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HEAD

 TORSO

D10 INJURY LETHAL TIME LIMIT


COMBAT & TORSO CORRECTIONS: If an attack from a mortar or howitzer misses
DAMAGE 1 Snapped collarbone No – MOBILITY –1
EFFECTS
FIRE-AND-FORGET: This type
HEAL TIME
D6 of missile


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

1 Ear slashed No – RECON –1 D6 1shot. Correcting


Snapped countsNo
collarbone as aiming–(a slow action)MOBILITY
but can–1 hit in the next round, D6 unless the tar
3 Cracked pelvis No – MOBILITY –2 3D6
2 Concussion No – CUF –1 D6 2only be done
Broken ribs toward the Nosame target
– hex as the previous range.
STAMINA and MOBILITY –1 2D6
4 Bleeding gut Yes Shift STAMINA –2, any MOBILITY 2D6
3 Nose crushed No – RECON and PERSUASION –1 2D6 3shot. Each
Cracked correction gives
pelvis No a +1 to–the next attackroll against –2 wound
reopens
MOBILITY 3D6
4 Shattered teeth No – PERSUASION –2
COMBAT &
3D6 RALLY 4
5
the same
Bleeding hex,
gut
Ruptured kidney
up to a maximum
Yes bonus
Shift of +3. –2, any 7 You cannot
1 damage at any MOBILITY roll
STAMINA MOBILITY 2D6heal damag
DAMAGE
5 Cracked skull Yes Shift CUF –2 2D6
When incapacitated by stress, another PC or NPC in the same
roll hex
reopens can
wound recover stress normally.
6 Gouged eye Yes Shift RANGED COMBAT and RECON –2 Permanent
6
7
Punctured lung
rally 5you to Ruptured
help youkidney
Cracked spine
Yes
regain your senses
Yes
Yes
Shift
by Shift
making a COMMAND
Shift
STAMINA and MOBILITY –2
1 roll. This
damage at any
Fall down, immobile
DAMAGE
MOBILITY7 You suffer 1
roll
2D6
point of dama
2D6
4D6
is a slow
6 action. If successful,
DEVIATION
Punctured lung youYes
immediatelyShift heal a number
STAMINAof and
stress incapacitated
Life in–2the aftermath
MOBILITY 2D6byWar
of World damage
III is
7 Brain hemorrhage Yes Stretch All INT skills –2 3D6 8 Torn intestines Yes Stretch STAMINA –1 and disease virulence  –3, 2D6
points7 equal to thespine
Cracked number of Yes rolled. Further
Shift COMMANDFall rolls haveimmobile
down, noyour journeyafter another
ends, but week
you’ll
4D6 for witho
sure
8 Shattered neck Yes Stretch Fall down, immobile 4D6 incubation one shift
effect, the ROLL
8 and Internal
Torn same
intestines
DIRECTION
person cannot try again until the next
Stretch time you
andway.
–1 cannot Harm
disease 7 to As
virulence soon
your as2D6
you can
character have eat
come
9 Crushed windpipe Yes Round STAMINA and MOBILITY –2 3D6 9 bleeding Yes Round Fall down,
STAMINA run, only crawl –3, 3D6
are incapacitated 1 by stress.
NorthIf no one rallies you within aincubation
stretch, youoneBoth starving,
shift are recorded usingand you
the can box
check hea
10 Brains blown out Yes – Instant death – 10 Heart impaled Yes – Instant death –
ARMS recover
9 anyway 2and
Internal heal 1 point
North
bleeding of stress. Round
eastYes Fall down, cannotdeal with
run, onlydamage
crawl first.3D6
10 3 impaled
Heart South eastYes – Instant death DEHYDRATED –
ARMS
D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME
FURTHER RECOVERY You must drink
SUFFERING DAMAGEa ration of water (p
1 Dislocated shoulder No – 4 South
D10 INJURY LETHAL TIME LIMIT EFFECTS COMBAT –2 with two-
RANGED D6
HEAL TIME YouLEGS
automatically heal 1 point of remaining stress for each full shiftYou can day.suffer
Afterdamage
a day without
in many water,
ways.yoT
TORSO
handed weapons
1 Dislocated shoulder No – RANGED COMBAT –2 with two- D6 spent resting or5sleeping. South
This west
