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A Flexible

Action Combat RPG


A d12 Action Combat Role Playing Game
by

daggerpress.itch.io

Boot Black is an RPG system meant to replicate


exciting and tense combat missions from your favorite
action movies and fiction.
While this handbook presents scenarios from 1960s
era warfare, these rules can be adapted to other
adventures, like survival in a post-apocalyptic
wasteland or the infiltration of a top-secret moon base.
The weapons, characters, and perks can be skinned
to fit the setting, whether battles are fought by half-
human mutants with futuristic plasma weapons or
goblins with crossbows and slings.
Boot Black uses a d12 for Skill Checks as well as d4,
d6, d8, and d10 for weapon attacks. Players will want
multiple dice of each type to save time, and so they
can roll big fistfuls of dice!
Glossary
(Section reference in parenthesis)

Ammo: an abstract number of bullets, usually


equivalent to a short burst of fire. (5.2)
Armor: Protective gear or effects that absorb
wounds. (4.2)
Check: Determines outcome of a character’s action.
Roll 1d12 and add the appropriate skill modifier.
(2.2)
Cover: a substantial obstacle that can block ranged
attacks, such as a bulkhead, thick tree, or wall.
(3.2)
d3: A three-sided die. Roll a 6-sided die, halve the
result, and round up. Or roll a d4 and re-roll 4s.
Down but not out (DBNO): Characters with 0 HP can
still fight, but another wound may kill them. (4.3)
Game Master (GM): The player who presents the
narrative and operates enemy combatants.
Hitpoints (HP): The number of Wounds a character
can take before they are DBNO. (4.1)
Magazine (Mag): A clip, magazine, drum, or other
device that feeds ammunition into a ranged weapon.
(5.2)
Range: a number of links that separate two
characters between 0 and 4. (5.3)
Rate of Fire (RoF): The number of dice you roll when
you shoot a ranged weapon. (5.2)
Skill: A character’s abilities. Grit, Speed, and
Tactics. These have modifiers between +0 and +3.
(7.1)
Target: A character or area that is targeted by an
attack. (5.3)

Boot Black 3
1.1 The Battlefiffiield
Combat takes place on a battlefield which is made up of areas.
Areas are connected to one another by links which represent
paths, doorways, or other passages.
  Battlefields can be represented by index cards each
designating an area, with arrows drawn to indicate links. The
battlefield could also be sketched on paper with lines drawn
between linked areas, or managed on a virtual tabletop.
  The GM will identify the areas of the battlefield when combat
begins, create links between them, and decide where the player
characters and enemies are located. Use coins, plastic army
men, LEGO minifigs, or similar tokens to track the location of
characters.

1.2 Areas
Areas of the battlefield are locations identified by a main
feature: a ruined boxcar, an open field, the interior of a bank
vault.
  At the start of combat, all areas must be linked to at least one
other area, and may be linked to as many as necessary.
  The position of linked areas relative to one another makes no
gameplay difference. Characters usually have line of sight to
every linked area regardless of its distance, though they may not
be able to shoot that far.
  There is no limit to the number of characters that can occupy
an area, though the GM may rule otherwise for cramped or
enclosed spaces.

1.3 Links
A link between areas represents a passage or space characters
can move or shoot through. This could be a tunnel, a stairwell,
or just open space between areas. Links should be given at least
a one-word description to help players imagine the battlefield.
  Characters only move through links; they cannot occupy them.
Characters must be standing in an area at the end of their
movement.

4 Boot Black
1.4 Obstructed Links
Links between areas can be obstructed by obstacles like gates,
rubble, or thick foliage. This is indicated on the battlefield by
drawing a line through the link.
  When a character attempts to shoot a target through an
obstructed link, they subtract a weapon die as if the target were
out of range (5.3), in addition to any range penalty.
  Depending on the obstacle, a character may be able to move
through an obstructed link by making a check. A character
might also try to clear or create an obstruction with the scout
action by using explosives, tools, or something else in the
environment.

Range 1 Range 2

Gatehouse Factory
Range 0
Range 3

Courtyard
Warehouse

Range 1 Range 2
Closed (obstructed)
Garage
Door
Loading
Dock Garage

1.5 features
The GM may choose to indicate whether cover or supplies are
available in each area by drawing a C or S or by using some
other marker. Cover and supplies can also be left for later
interpretation to save time setting up the battlefield.
  Areas where players can exfiltrate the battlefield or find
mission-critical items should be clearly indicated.

