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RCTK ref sheet 1 Time Dice

Potential costs of • 1-3: as many hours as on the die


dice rolls • 4-6: 1 hour + Encounter Table roll
For actions taking minutes
• Roll a supply die for Supply Dice
equipment or materials used If you roll a 1 or 2, reduce die one step:
• Roll on the Encounter Table d20S > d12s > d10S > d8S > d6S > d4S
• Suffer physical or mental harm > run out
For actions taking hours
Travel
• Roll a time die One leg is:
• Roll a supply die • from a valley to an adjacent pass or
• Suffer physical or mental harm vice versa
• to another place in the same valley
Roll on Encounter Table.
Keep a character Roll time dice = guide’s level, min. 2, +1
When you liberate a Fastness, gain a for aptitude. Guide chooses two time
new Aptitude and +1d6 HP. Also, roll dice from the pool. +1 if advice asked.
3d6 once to compare to SKILL and Choose next leg from dice pool or roll
once for STRENGTH. If the die roll again.
is higher than the stat, increase the stat
by 1d3.
Food & Drink
Lost HP restored by medical kit (2 A day without food, -1HP.
actions) or rest (1 time die hourrs, 1 A day without water: -1/3 of max HP.
food die and 1 water die). SKILL and
STRENGTH return at a rate of 1 per Hunt: SKILL test + 1 time die. Gain
game session. 1d4S meat on success. Roll your
weapon/trap’s supply die.
Forage: SKILL test + 1 time die. Gain
1d4S vegetables on success.
Collect water: SKILL text + 1 time die.
Rain climate +1d8S water, on success
+1d6S on fail Arid: +1d4S on success,
+0 on fail.
Armour
Tin helmet 1 Make food: 1 meat supply die + 1 veg
Flak jacket 1 supply die OR 3 veg supply dice. SKILL
Wooden fence 3 test + 1 time die. Success: +1 food
Tree trunk 5 supply die same size as smallest
Brick wall 7 ingredient die. On a fail, either roll
Solid rock 9 another time die or gain a food supply
die one size smaller.
RCTK ref sheet 2
Buying things
Item Price Seeing & Being seen
Hidden person or creature:
Meal with drink simple contest of SKILL.
Water (d6S) simple Concealed object: test SKILL.
Beer (d4S) simple Not hidden: look (1 action)
Vodka (d8S) d4S
Motorcycle fuel (d6S) d4S Observer modifiers
Car or truck fuel (d4S) d4S + Aptitude, close range, bright
Small arms ammo (d4S) d6S light, binoculars, is animal, target is
Winter clothing d10S vehicle, ally helping
- long/extreme range
Walkie-talkie d12S
Backpack HF radio d20S Target modifiers
+ stealth aptitude, darkness/fog/
heavy rain, in heavy cover, is animal
Making things - moved this round, noisy/bright, in
Gather tools and materials, then test vehicle, is squad
SKILL + roll 1 time die. On a success
your item is ready. Read the time die as
hours, days, weeks, months or years,
depending.
Initiative
2 black cards per PC, 1 per ally, 1 red
per enemy + hold, 1 joker (end round)
Propaganda
Type Impact/Resonance At 0HP
Political Theory 1/1d8S Physical Attack
Eyewitness Testimony 2/1d6S PCs: deduct excess from
Area of Effect STRENGTH, then STRENGTH
1 crate pamphlets/posters: 1 settlement save or Gravely Wounded.
Radio broadcast: 1 valley NPCs: out of action, but see NPC
Film screening: 1 settlement Escalation

Psychological Intimidation
PCs: deduct excess from SKILL, then
Default squad STRENGTH 10 STRENGTH save to avoid Panic.
SKILL 10; 10hp; SMG (d6) green out of
action at 0HP, standard rolls STR for crit, NPCs panic: 1 fight 2–3 flight 4–6
elite advantage in area of expertise freeze