assumes that you are not sleep deprived or 7 Being dehydrated
By pushing a skillhas several
roll. eff
If you pu
2
D10 Slashed forearm
INJURY No
LETHAL – LIMIT
TIME EFFECTS
RANGED COMBAT –2 with two- 2D6 TIME
HEAL D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME
handed weapons hypothermic
LEGS 6
(below). North
You canwest
heal stress and damage at the same time. 7 You
suffer cannot
1 point heal damag
of damage for e
12 Snapped collarbone No –– handed –1
MOBILITY weapons D6 1 Crushed toes No – Running becomes a slow action 2D6
Slashed forearm No RANGED COMBAT –2 with two- 2D6 Armor recover
and stress
cover normally.
have no effe
D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME
23 Crushedribs
Broken fingers No
No –– RANGED COMBAT
handed
STAMINA and –2 with
weapons
MOBILITY –1two- 3D6
2D6 2
MENTAL Dislocated knee
TRAUMA No – Can't run, only crawl D6
7 You
From take 1Whenever
attacks. point of dama you
handed weapons 1 Crushed toes No – Running becomes a7 slow action 2D6
3 Cracked
Crushedpelvis
fingers No – –2 –2 with two- 3D6
3D6 3 Severed tendons No – Running is slow action, MOBILITY –2 2D6
MOBILITY
RANGED COMBAT Stress doesn’t inflict critical
INDIRECT FIRE injuries like damage does, but each time incapacitated
inflict damage equalby damage
to the b
4 Dislocated elbow No – Two-handed
handed–2, weapons cannot be used
weapons D6 2 Dislocated knee No – Can't run, only crawl D6
4 Broken shinbone by stress,No you risk–suffering long-term
4 Bleeding gut Yes Shift STAMINA any MOBILITY 2D6 you become incapacitated
Grenade launchers, mortars and howitzers areCan't run,
capable only crawl
mental dieevery
one for 3D6
after additional
another day wit
yo
5
4 Broken forearm
Dislocated elbow No
No –
– Two-handed
roll
Two-handed weapons
weapons cannot
reopens wound cannot be
be used
used 2D6
D6 3 Severed tendons No – Running is slow action, MOBILITY –2 2D6
5 Roll
trauma. Crushed
offor EMPankle
indirect the next
fire timeNo
you rest
– launching – sleep
or
shells in anfor
upward Can't
a shift. run,
Roll
arc the –2 from
forMOBILITY
to 7 As
2D6
soon as you
explosions, drink,
fire, you ar
etc.
56 Crushed
Ruptured wrist
kidney
Broken forearm No
Yes
No –
Shift
– 1Two-handed weapons
damage at any
Two-handed weapons cannot
roll be
cannot be used
used 3D6
2D6 4 Broken shinbone No – Can't run, only crawl 3D6
MOBILITY 6
attribute Cracked
only.
hit If thehip
targets rollnot
fails, No
you develop
visible from the –firing position.
a long-term or evenCan't run,a MOBILITY –2
permanent
To hit and you can 3D6heal damage
67 Bleedingwrist
shoulder
Punctured
Crushed lung Yes
Yes
No Shift
Shift
– RANGED COMBAT –2 with
and MOBILITY
Two-handed weapons –2two-
cannot be used D6
2D6
3D6 5 Crushed ankle No – Can't run, MOBILITY –2 2D6
STAMINA 7 Thigh gash
mental trauma
targetofwith
someindirect Yes
kind – make Shift
a rollneed
fire, you on the Running is slow action, MOBILITY –2
table onobserver
a forward page 77. HIT LOCATION D6
handed weapons 6 Cracked hip No – Can't run, MOBILITY –2 3D6
7 Cracked
Bleedingspine
shoulder Yes Shift Fall down,
RANGED immobile
COMBAT –2 with two- 4D6
D6 8 Shattered
who does knee
have line of Yes
sight to the Shift
target and isCan't
ablerun,
to MOBILITY
When–2SLEEP
a human DEPRIVED 3D6
target is hit by a range
8 Shattered elbow Yes Shift Two-handed
handed–1 weapons cannot be used
weapons 3D6 7 Thigh gash Yes Shift Running is slow action, MOBILITY –2 D6
8 Torn intestines Yes Stretch STAMINA and disease virulence  –3, 2D6 ArterialLong-term