Boot Black 5
2.1 Playing The game
2.2 skill checks
Skill Checks (or simply checks) are used to determine the
outcome of character actions when risk is involved. Roll 1d12
and add the appropriate skill modifier (7. 1). If the result is equal
to or higher than the difficulty, the action succeeds! If not, the
action fails. The difficulty of the check is based on the situation
or determined by the GM.
Use Grit checks to crawl through barbed wire, shove a boulder,
or hold your breath.
Use Speed checks to leap over gaps, scale fences, or drive
vehicles.
Use Tactics checks to outsmart others, notice details, or
manipulate weapons and technology.

Difficulty Examples

6 (Trivial) Loading crates onto a truck,


jumping a fence
Operating a crane,
8 (Tough) unjamming a machine gun
under fire
Detecting an informant’s lie,
10 (Very difficult) climbing into a third story
window
12 (Nearly impossible) Jumping a mototcycle onto a
boat

2.3 Rolling with advantage


Characters who have some edge when they roll a skill check may
be allowed by the GM to roll with advantage. Roll 2d12 and keep
the higher result before adding the relevant skill modifier.

6 Boot Black
2.4 critical success and failure
When a Character making a check rolls a 12 on the die, they
achieve a critical success that gives them the best possible
outcome for the scenario.
  On a roll of 1, the character instead suffers a critical failure,
which entails the worst possible outcome.
  The GM makes the ruling on what happens, but the players are
encouraged to make suggestions about the results.

3.1 combat
Combat begins when the player characters enter the battlefield.
All characters make a Speed check at the start of combat.
Characters with the highest result take their turn first, and then
the next highest, and so on. The GM rolls for enemy combatants.
Players win ties; when two players tie, they decide which
character goes first.
  Each character can take any two actions on their turn,
including taking the same action twice.

3.2 actions
Move
Move to an area that is linked to the area you are currently in.
In order to move through an obstructed link (1.4), describe how
your character does so and the GM will determine the type of
check and difficulty.
  If there is a down but not out (4.3) character in your area, you
can drag them along with you when you move. Characters have
disadvantage on skill checks to move through obstructed links
while dragging a comrade.
attack
Attack a declared target with a weapon you are carrying. Shoot
with a ranged weapon by rolling a number of the weapon’s dice
equal to its RoF (5.2). Alternatively, you can engage in hand-to-
hand combat (3.4).
Boot Black 7
Cover
Take cover behind an obstacle. When a character shoots a
target in cover, they subtract 1 from the result of each weapon
die rolled to hit them.
  The GM decides whether cover is available in your area.
Friendly characters who are in cover in the same area can share
or trade weapons and items. You can shoot without leaving
cover, but you cannot remain in cover if you do other actions
like moving, scouting, and engaging in hand-to-hand combat.
Depending on the situation, it may be possible to remain in cover
while rummaging.
scout
Blaze a trail or discover a new link between areas. Describe
how your character discovers this new feature and then create
a new area and add it to the battlefield, or create a link between
two existing areas. You can also use this action to attempt to
obstruct (1.4) a link, such as by parking a truck in front of a
gate or dynamiting a mountain pass. Describe how you’d like to
interact with the environment, and if it’s possible, the GM will
have you make a check.
Reload
Use your action to refill the ammo in a weapon you are carrying.
Expend 1 magazine and set the weapon’s ammo to its maximum
value.
Rummage
Search for supplies in your current area. You can always choose
to take a weapon from a fallen enemy in your area, which will
have 1 mag and half its ammo (rounded down) remaining, or you
can search for supplies. Some areas may have an obvious type
of item available, like a weapon rack or a crate of explosives.
Otherwise, roll 1d12 and consult the Supplies table (8.1) to see
what you find. Each body and cache can only be looted once.
Other actions
You can use an item like a grenade or a medical kit on your turn
(8.1). You can also use an action to do something else, like set a
trap or disarm a bomb. If it’s risky or difficult, the GM may call
for a check.
8 Boot Black
3.3 attacking
1. Select a target. Valid targets must be in the same area
(range 0) or in a linked area (range 1-4).
2. Choose a weapon to attack with. You can shoot a ranged
weapon you are carrying that has ammo. If the target is at
range 0, you can instead initiate hand-to-hand combat (3.4).
3. Shoot at the target by expending 1 ammo and then rolling a
number of the weapon’s dice equal to its RoF.
4. Consult the weapon chart (6.1) to determine which numbers
result in a hit. If the target is in cover, subtract 1 from the
result of every die.
5. Inflict wounds equal to the number of hits you rolled. Subtract
the number of wounds from the target’s armor first. If
the target has no armor or if your weapon pierces armor,
subtract the wounds from their HP.

