifier. This is not further increased if th
CE
Your A 2xD12 4 how much
attributes determine
ARMOR
3 damage
WEIGHT PRICE turns
+1 and stress you can take
thepossible
hex intowith a minefielda D10 –orplace CLOSE COMBAT
D12aof course)
MINE s token
ARMOR counts
BARRIER
on it toas Both arethis.
indicate
WEIGHT recorded
HEIGHT
If
PRICE using the check boxes on
ARMOR LEVEL
your
Darkness character sheet. We’ll –2
– ¼ 50 2two
you failsuccesses.
the roll, the
North This
east meansisyou
minefield can potentially
created but it will +1 roll up to
automatically 1 dealbewithspotteddamage
25 first.
before B being DIEtaken out of3action. This 3 is measured by your hit When you attack
Concrete wallin closeHigh combat, use3the CLOSE COMBAT AIMED
Heavy rainBLOWS
or wind –1
by3capacity
TYPE
2xD10 +1 four
anyone successes
moving with
into the a single
hex. You skillcanroll
roll(two
for TECH successes
again inon the next stretchHELMET
and yourC stress D12 capacity.
2xD8 Read 2 more about 3 how STEEL
+1 those work into
HELMET chapter
each
hide the
South SPECIALTIES
4. mines
die), if you
east
are both
better. Some skilled
typesand
skill.
lucky.
of mines
Close
Brick
can With
combat
bewall
happens
bonusSUFFERING
scattered
KEVLAR in the
Low DAMAGE
by artillery.
same hex
2
as your target. If you
Dense smokewant your strike to hit a specific part of your
–3
7 Your hit capacity equals the sum of the die size for your STR and
LOCATION 4
ARMOR SouthWEIGHTSpecialties PRICEare narrow, There
specialized can be no
abilities barrier
that between
LOCATION
give you
ARMOR and your
WEIGHT target. PRICE head,
you damage2 in many ways. These are the two most common: the torso, the legs or the arms – you need to m
D D10 2xD6 1 2 +1 beyond
Several mine the first one
models are you
listedcaninachieve
chapter additional
5. They
House wallef-
fall intoYou can
three suffer
main
High
AGL divided by 4, rounding fractions up. Head 15 If there is, you must first cross the barrier. Cover has no Aimed blows suffer a –2 modifier.
D8 fects, ifSouth
categories:
1 an
explicitly west edge
anti-personnel, stated andinaanti-tank,
25 wayrules.
the to fine-tune
and directional. your character.
Indoor wall
Special- 1
Head
High
½ 100
7 By pushing a skill roll. If you push a skill roll using STR or AGL, you
7 Your stress capacity equals the sum of the die size for 6 your INTNorthties are further explained effect
in against
chapter close
3. You combat
can learn attacks. 1 WEATHER & DARKNESS
west suffer 1 point of damage for each rolled on your base
D6 Sandbags Low 4 or more PARTIAL COVER:
BLOCKING Partial coverdice.
does not modify the hit
HAND andGRENADES
EMP divided by 4, rounding up. THE ART OF
ANTI-PERSONNEL new specialties
FAILURE
MINES: These come during inthe
many course forms, of thebutgame,
the most butArmor
they and cover have no effect against
basic such
CIRCUMSTANCE damage. VISIBILITY RANGED COMBAT
DAMAGE: If your roll succeeds, you hit your adversary chance, When butangives
enemy youattacks
an armor
you level
in closefor body parts
combat, you can
EXPLOSIONS & NPCS If you
type, roll no
called always
blast , something
mines, require
detonate specialized
goes wrong.
whenFor training.
Barbed
some reason,
stepped wire At 7
upon. Low
From
least oneattacks.–Whenever youbehind attack the someone in (IN HEXES)
combat, you AND RECON
WEAPON
For example,
The Referee STR Bdoesn’t
and AGL The
need
WEAPONS GEAR
DAMAGE
C give
blue youseparately
tofighter
roll ahas CRIT
hitpartial
capacity cover
for
BLAST
ofin5INDIRECT
a(rounded
forest
you
blast hex.
mine up
failedThe
FIREiscover
RANGE
toplaced is effective
achieve in your
eachgoal.
ARMOR
Feel free
hex. Their
and
primary
inflict
WEIGHT
to elaborate
your
purpose
weapon’s
onis to blow
base
PRICE
inflict
damage rating
the damage equal to the base
on them. block
damage
Heavy rain
cover
his – torso
attack
ofyou’ll
to
the weapon
and
avoidlegs if you
being want
hit. Thisto
is be
a
plus –1your arms and head.