communicate
9 TRAUMA:
HEALING bleeding with trauma
Yes is permanent
you. Stretch unless you get help.
Running Aexplosion
becomes You need
a slow – rollto
action sleep
the for
special
2D6D6at least
whiteone
hit
9 Arterial bleeding Yes Stretch –2 with two- 2D6 8 Shattered atknee YescounselingShiftyou can roll for
Can't run, MOBILITY –2one day without sleep, 3D6 you becom
8 Shattered elbow Yes Shift RANGED COMBAT
incubation
Two-handed one shift
weapons cannot be used 3D6 person10whoSevered
spends
Directing
leg least one shift
indirect fire
Yes requires a slow action
Stretch and
Can't AID.set,–2
a MOBILITY
run,
MEDICAL to determine the hit location. A no
Permanent
handed weapons 9 Arterial bleeding
99 Internal
Arterial bleeding Yes
Yes Round
Stretch Fall down,
RANGED cannot
COMBAT run, only
–2 with two-crawl 3D6
2D6 If successful, youroll.
RECON can Itmake to beYes
needsanother EMP
done Stretch
roll
before –the
if that Running
is aimedbecomes
also succeeds,
weapon youbelow.a slow
sleep action
deprived
If you has2D6
fired a calledseveral
shot oreffect
struc
10 Severed arm Yes Stretch Two-handed
handeddeath weapons cannot be used
weapons Permanent 10 Severed leg Yes Stretch Can't run, –2 Permanent
10 Heart impaled Yes – Instant – heal the trauma. Only
(this can be one counseling
a good attempt
opportunity can be made
to exchange each week.the hit location
initiatives, MOBILITY 7 Youfreely.
cannot healroll
Never stress. If
hit loc
10 Severed arm Yes Stretch Two-handed weapons cannot be used Permanent see page 55). If the spotter’s roll fails, the indirect fire by stress while sleep depri
cannot hit. The gunner can still aim and fire, but the at least one shift before y
MENTAL STRESSFUL SITUATIONS
shot will automatically deviate. If the spotter succeeds, 7 You take 1 point of stress ea
HIT LOCATION
LEGS
MENTAL
76 the gunner resolves the attack normally. Extra on the by stress while sleep dep
D10 INJURY EFFECTS SITUATION STRESS D6 HIT LOCATION
D10 INJURY LETHAL TIME LIMIT EFFECTS HEAL TIME spotter’s roll have no effect. sleep for at least one shift
1 Nervous tremble RANGED
EFFECTS COMBAT and DRIVING –1 76 2D6 Getting hit by a ranged attack, being targeted 1 1 Legs
1D10 INJURY toes
Crushed No – Running becomes a slow action The spotter can call in corrections (above). This is a wake up during that time
2 Anxious RECON and SURVIVAL –1 by a ranged attackand thatrequires
misses but oneroll.
or more
21 Nervous tremble
Dislocated knee RANGED
No – and DRIVING –1Can't run, only crawl
COMBAT D6 slow action no dice After corrections 2–47 As soon as you have slept
Torso
3 Sullen and –1 ammo
32 Anxious
Severed tendons
COMMAND
RECON
No and PERSUASION
SURVIVAL
– –1 Running is slow action, MOBILITY –2 2D6 have been called in, the gunner needsblast
die show (page 67), being in the to spend a slow 5 are
Armno longer sleep depr
4
43
Nightmares
Sullen shinbone
Broken
CUF roll every
COMMAND
No and shift spent sleeping – if failed, the sleep doesn't count
– PERSUASION –1 Can't run, only crawl 3D6 radiusaction
of an correcting
explosion (page 68), being in the
their aim. stress normally.
5 Nocturnal Sleeproll
only possible during morning– and day shifts same hex as friendly fighter failing a CUF roll, 6 Head
54 Nightmares
Crushed ankle CUF
No every
– shift spent sleeping if failed,
Can't run, MOBILITYthe
–2sleep doesn't count 2D6
6
65
Phobia
Nocturnal
Cracked hip
1 stress
Sleep
No onlyeach round during
possible