3.4 hand-to-hand combat


To make a melee attack, choose a target at range 0 and make a
skill check (2.2). If you are carrying a melee weapon, you inflict
1 wound on an unarmored target on a result of 8 or higher. To hit
an armored target, the result of the check must be 10 or higher.
  If you don’t have a melee weapon, you’ll need to be creative
in how you attack your enemy. The method of your attack
determines the check difficulty and skill used, like using Grit to
throw someone through a window, or employing Tactics to lead
an enemy into a trap.

Boot Black 9
4.1 wounds
4.2 armor
Armor behaves like HP and provides extra defense in hand-to-
hand combat. Your armor value cannot be greater than twice
your maximum HP. When a character obtains more armor, it is
added to any existing armor. When armor reaches zero, wounds
are subtracted directly from the character’s HP.

4.3 down but not out


When a player character is reduced to 0
HP, they are down but not out. A character
that is DBNO can only take one action on
their turn, which can be used to shoot or
reload Sidearm type weapons or use
items like grenades and medical kits.
A DBNO character cannot move,
but can be dragged (3.2).
For each wound a DBNO
character takes to their HP,
they must succeed on a difficulty
10 Grit check or die.

4.4 back on your feet


A character that is DBNO makes a Grit
check at the end of their turn. With a
roll of 12 or higher, they get back on
their feet with 1 HP. Using a Med Kit will
put a DBNO character back on their feet
in addition to healing them. A character
back on their feet has 3 max HP until they
can rest outside of combat.

10 Boot Black

5.1 weapon
familiarization
Characters can carry up to three weapons at once. If a weapon
is dropped or traded, its mags and ammo go with it. When
you obtain mags, you must choose which weapon they will
belong to. Once mags are assigned to a weapon, they are not
interchangeable with other weapons.

5.2 ranged weapons


All ranged weapons require ammo to function, which is stored
in mags. A weapon that has 3 ammo allows you to shoot 3 times
before you need to reload. A weapon that has no ammo in it
cannot be used to shoot unless it is reloaded.
  Each weapon has a Rate of Fire (RoF) value, which is the
number of dice you roll each time you use an action to shoot.
To shoot a target you expend 1 ammo and roll a number of the
weapon’s dice equal to its RoF.
  For example, when you shoot a spread type weapon with
RoF 6, expend 1 ammo and roll 6d10. Since it’s a spread type
weapon, every result of 8 or higher deals 1 wound.

5.3 range and targets


Weapons have a range from 0 to 4 that determines where they
engage targets most effectively. Range is always the shortest
path between the attacker and target, even if longer paths exist.
Simply count the links between you and your target to determine
the range.
  A weapon with range 0 is most effective against targets in
the same area. A weapon with range 2 is most effective against
targets that are exactly two linked areas away. Some weapons
are effective at multiple ranges.
  When shooting a target that is closer or farther than the
weapon’s stated range, roll 1 fewer die per link.

Boot Black 11
5.4 explosives
When a character makes an attack with an explosive weapon or
throws a grenade, they choose an area within range and roll the
appropriate number of d3s. Distribute that number of wounds
equally among the characters in that area.
  If any wounds can’t be evenly divided among the targets, the
targets choose how the wounds are distributed. If any of the
targets are friendly, they should receive the fewest wounds.
  When an area contains characters that are both in cover
and out of cover, treat characters in cover as though they
were friendly. After damage is assigned, targets in cover each
subtract 1 from the number of wounds they would incur.
  Lukas uses his action to throw a MK II hand grenade into a
foxhole occupied by 2 characters: 1 enemy and 1 friendly.
Lukas rolls 1d3 and it comes up 3. Both targets receive 1
wound. There is 1 wound left over, so it goes to the non-friendly
character.
  Four enemies stumble into the squad’s ambush. Olga shoots
their area with her M79 grenade launcher. She rolls a 2. That
number is not evenly divisible and so the enemies decide
which two will incur the wounds. They decide to choose the two
characters who have the most armor.