Ranges Contact → Close → Short → Medium → Long → Extreme


Encounter Table
Capital d36 Market
Town
11 Roll food/fuel supply dice
d46
12 Pilgrims en route to a shrine in the next valley
13 Underdog spy/courier, in need of a hiding place
14 A trader listlessly offers standard goods for sale
15 A trader seeks buyers for contraband
16 Weather 1
21 Roll food/fuel supply dice
Top dog: military clearing the road (active elite
22 squad x Hold + 1)
23 Top dog: armed patrol (1 standard squad)
Top dog: military searching for rebels (active
24 standard squad x Hold +1)
25 A trader sells standard goods, attractively presented
26 Weather 2
31 Roll food/fuel supply dice
32 UN observer or CIA/KGB agent
33 Ritual parade making its way to a shrine
34 Top dog: orator giving a speech to a small crowd
35 Foreign journalist looking for a compelling quote
36 Weather 1
41 Roll food/fuel supply dice
42 Top dog: armed checkpoint (1 elite squad)
43 A trader selling livestock and standard items
44 d6 top dog fighters with d6 underdog prisoners
45 Top dog: armed patrol (1 green squad)
46 Weather 2
Village d66 Road
d86
51 Roll food/fuel supply dice
52 Underdog: sniper team
53 Top dog: armed checkpoint (1 standard squad)
54 Underdog: elite fighters x (1 + Hold) on supply run
55 Top dog: courier on motorcycle
56 Weather 1
61 Roll food/fuel supply dice
62 Game, picking through refuse
63 Underdog attack: standard squad x (1 + Control)
64 Underdog: orator giving a speech to a small crowd
Top dog: mobile patrol (2 + Hold standard fighters
65 in vehicle)
66 Weather 2
71 Roll food/fuel supply dice
72 Game, cautiously observing
73 Top dog: cargo convoy (trucks x 2 + Hold)
74 Underdog: clandestine shipment (1 truck)
Civilians with broken vehicle/equipment, blocking
75 the way through, asking for help
76 Weather 1
81 Roll food/fuel supply dice
A breakdown: repair the vehicle or equipment
82 before you can move on.
83 Underdog: scouts (3 + Control)
84 Aircraft on patrol, circling overhead
85 Useful herbs/vegetables (for medicine or food)
Treacherous landscape: path blocked by landslip,
86 fallen tree or other natural causes
Countryside d106 Wilder-
91 Roll food/fuel supply dice ness
d126
92 Predator, stalking prey
93 Roll food/fuel supply dice
94 Useful herbs/vegetables (for medicine/food)
95 Equipment cache, buried or concealed
96 Weather 1
101 Roll food/fuel supply dice
102 Game, feeding peacefully
103 Game, at rest
104 Roll food/fuel supply dice
105 Useful herbs/vegetables (for medicine/food)
106 Weather 2
111 Roll food/fuel supply dice
112 Game, on the move
113 Predator, on the prowl
114 Equipment cache, 1d20 years old, in a shelter
115 Weather 1
116 Weather 1
121 Roll food/fuel supply dice
122 Game, fleeing
123 Game, in cover
124 Predator, defending its home
125 Weather 2
126 Weather 2
Encounter Table Notes
* If you are told to roll a food, water or other supply die
and cannot or do not, lose 1HP.

Weather: apply the climate threat effects of the Kingdom


as defined by your group. The first one listed is ‘Weather
1‘, the second is ‘Weather 2’.
Heat: test STRENGTH, lose 1HP if you fail, drink water
to roll with advantage
Rain: visibility reduced; encounters begin at short range,
choose an extra die per leg of a journey
Cold: test STRENGTH, lose 1HP if you fail, wear warm
clothing for advantage
Snow: visibility reduced; encounters begin at short range,
choose two extra dice per leg of a journey

Game: the first time you encounter game in this place, roll
1d3 to see which of the kinds you determined when
describing the Kingdom at the start of the game it is.
Next time you roll a game result in this place, that’s the
kind you encounter.

Predators: similar to the game results. You’ll have already


chosen two predators. The first time you encounter a
predator in a given place, roll 1d2 to see which one it is,
then note it down for future predator encounters here.

Top dog/underdog: in any given location, whichever


faction has the most Hold is the top dog, the other is the
underdog. In the event of a tie on Hold points, the Crown
is the top dog.
Weapons

Weapons can be used at their listed ranges without


penalty. They can be used one range beyond or below that
listed with disadvantage.

Ammunition
A standard ammo pack/clip for a firearm provides a d4
supply die. Roll the supply die at the end of an action
scene if you used that weapon.

If you fire on auto, when you roll damage for a physical


attack, you can split dice amongst multiple targets if you
have a RoF higher than 1. When you do so, immediately
make an ammo roll.

Accuracy: when you have time to really aim and line up a


shot at your weapon’s listed range, roll this number or less
on a d10 to inflict your weapon’s maximum damage die
result (e.g. 6 on a d6). If you miss, 1 damage and the
target is Alerted.

Suppressive fire: When you blaze away at a place rather


than a target you can see, roll with disadvantage. All
characters in that place, up to a maximum of your RoF
used, whether seen or not, take that amount of damage.
Make an ammo supply roll immediately.

Blade
Damage d6
Range:
knife/sword contact,
spear close
Unarmed
Damage d3
Range: contact
AK-47
Cost: 5d20S gold Sten
Accuracy: 4/10 Cost: 3d20S gold
Damage: d10 Accuracy: 5/10
Range: short Damage: d6
Rate of Fire: 3 Range: short
Rate of Fire: 3

Shanxi Type 17
Cost: 2d20S gold
Accuracy: 3/10
Damage: d6
Range: close
Rate of Fire: 1
Image: Rustmester
Webley
Mosin–Nagant
Cost: 1d20S gold
Cost: 6d20 gold
Accuracy:4/10
Accuracy: 6/10
Damage: d6
Damage: d8
Range: close
Range: medium
Rate of Fire: 1
Rate of Fire: 2 Image: Auckland Museum

Type 97 Sniper Rifle


Winchester M97 Cost: 7d20 gold
Cost: 3d10S gold Accuracy: 8/10
Accuracy: 4/10 Damage: d12
Damage: d12 Range: medium, long
Range: close Rate of Fire: 1
Rate of Fire: 1

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