in the same hex and
morning as the
Can't run, dayobject
MOBILITYshifts
–2
of phobia (related to trauma)
3D6
seeing your buddy (page
ANTI-TANK GUIDED 17) suffer damage
MISSILES HYPOTHERMIC
7 Alcoholism 1 point of stress and no stress recovery each shift without drinking alcohol or another PC suffer a lethal critical
Unlike other weapons, ATGMs (see injury
chapter 5) don’t strike When the cold is bitter and you
76 Phobia
Thigh gash 1 stress each round in the same hex as the object of phobia (related to trauma)
Yes Shift Running is slow action, MOBILITY –2 D6
8
87
Paranoia
Alcoholism
Shattered knee
Effects
1 pointare
Yes
to be roleplayed
of stress
Shift and no stress recovery
Can't each shift
run, MOBILITY –2 without drinking alcohol
3D6 Seeing yourtarget
their buddyimmediately.
suffer a lethalInstead,
critical injury 2 the
they will strike clothes or shelter (Referee’s disc
9
98
Psychosis
Paranoia
Arterial bleeding
EMP rollare
Effects
Yes
(attribute
to only) in stressful situations, failure triggers violent rampage
be roleplayed
Stretch Running becomes a slow action 2D6 target in
Witnessing the following
a massacre, beinground (at your turn). ATGMs
tortured 3 come for STAMINA
ARMOR at regular intervals. Th
& COVER
10
9 Catatonic
Psychosis Immobile
EMP roll and non-responsive
(attribute in two varieties: frequently
If you’re behindyou need
cover or to roll. A chill
wearing bo
10 Severed leg Yes Stretch only) in stressful situations,
Can't run, failure triggers violentPermanent
MOBILITY –2 rampage
10 Catatonic Immobile and non-responsive per day
location hit, –itin winter,
might you
stop might
the attach
WIRE-GUIDED: Firing a wire-guided missile is a slow shift ordone.
of damage even every
A fewstretch
types of inbod
ext
STRESS & NPCS
action, but don’t roll any dice at the point of launch. protection,
5, and like a blanket,
a list of typical cover cancanbe giv
f
STRESS then make a roll for coolness under fire. Roll one base die for your
The Instead,
Referee you
doesn’t need to
roll when track
you stress
spend for NPCs,
a second slow instead
action shootIf you fail, you
a firearm become
across hypotherm
a barrier, you
Stressful experiences, such as getting shot at or witnessing current CUF rating and one for the current unit morale rating of
Uzi
BLAST DAMAGE
PSG-1
SMG
Sniper rifle
When an explosive detonates, roll two base dice of the
type NPCArmbrust ATRL
ACTIONSto the modified blast power once
corresponding
9x19
7.62x51 5
67mm
5