5.5 traps
When a character enters an area that contains a trap, the GM
will have them roll the appropriate check to avoid danger. Land
mines, pitfalls, and snares might all be employed by enemies
who have time to prepare. Usually, a trap will inflict a wound on
a character who fails their check.
  Clever players can try to quickly rig a trap or trick enemies
into falling into their own traps as part of hand-to-hand combat
(3.4).
12 Boot Black
6.1 ranged weapons
Ranged weapons are most effective at the range(s) indicated.
Ammo is the number of times you can shoot before you need to
reload. RoF is the number dice you roll when you shoot. Weapon
type determines which dice you roll (d6 for precision weapons,
d10 for spread weapons, etc). See Attacking (3.3) for more.

D3 - Explosives
Deal the damage on the dice,
divided among all characters in the area.

Weapon Range Ammo RoF


M79 Grenade 2 1 1
Launcher

M72 LAW 3 1 2

D4 - Sidearms
Hit on a 3 or 4.
Weapon Range Ammo RoF
M 1911 Pistol 0, 1 3 2

.357 Revolver 0, 1 2 3

D6 - precision weapons
Hit on a 5 or higher. Pierce armor.
Weapon Range Ammo RoF
Marksman 2, 3 2 3
Rifle

Sniper Rifle 4 1 5

Boot Black 13
D8 - Riflfflles
Hit on a 6 or higher.
Weapon Range Ammo RoF

M16 1, 2 4 3

AK47 1, 2 3 4

D10 - spread weapons


Hit on an 8 or higher.
Weapon Range Ammo RoF
M1897 0, 1 2 5
shotgun
M3A 1
"grease gun" 0, 1 4 3

M60 LMG 1, 2 3 6

Uzi SMG 0 1 6

D12 - special weapons


Weapon Range Ammo RoF
Melee 0 - -
Weapon*

Flamethrower* 0, 1 1 1

Melee Weapon: A weapon of your choice that’s useful in hand-


to-hand combat (3.4). The style of weapon determines what skill
it uses, like Speed for edged weapons or Tactics for garottes.
Flamethrower: When you shoot a flamethrower, target an area.
On a result of 8, 9 or 10, characters in the area suffer 1 wound.
On a result of 11 or 12, all characters in the area have their
armor reduced to 0 and suffer 1 wound.

14 Boot Black
7.1 building a
character
Characters start with 6 maximum HP and 5 Armor.
Distribute 3 skill points across Speed, Grit, and Tactics. For
each point added, you gain a +1 modifier to that skill and gain
1 perk of that type. Any skill that isn't assigned points has a +0
modifier.
Choose one of the following equipment packages. Each weapon
comes with full ammo and 3 mags.
• 1 weapon, 3 Armor, and 1 roll on the Supplies table (8.1)
• 2 weapons and 1 roll on the Supplies table
• 3 weapons

7.2 perks
GRIT
Armored
At the beginning of combat you gain 1d4 armor.
Bruiser
When you deal damage with a melee weapon, you inflict 2
wounds instead of 1.
Hip Fire
When shooting Spread type weapons, you can re-roll any 1’s. You
must keep the new result.
Danger Close
Your explosives cannot harm friendly targets that are in cover.
You are always considered in cover when calculating damage
from explosives.
Tough to Kill
Add 1 to your max HP. You have advantage on Grit checks while
you are DBNO.

Boot Black 15
Speed
Hotfoot
When you take the move action twice on your turn, make a
Difficulty 10 Speed check. If you succeed, you can take one
additional action before your turn ends.
Quickchange
When you take the reload action, you can reload an additional
weapon you are carrying.
Eagle Eye
Any time you roll on the Supplies table, roll 2d 12 and take the
result you prefer.
Lucky
After you make a skill check, you can subtract 1 HP to make the
result a critical success.
Driver
You have a vehicle that can carry up to 5 passengers. You have
advantage on Speed checks to operate, repair, and sabotage
vehicles.

Tactics
Resupply
At the beginning of combat you gain 1d4 mags.
Steady Shot
While you are in cover and firing a Precision type weapon, treat
the weapon’s RoF as though it is 1 higher.
Gunslinger
Sidearm type weapons have +1 ammo while you are carrying
them.
Trapper
You have advantage on Tactics checks to disarm, repurpose,
and set traps. You have advantage on any check you make to
avoid traps.
Scout
You have advantage on checks to clear or create obstructions
when you use the Scout action. You also have advantage on
checks you make to move through obstructed links.