20 to expose
able
fast to
actio
against red fighter #01, but not against red fighter #02. Each extra rolled will increase the damage by 1. Rollfire yourself,
that youas are need
attempting to block the attack before t
fromFragmentation
4.5),
eachwhile INT byBan and EMP2 D give
Weapons you
geararoll stress
is3 capacity
associated of
withC
Grenade 4.
thelaunchers,
why soldier’s
with
footthe issue
3help
mortars offirearms
the and (and
+1
Referee. theThey
howitzers might
are BODY ¼
capable evenARMORletkilling
a 30
one for every additional you roll. The same
NPC hit explosion. Instead, once victim’s or leg off, disabling victim
for a
rather
random
than
hit location
them.
(page 72) and apply the effects Read Dense
more
their fog goes
about
strike.
for damage
10
hit locations
Every you and–1
roll armor on page
eliminates one 72.from
Anti Tank
for all NPCs at the samesometimes 6distance from withthe civilian
3 blastfirearms as
D well).
failed
of indirect Such
Detectingroll have
fire –equipment
a3field
further
launching ofcan improve
consequences
shells
blast –1
in an upward
mines to move
requires ¼the
arc
a tostory LOCATION
successful 50
from rollexplosions, fire, etc.
STOMSmoke* DICE NO the
HEXES?combat If you capability
are playing of a weapon
withouthit – a tremendously
map,
forward
targets or
not on COOLNESS UNDER
Ifinthe a map in
a dramatic
visible
FIRE & LINE OF SIGHT
VISIBILITY
the
withoutright
the hands.
hexes, of armor. ARMOR
RECON
ARMOR WEIGHT PRICEDusk
Excess have no 20 effect. –1
and apply the result to–all of them. – (passive). 3roll from
fails and way. firing
you – move position.
unawares To ¼ hitinto
a a minefield, 25 the FULL COVER: Full
Blocking cover
is breaks line of sight and typically
the Referee has the final word ontarget whether with
Referee your
Failure cover
indirect
rolls When
amust
D6 is
fire,
for not bullets
effective
you
every stop or
need
hex start
thenot.
you to fly
astory
forward
traverse.Adverse Steel
inobserver
your
completely.
If direction,
theweather
rollEven
is equal
Head
HIT you
conditions, need
LOCATION
to or lessdim1 light and darkness
1 can25 Moonlight 15 an opposed
not –2 roll, so you can pus
SKILLS White Phosphorous TELESCOPIC
sets of green D6 to D12 base SIGHT:
– –
dice Gives you awho
Fire
+1than B**
modifier
does
when the haveif you
you
numberfail,
line
3
to
aim keep
there
of as
ofsight
minesaaslow
mustcool
toin be
–
head.
action
the atarget
the way
hex,
CRITICAL
Panicking
reduce
forward
and
you is able
trigger
¼
helmet
–can
INJURY:
cost
visibility.
perhaps
atomine. youIf the
The
atWhen your 50
damage
alife
tablehuman or the
on done, after
nextispage
target
mitigation
hit by indicates
a ranged
makes youit impossible
Starlight
attack,
wish
in close
to do
combat
tosohit the
after target.
the
10 or by an –2
Firing
attacker at a declare
has target
Improvised*** 2 ofif 3 ayou C the 2you. +1 by armor and
1 under cover, is equal
25 in to or higher than the critin full cover
any push.can be done, with a –3 modifier, if the
Your skills represent broadboxedfields
(+2 expertise
you fire that
from haveplatform,
stable acquired
communicateduring
suchcost asof awith
rest,get
time, someone
sandbag,
risk, else
or bipod).
or barter, butkilled. Coolness
still athe way. Kevlar
maximum
The Referee fire, or CUF
Head
visibility
explosion –for
roll1the special
hexes. ½ white
If several
D6 factors 100 Cloudy die, included
included in this
BARRIERS
set. Extra
threshold of your weapon, you inflict a critical injury
hitReferee
on
location rules that thein
night this boxed
5attacker –2 the approximate
knows
eyour
sets life.are
MolotovTheyavailable
determine, along
Cocktail**** It
for with
– is mostpurchase your attributes,
often used
– by snipers howand effectively
Fire hunters.