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

HEAVY WEAPONS FIRE


–1
2
1
D 1,000
100
 COMBAT &
DAMAGE
RANGED
SEARCHLIGHT FIRE
AREA OF
CHEM: Chemical rounds spread

nerve agents or blistering ag
MODIFIERS
the
EFFECT target area. They inflict
C A C damage or explosive effect. R
for eachINITIATIVE:
PzF person
3 Draw
within one
ATRL initiative
range of thecard per group.
explosion.
110mm See
5 the 1 8 REFEREE SCREEN
1 C 7 1* –1FACTOR 1 250 MODIFIER FACTOR
about chemicalMODIFIER
warfare on pag
table
IS GROUP
A CONVERSATION. ACTIONS:
below, which The
also Combine
beReferee
indicates actions
sets
the thebase for +1
scene,
damage youper unit, up to a
describe
rating, D B B Short range D – Quick shot
*Disposable. Can fired only once. ✓ (no aim) Illumination
ILLUM: –1/–2 rounds re
,crit maximum
therating,
Referee tells
and ofyou
armor +3.how NPCsofreact
modifier – then youThe
the explosion. respond,
roll THE CORE C SKILLS B Medium C range –1 Fast aim effects of darkness – (page 59)
ack and
cannot forth.
AMMO:
be Any
The story
pushed. ongrows
If one ammo
or more onedice isempties
step at a time.
rolled, the the Butweapon
target the after
Long range –2 Telescopic sighta radius from the
(slow aim) +1/+2target hex e
is hit
IGHT the
: 2000
by the current
is blast. attack
a desperate
The for entire
place
damage done isgroup.
inhabited Reloading
by desperate
increased by 1 forpeo- is a slow ✓D Close Combat C (STR) C D
the die size of the blast powe
action. Dowill
notcometrack reliability. Extreme range –3 Short range –
or HAND GRENADES
later
each things
additional rolled
Apply
to a head, the
beyond a point
first.ofRollno thereturn,hit a ✓ Heavy D Weapons (STR) C D 10 hexes for blast power
BLOCKED BY B. Ro
cannot
location be settled by
SUPRESSION:
normally. just effects
talking of a CUF roll
it through. Then to it’s
all time
NPCs in the ✓ Stamina (STR) Firing at an individual –2 Medium range D6 base die at –1 TERRAIN
the beginning
the dice same andhex.useCUF one rolls
of your areskills.
made with CUF score alone. ✓ Driving (AGL)
D D
Moving target –1 Long range round – on a –2 , the flare goe
present broadAny
EXPLOSIONS:
SUPPRESSION: fields Roll
of once
person in thefor
knowledge alland
blast NPCs
area at explosion,
abilities
of an thethat same youdistance ✓ Ranged Combat (AGL) D
Elevated position +1 Extreme range –3
edeven from
during
if they the
your blast
arelife.
notTo and isapply
enhance
hit, effects. types
specific
automatically knocked of expertise,
prone ✓ Mobility (AGL)
eand
a wide makeAll
range
DAMAGE:
must ofancritical
specialties
immediate hitswhich
instantly
coolness willincapacitate/kill
be applied
under orNPCs. Use
to your
fire roll ✓ Recon (INT) Target hex terrain –1/–2 Active target in same hex –1/–2
elevant hit situations.
be suppressedlocations (pageif NPC67).isThis
wearing FRAGMENTATION
does armornot apply or behind
to targets solid cover. ✓ Survival (INT) Dim
ANTI light
TANK –1 Defenseless target +3

 
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
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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,
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with
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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
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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
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of as
ofsight
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head.
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the atarget
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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:
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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
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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 – –