16 Boot Black
8.1 supplies
d12 Result

1 1 Magazine

2 M 18 Smoke Grenade

3 2 Magazines

4 2 Armor

5 Medical Kit

6 2 Magazines

7 3 Magazines

8 3 Armor

9 Medical Kit

10 4 Armor

11 MKII Hand Grenade

12 4 Magazines

Boot Black 17
medical kit
Heals HP equal to 1d6 plus Grit
modifier. Also puts a DBNO
character back on their feet
(4.4).
Single use.

mKII fragmentation
grenade
As an action, choose an area
at range 0 or 1 and roll 1d3.
Distribute that number of
wounds to characters in that
area (5.4).
Single use.

m18 smoke grenade


As an action, choose an area
at range 0 or 1. That area
is obscured by smoke and
characters in that area are
considered in cover until
the end of your next turn.
Ranged attacks made against
characters obscured by smoke
are made as though through an
obstructed link (1.4).
Single use.

18 Boot Black
9.1 for the GM
Before the game, the GM and players should decide on a theme
and setting. Borrow ideas from favorite movies and books or
combine fictional universes to make your own, like Mad Max
meets Starship Troopers. The weapons, Perks, and Skills can be
tweaked and reskinned to match the setting.
  Boot Black is intended for short campaigns or one-shots. An
ideal gameplay session has a straightforward goal and might
include two or three encounters or combats, like “Reach the
city by nightfall” or “Plant explosives on the tower.” One such
combat scenario, Anthracite Towers, is included at the end of
this booklet.
  Outside of combat, a mission map might be drawn out like
a Battlefield with linked areas, or a hex or grid map could be
employed. Give the players a time limit and surround them with
threats to create tension while they roleplay and make skill
checks to progress toward their goals.

9.2 opposing forces


Enemies in Boot Black are organized into three tiers to make
combat quick and easy to set up. The players will mostly
encounter Tier 1 enemies, which can be deadly in large groups.
Tier 2 and 3 enemies make great leaders or specialists and
should be used sparingly.

Tier 1 Tier 2 Tier 3


1d4 HP 1d6 HP 1d10 HP
No Armor 1d4 Armor 1d6 Armor
+1 to checks +2 to checks +3 to checks

The weapons you equip enemies with have a large bearing on


the difficulty. Enemies with long-range weapons or explosives
make for challenging encounters. Consider giving certain
enemies perks.

Boot Black 19
9.3 deployment
Enemies should use tactics and maneuvering to put up a strong
front. To make combat more dynamic, consider adding new
areas during combat with enemies in them. Give the players time
to react to a sudden flank by making the enemies take an action
to scout a new link before they can enter the battlefield.
  In addition to supplies and cover, remember to add traps to
some areas for players to fall into, avoid, or even use against
the enemy.

9.4 pillars of gameplay


Boot Black emphasizes combat and resource management.
However, the time between combat should be fun and exciting
too! Travel through dangerous territory should be fraught with
hazards, but encounters such as chase sequences and small
skirmishes can be treated as roleplaying moments rather than
full-blown combat with a battlefield.
Skill checks provide a framework to present the players
with interesting decisions: Tactics might be employed to
negotiate, just as Grit could be used to intimidate an enemy into
surrendering before a single shot is fired.

20 Boot Black
9.5 traps
Players will not usually have the time or resources to set up
a trap, but their creativity with traps and in hand-to-hand
combat should be rewarded and encouraged. If a player wants
to try using a crane to knock enemies off a catwalk, make it a
cinematic and exciting moment!
Clever enemies may set traps for player characters to
stumble into. These can also be challenges for the players to
overcome outside of combat, like a minefield or a swamp full of
venomous snakes. Some examples are provided here, including
the difficulty of the check (either to avoid or rig up) and
potential repercussions for failure.

Tier 1 Tier 2 Tier 3


Poison dart, Land mine,
Pitfall, spike pit, heavy
tripwire improvised equipment
explosive

Difficulty 8 Difficulty 10 Difficulty 11

2 wounds or
1 wound unable to move target is DBNO
for 1d4 turns

Boot Black 21
9.6 reskinning boot black
Use the weapons and perks in this handbook as examples to
create your own that suit your setting and theme. Tune your
weapons to encourage preferred behavior, like high RoF, low
ammo weapons that let players take risks and roll more dice.  
  Special weapons offer lots of opportunity for interesting
tailored effects. A perk could be added that reduces max
armor or HP but makes it regenerate periodically. Consider
changing weapon types (Elemental damage? Plasma vs kinetic
projectiles?) and make them more effective against certain
enemy types.