C** has
Directing
always indirectshort,
Weight:
the2 final 0.issay
fire a rating
Price
requires 100.between
regarding–a slow A and
apply,
theaction
consequences D,
1 just
helmet
use
and athe like an attribute.
lowest
ofset, to 15applicable
determine the visibility limit.AUse
hit location. normal
location D6 ofworks
the too, use All
target. thehit
table
locations are protected
you can perform actions in the
Barriers game.
are There
another are twelve
important core
terrainskills, and
feature. The The
term better your
encompasses CUF, the the
better
these targetyou
limits (page
are asat 74).
keeping
guidelines calm – the Referee can adjust SPENDING ACTIONS: Blocking b
arately. *Fills the The
target hex symbols
with SMOKE are(page engraved
60). RECONfailure in a particular
roll. It needs to be donesituation. before the weapon isFlak aimed jacket below. TorsoIf you fired 1 a called 1shot or struck 150an aimed blow, you can choose
by full cover. der, but it does coun
they are alleffect
described in hex
detail
anyonly.
NIGHTin chapter
linear solid
VISION 3.obstacle
SIGHT: Enables anda(thisfirearm
includescanto be
You be
indoor fired
goodand
a have in
one combat
without outdoor
opportunity (page
lastrestrictions
chance walls,
to 67).
youAfter
exchange
if each
visibility
reallyinitiatives,
need session
limits in which
to suc-further
the asyou
hit location theyfreely.
see fit. Weather and
ectly onto
**Fire the custom
in target dice to mark
PUSHING Plate & vest
RELIABILITY: Torso If you 2 a rollNever
push in 3 roll hit location
close 250 for damage from pushing.
SMOKE available acti
cesses.Just like
***Can beattributes,
jury rigged,skill
Additionally, using levels
or
as well the
one are
modifiers
as one measured
sandbags
encumbrance (1) uniton
for darkness,
and
side of aimprovised
coils scale
but of only
see from
within
barbed
page
ceed A55).
explosivesto
–wire.
MEDIUM
you If the
can
(orrolled
pushacan
range.
Barriers
spotter’s
equivalent), CUFroll
Night
the be roll,
roll.
and vision
high,you
fails,
one thehave
general a chance
darkness
indirect
spare partalso
fire togive
for improve
shrapnel. your
you negative modifiers to RANGED
D, where D represents combat, each will reduce the reliability CALLED
Dense smoke SHOTScan be created by smoke grenades,
(one smoke
slow anla
ach custom
****Can dierigged,
be jury isonly rudimentary
markedsights
blocking
using use
onevisibility
with of training
liter infrared
the
fuel and aand
lights
completely, A represents
that
bottle. are
orcannot
low,not the
visible
blocking
hit. Theto CUFnaked
the
visibility
gunner (page only
can eye40).
tobut
still prone
aimareand fire, COMBAT butand the RECON (when scouting). These modifiers
Shout a few words – –
The dominating
Enter/exit vehicleterrain in a hex on a battlemap
Vehicle from a highereach
position gain–a +1
for combat modifier.
gear, items in your backpack, and tiny items. Each row hex), or the
a day: target will
morning, day,automatically
evening, andspot nightyou when
(more onthey 7
applies to the entire hex. When in doubt, the terrain under ENCUMBRANCE
in a subsection represents one full encumbrance unit. come within
that in thevisual
travelrange.
rules, see chapter 6). 7
the center dot determines the terrain type for the hex. BLOCKING: A hex
The of andterrain
blocking
weight is filled
bulkiness of with
your terrain
gear istaller than ain encumbrance
measured MEASURING TIME 7
FAST ACTIONS
TERRAIN
TERRAIN TYPES
TYPES human, fully blocking 56 movement. A hex of blocking terrain
units,
COMBAT orvisibility
just
GEAR:unitsand
Here,foryou
short.listOne
whatencumbrance
you carry in unit
yourrepresents an item
combat webbing, ThreeYou
VEHICLES: can never
separate unitsambush
of timesomeone from
are typically a moving
used in
VISIBILITY:
ACTION The maximum visibility range in 10-meter PREREQUISITEcannot be entered
of by ground
roughly
holsters, 3kg
slings,movement.
that can
belts,
SKILL be carried
pockets, or ininone hand
hand. – an
Combat assault
gear rifle
is is a
easily
UNIT
vehicle.
the You can,
game, DURATION
however,
depending use
on the PRIMARY USE
a stationary
situation vehicle
at hand.when
TERRAIN
TERRAIN PAVEMENT
PAVEMENT FIELD
FIELD SHRUB-
SHRUB- DEBRIS
DEBRISFORESTFOREST FOLIAGEFOLIAGESWAMPSWAMP SHALLOWS BLOCKING
SHALLOWS INDOORS INDOORS
BLOCKING
hexes. For more details on line of sight, see page 59. typical example. Smaller items weigh ½ or even ¼ unit. In chapter 5, Round
waylaying
See theenemies
adjacent 5–10
(above),seconds
table. if
Theyouexact
spendCombat
at least aof
duration stretch
a Each o
Drop backpack Backpack
LAND
LAND accessible, and these
– items can be taken out with a fast action. You
Seek cover (full or partial) the
can weight
Terrain type providing cover (in units)
only carry – of allof
a number weapons and other
encumbrance gear
units is indicated.
equal to your STR die setting it
round,
Stretchup.
stretch and shift can vary
5–10 minutes Repairs depending on 7
size as combat gear, e.g. eight units if you have STR C. the situation.