FREE ACTIONS FAST ACTIONS


NPC GROUP ACTIONS RANGED ATTACKS: The modifier to all ranged attacks against targets
ACTION
A group of similar NPCs in the samePREREQUISITE
hex can SKILL unless the shooter
in a hex with this terrain, ACTION is in the same hex. This PREREQUISITE SKILL
Drop
NPC to
often the
GROUP ground
perform the same action, such as
ACTIONS You’re
movingstandingRANGED
up modifier does
ATTACKS: Thenot –
apply
modifier toall
to area Drop
attacks
ranged backpack
made
attacks with heavy
against targetsweapons Backpack –
Atogether,
Dropgroup ofseeking
held item coverintogether,
similar NPCs the sameetc.
hex For
Item NPC
canin against
hand in a hex the terrain,
with this hex itself
– (page
unless the71).
shooter Seek cover
is in the (full or
same partial)
hex. This Terrain type providing cover –
Gogroup
often attacks,
perform
from partial to see
the Close Combat (page
same action,
full cover such as 62) and
moving
Partial cover modifier does not apply to
– area attacks made with heavy weapons
Go from full to partial cover Full cover –
together,
Ranged
Shout seeking
words cover
a fewCombat (pagetogether,
63). etc. For
– NPC against the hex itself
MOVEMENT: (page
– 71).to MOBILITY Run
The modifier or DRIVING rolls made to move No enemy in same hex Mobility
group attacks, see Close Combat (page 62) and additional hexes during a movement action (page 58 and page 82).
Cross barrier – Mobility
Ranged
SLOW Combat (page 63).
ACTIONS MOVEMENT: The modifier to MOBILITY or DRIVING rolls made to move
Move through door – –
additional hexes during a movement action (page
COVER: Indicates whether it is possible to 58 andsolid
seek pagecover
82). (page 58)
Crawl You are prone Mobility
TERRAIN
ACTION
& HEXES
NPC GROUP ACTIONS
Get item from backpack
PREREQUISITE
Backpack
inside aThe
RANGED ATTACKS:
SKILL
hexmodifier
of this terrain type,attacks
to all ranged
Mobility
and if against
yes, thetargets
Getsolid typical armor level of
up cover (page 58) You are prone –
COVER: Indicates whether it is possible to seek
A group ofdivided
similar NPCs in the sameor hex can for short.
in a hex such
with this terrain, unless the shooter is in the same hex. This
TERRAIN
A battle map is
Persuade
often perform
&theHEXES into hexagons,
same action, such in
hexes
caninside
The opponentmodifier
as moving heardoes
you
cover.
a hex ofapply
not this terrain
areatype,
toPersuasion and
attacks if yes,
made
Draw
the
with
itemarmor
typical
heavy
from combat gear
weaponslevel of
– –
The hex
A battle
is
map
the
is
main
divided
unit
into
of distance
hexagons, or
combat.
hexes for
A hex
short.
is such cover.
Unarmed
together,attack
seeking cover together, etc. ForUnarmed
NPC against the hex itself (page Close
71).Combat Shove – Close Combat
10
Themeters
hex across.
is the mainIfseethe of
unit combat is played without ais
map, INFILTRATION: The modifier to RECON rolls made to stay hidden or set
group
Melee attacks,
attack Closedistance in combat.
Combat (page 62) andA hex
Melee weapon Close Combat Disarm Target holds an item Close Combat
it’s theRanged
10 meters Referee’s
across. job
Combat
to
If the determine
combat
(page 63).
the distances
is played without abetween
map, MOVEMENT: up an
INFILTRATION:
The
ambush (page
The modifier
modifier to
60)
to in
RECON
MOBILITY or
aDRIVING
hex made
rolls of this
rolls toterrain
stay
made
type. Note that the
tohidden
move or set
Grapple Unarmed Close Combat Grapple attack Opponent grappled Close Combat
the fighters
it’s the involved.
Referee’s job to determine the distances between additional up anmodifier
ambush is applied to the individual trying to
hexes during a movement action (page 58 and page 82). that
(page 60) in a hex of this terrain type. stay
Note hidden
the (not the
Break free You are grappled Close Combat Retreat Enemy inIfsame
WAYLAYING: you lie
hexin wait for an enemy to attack them
Mobility Even i
the fighters involved. spotter).
modifier is applied to the individual trying to stay hidden (not the as they pass, roll RECON to set up the ambush. This is a slow ask fo
HEXShoot firearm
FEATURES Firearm Indicates whether itRanged
spotter).
COVER: to seek solidAim
Combat
is possible cover (page 58) Ranged weapon
action. If you spend a stretch (5–10 minutes) or more to