9.7 streamlining gameplay


To simplify gameplay and reduce downtime, you may choose not
to track enemy ammo or just have enemies reload at estimated
intervals. Likewise, you may find it easier to roll Speed checks
for enemy turn order in groups instead of individually, or
simplify turn order by flipping a coin to see whether the players
or the enemies act first and then alternate.
  If players get frustrated trying to Rummage for the supplies
they desire, let them choose what they want from the table or
ask what they need and give them the opportunity to discover or
earn it between combat encounters.
  If players get stuck and cannot overcome an obstacle,
consider allowing them to “fail forward.” On a failed check,
they might succeed at the cost of a resource or suffer some
complication, like being spotted by an enemy sentry.

9.8 promotion
When characters survive a mission and start a new one, or when
running Boot Black as a longer campaign, player characters can
be given an additional skill point to upgrade an ability and gain
a new perk. Their success might also grant them greater access
to exotic weapons and vehicles, or even troops to command.

22 Boot Black
1 Name Age 1

2 I’m fighting because 2

3 3
Portrait
4 HP Armor 4

5 5
Max Max
6 6

7 7
Current Current
8 8

9 9
< Mags Ammo >

< Mags Ammo >


Grit Speed Tactics
Perks

1 1

2 2
Inventory
3 Hit Range RoF Ammo Mags 3

4 4

5 5

Primary Weapon Secondary Weapon


Anthracite towers
Surrounded by valleys from former mining operations, this
abandoned mine is marked by its tall minehead tower. It offers
a perfect vantage to spot intruders and extend jury-rigged radio
antennas.
  Now, bins of unused ore leech dark water through the runoff
tunnels when it rains. Soldiers patrol the towers, linked by
conveyors and long struts, and come and go through the office
which adjoins the fenced-off motorpool. The unreliable mine
shaft lift still runs; the Machinery shed contains its mighty
workings.
  From the Top Gallery of the main tower the leader of this
camp gives orders and remains vigilant with a prized rifle.

Mission
Eliminate or capture the camp leader and then escape before
reinforcements arrive.
Opposing Forces
6 Tier 1 enemies armed with M16s and M1911 pistols.
  The leader, a Tier 1 soldier armed with a sniper rifle and a
.357 revolver, shoots from the Top Gallery.
Insertion and Egress
Players start the battle at the Hillside or the Motorpool and can
leave the Battlefield via either area.
Hazards
The Conveyor Tower is thoroughly rusted. The first time a player
character enters the area, they must make a DC 10 Speed check
or fall through the floor and suffer 2 wounds. The enemies
already know to avoid the hazard.
  The elevator cage blocks access to the depths of the old mine
shaft. If the elevator is raised to the Top Gallery, the mine shaft
is open. Falling into the mineshaft means certain death.
Intel
The Machinery shed contains the workings of the main tower lift.
Characters can make a DC 9 Speed check to sabotage or repair
the elevator from here.
  Most of the soldiers carry keys to the front gate and office
back door. When a player character loots a fallen enemy, flip a
coin to determine whether they also find one of those keys.
Anthracite towers battlefififfiield Machinery
Courtyard Ore Bins shed
path path co
Base of
walvered
kwa
y Tower

k
bac
te tch
ga swi tairs
d s
c ke
lo

si
Top

d
Elevator

e
Hillside

do
Gallery ele Cage

or
vat
or

dr Tunnel Conveyor
a
tu in entrance Office locked Tower
nn ag front door
el e door or
vey
con
Key

ge
Loot
ra
ga
Cover

Exit
Motorpool

Trap

Objective

# enemies
Boot Black is © 2022 Ty McQuillan
All images within this book are available within the public domain or
were created by Dagger Press.
The fonts that appear in this work were used under license by their
creators.
[Cover Font] Acid Label II is copyright Billy Argel Fonts. Billyargel.com
[Headings] Shoemaker is copyright Jukohanhero. Jukohanhero.com
[Body Text] Routed Gothic is copyright Darren Embry, used under a SIL
OFL-1.1 license. Webonastick.com
[Body Text] Special Elite is a Google Open Font by Astigmatic, used
under an Apache License, Version 2.0. Astigmatic.com

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