Shift It’s the Referee’s
5–10 hours job to
Traveltrack time 7
Go from full to partial cover Full cover –
RECORDING GEAR and determine when another round, stretch or 7
TERRAIN
Run TYPES No enemy in same hex Mobility
VISIBILITY ∞ ∞ ∞ ∞ 3 The 1 If you have
∞ a backpack, ∞ you None ∞ an additional
VISIBILITY ∞ ∞ ∞ ∞ 3 gear section
BACKPACK: 1 of your ∞character sheet
∞canhas usethree
itNone subsections
to carry ∞ – one shift has passed. There are typically four shifts in
AMBUSHING 7
Cross
RANGED
TERRAINbarrier –
PAVEMENT –
FIELD SHRUB-–
–1 DEBRIS–1 FOREST–1 each numberfor
FOLIAGE –2combat
ofSWAMP Mobility
gear, itemsunits
– SHALLOWS
encumbrance in–your backpack,
equal
BLOCKING ton/a
your and
INDOORSSTRtiny
–1items.
die Each row
size. However, a day: morning, day, evening, and night (more on 7
RANGED
ATTACKS
Move through door – – LAND – –1 –1 in
–1
a subsection
carrying
–2 represents
a backpack – gives–you onea full
–
encumbrance
–2 modifier
n/a –1
unit. rolls. Getting
on all MOBILITY
RANGE RECON MODIFIER
that in the travel rules, see chapter 6). 7
ATTACKS
MOVEMENT
Crawl – – –1You are prone
–2 –1 an item–3from your Special
Mobility
backpack Special
during combat n/a is a slow–2 action (for you or RADIATION
Same hex –2 7
MOVEMENT – – –1 –2 –1 –3Here, youSpecial
list what Special
you carry in n/acombat webbing,
your –2
COVER
Get up No No NoYou are Yes
prone(3) another
COMBAT
Yes (2) Nocharacter
GEAR: in
No
– the same hex)
No and requires
n/a a Yes (1) roll. Dropping
MOBILITY After1the
hexnuclear exchanges
–1 between NATO and the
UNIT DURATION PRIMARY USE
COVER No
∞–2 gear∞–1 No ∞ –– No ∞ +1 Yes (3)
3 +1 Yes
your(2)
holsters,
backpack
1 +2 No
slings,
∞ –to belts,
the No
pockets,
ground is a or
fastNo
in hand.
action. The n/a
Combat
backpack Yes
gear is(1)
itselfeasily
does USSR, radiation is a deadly
0 hazard in large areas of the
VISIBILITY
Draw item from combat
INFILTRATION +1 ∞ – None n/a ∞ +1 2–5 hexes
accessible, and these items Round
Chances are5–10
you seconds
have beenCombat PERS
INFILTRATION
RANGED
Shove – –2 – –1 –1 – – –1 +1–1 not–2affect your
+1 +2 –+1 can be
– encumbrance.
Close Combat n/ataken
– out
–1withn/a a fast action.
+1 You world.
COMBAT & 6–20 hexes +1
affected already
ATTACKS can only carry a number of encumbrance units equal to your STR die Stretch
before 5–10Tominutes
the game starts. Repairs creation,
finish off character When
DAMAGE COMBAT &
Disarm Target holds an item Close Combat 21+ hexes +2
MOVEMENT – – –1 –2 –1 size
–3
TINY as combat
Items
Special
ITEMS: gear, e.g.
with eight
Special units
negligible n/aif you
weight, have
such–2 STR
as a C.
photograph, a ring, no matter
Shift
DAMAGE which method you
5–10 hoursuse, roll a D6 to determine
Travel group
Grapple attack Opponent grappled or No
a dog tag, No Closetiny.
are called CombatThey are so small they don’t affect your en- your starting amount of permanent radiation points by –1
COVER No No No Yes (3) Yes (2) No n/a Yes (1)
Retreat Enemy in same hex BACKPACK: IfTiny
cumbrance. Mobility
you have
items astill
backpack,
need toyou
be can use
listed onityour
to carry an additional
character sheet. (page 80). agree
INFILTRATION –2 –1 – +1 +1 +2 +1 – n/a +1
Aim Ranged weapon number of encumbrance– units equal to your STR die size. However, is no g