to you
TERRAIN
HEX
Each Clear
hex & HEXES
jam a terrain
FEATURES
has Jammedranged
type that affects visibility, inside a ELEVATION:
firearm hex of this terrain type, terrain
Ranged
Elevated and if yes,
Combat isthe
marked Prepare
typical armor
by bowlevel oflines or shades.
contour Bow –
set up, you get a +2 modifier. If you spend a shift or more,
A battle
Each hex
attacks, map
has is
a divided
movement,
Sniper aim
The hex ismovement,
terrain
the main unit
into
type hexagons,
that or
affects hexes
cover, and infiltration.
of distance
for short.
visibility, ranged
The terrain
Telescopic
in combat.TheA hex is
such
sight cover.
ELEVATION:ENCUMBRANCE
Elevated Elevated terrain
terrain can is marked by contour
Assume
– block line of sight and moving from lines or shades.
overwatch position
lower to higher youRanged
get +3.weapon
You can push the roll as normal.–Record the NEGO
attacks,
typesShoot
tablebow cover, and infiltration.
below summarizes these effects. terrain
Bow or crossbow Elevated terrain
ground can
Thereduces block
weight and line
movement
Ranged of sight
Combat
bulkiness speedand
of your moving
(pagegear58).from
Reload lower
In(slow
addition,
is measured to higher
inranged
action if failed)attacks
encumbrance Firearm
number ofor crossbow
MEASURING you roll.
TIME Ranged Combat Your c
10 meters
types tableacross.
below If the combat is played
summarizes without a map, INFILTRATION: The modifier to RECON rolls made toInstay hiddenrangedor set attacks
The
Throw
it’s the
dominating
weapon terrain these effects.
in adistances
hex onThrown
a battlemap ground
weapon or hand fromreduces
units,
grenade ormovement
a(page
higher position
just units speed
for
Mobilitygain (page
short. One 58).
a terrain
+1 modifier. addition,
Pull
encumbrance grenade pin
unit represents an item When
Hand
Three the target
grenade
separate comes
units of timewithin visual range,
are typically –used inthey your n
TheReferee’s
dominatingjob to determine
terrain inthe battlemap up an
a hex on a between ambush
from a higher 60) in
position a hex
gain a of
+1 this
modifier. type. Note that the
must make a passive and unmodified roll (not roll by
appliesAimtomortar
the fighters the entire hex. When in doubt, the
or howitzer
involved. terrain
Mortar or under
howitzer of roughly 3kg
modifier is applied to the – that can be carried
individual trying to stayGet in one hand (not the assault rifle is a
on a bike
hidden – an the game, depending
Motorcycle or bicycle on the situation at
RECON– hand.
applies to the entire hex. When in doubt, the terrain under typical example. Smaller items weigh ½ or even ¼ unit. In chapter pushed) to spot you. This still counts as an opposed roll,
the center dotweapon
Fire heavy determines the terrain type for the
Heavy hex.spotter).BLOCKING: A hexHeavy
weapon of blocking terrain isGrab filledthewith
wheel terrain taller than5,a See the
Vehicle adjacent table. The exact duration– of a 7
the center dot determines the terrain type for the hex. BLOCKING: A hex of blocking Weaponsterrain is filled with terrain taller than a meaning
the weight (in
human, fully blocking units) of all weapons and other gear is indicated. round,you needand
stretch to have
shift more
can vary than the target
depending on to 7
HEXDirect
FEATURES
indirect fire Target in sight human, Reconvisibility
fully blocking visibility
and movement.
and movement.Start A hexengine
A hex of blocking terrain
of blocking terrain Vehicle –
Each hex has
VISIBILITY: a terrain
The maximumtype thatvisibility
affects visibility,
range ranged
in 10-meter ELEVATION: Elevated
cannot be terrain isbymarked
entered ground bymovement.
contour lines or shades. remain hidden. It’s the Referee’s job to track time
the situation. 7
The maximum
First aid
VISIBILITY: visibility rangeThein 10-meter
Victim cannot
incapacitated be entered
by damage by ground
Medicalmovement.
Aid Drive Vehicle Driving
attacks,Formovement, cover,onandline
infiltration. terrain RECORDING
Elevated terrain GEAR
can block line of sight and moving from lower to higher If you
and fail your initial
determine whenroll to setround,
another up thestretch
ambush, or you 7
hexes.
hexes. For moredetails
more details on line of of sight,
sight, seesee
page page
59. 59. Use item Varies Varies
typesRally
table below summarizes these effects. Victim incapacitated by stress
ground reducesThemovement Command
gear section
speedof(page
your 58).
character sheet
In addition, has three
ranged subsections – one
attacks must find
shift another
has passed.spot to are
There place your ambush
typically (another
four shifts in 7

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

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