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NAME AGE SEX

TWILIGHT: 2000
PRE-WAR CAREER APPEARANCE

NATIONALITY MORAL CODE (+1 MODIFIER TO SKILL USED IN SERVICE TO MORAL CODE/BONUS XP IF FOLLOWED/+1 STRESS IF BROKEN.)

MILITARY BRANCH BIG DREAM (BONUS XP IF MEANINGFUL ACTION TAKEN TO REALIZE YOUR BIG DREAM.)

(+1 MODIFIER TO SKILL USED TO SAVE YOUR BUDDY+BONUS XP/+1-2 STRESS IF HARMED.)
MILITARY RANK BUDDY EXPERIENCE
CURRENT TOTAL

ATTRIBUTES & SKILLS RATING BASE DIE RATING BASE DIE RATING BASE DIE RATING BASE DIE

STRENGTH AGILITY INTELLIGENCE EMPATHY


◊ HEAVY WEAPONS ◊ DRIVING ◊ RECON ◊ COMMAND
◊ CLOSE COMBAT ◊ MOBILITY ◊ SURVIVAL ◊ PERSUASION
◊ STAMINA ◊ RANGED COMBAT ◊ TECH ◊ MEDICAL AID
SPECIALTIES (SEE BACK)

HIT CAPACITY STRESS CAPACITY CUF UNIT MORALE ARMOR RATING CONDITIONS

  ENCUMBRANCE (X2 WITH BACKPACK) HEAD STARVING 


CRITICAL INJURIES EFFECT HEALTIME ARMS DEHYDRATED 
TORSO SLEEP DEPRIVED 
LEGS HYPOTHERMIC 
TEMPORARY RADIATION

DISEASES VIRULENCE SYMPTOMS          


PERMANENT RADIATION

         
COMBAT GEAR CARRIED (IN ENCUMBRANCE UNITS) BACKPACK GEAR STOWED (IN ENCUMBRANCE UNITS) (-1 MOBILITY WHEN WEARING)
¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼ ¼

TINY ITEMS

WEAPONS RELIABILITY ROF DAMAGE CRITICAL BLAST RANGE MAGAZINE ARMOR WEIGHT AMMO SPENT

RELIABILITY/ COMBAT TRAVEL FRONT SIDE REAR FUEL FUEL FUEL PRIMARY SECONDARY
VEHICLE/TRANSPORTATION TYPE CREW CARGO
HIT CAP SPEED SPEED ARMOR ARMOR ARMOR TYPE CAP CONS WEAPON WEAPON

VEHICLE MOUNTED WEAPONS RELIABILITY ROF DAMAGE CRITICAL BLAST RANGE MAGAZINE ARMOR

SLOW ACTIONS (1 SLOW & 1 FAST ACTION PER TURN) FAST ACTIONS (1 SLOW & 1 FAST ACTION OR 2 FAST ACTIONS PER TURN) FREE ACTIONS
GET ITEM FROM BACKPACK CLEAR JAM OR FIRST AID DROP BACKPACK OR SEEK COVER SHOVE, DISARM, OR RETREAT PULL GRENADE PIN DROP PRONE
PERSUADE OR RALLY SNIPER AIM OR THROW WEAPON GO FROM FULL TO PARTIAL COVER ATTACK A GRAPPLED OPPONENT GET ON/OFF BIKE DROP AN ITEM OR WEAPON
UNARMED OR MELEE ATTACK AIM MORTAR OR HOWITZER RUN OR MOVE THROUGH DOOR AIM OR NOCK ARROW TO FIRE GET BEHIND/TAKE THE WHEEL GO FROM PARTIAL TO FULL COVER
GRAPPLE OR BREAK FREE FIRE HEAVY WEAPON CRAWL OR GET UP IF PRONE OVERWATCH OR CROSS BARRIER START ENGINE SHOUT A FEW WORDS
SHOOT FIREARM OR BOW ENTER/EXIT VEHICLE DRAW ITEM FROM COMBAT GEAR RELOAD (Slow Action if failed) USE ITEM (Varies) WALK 1 HEX (NO PENALTY TO HIT)
SKILL SPECIALTIES – Color in  for Specialties possessed. DRIVING SPECIALTIES AGILITY
HEAVY WEAPONS SPECIALTIES STRENGTH  BIKER: Gives you a +1 modifier to DRIVING rolls for all motorcycles & bicycles.
 MACHINEGUNNER: +1 modifier to HEAVY WEAPONS rolls for machine guns.  BOATMAN: Gives you a +1 modifier to DRIVING rolls for all watercraft.
 LAUNCHER CREW: +1 modifier to HEAVY WEAPONS rolls for grenade/missile launchers.  PILOT: Gives you a +1 modifier to DRIVING rolls for all aircraft.
 REDLEG: +1 modifier to HEAVY WEAPONS rolls for mortars and howitzers.  RACER: Gives you a +1 modifier to DRIVING rolls for all 4+ wheeled vehicles.
 VEHICLE GUNNER: +1 modifier to HEAVY WEAPONS rolls for veh mounted weapons.  TANKER: Gives you a +1 modifier to DRIVING rolls for all tracked vehicles.
CLOSE COMBAT SPECIALTIES STRENGTH MOBILITY SPECIALTIES AGILITY
 BRAWLER: Gives you a +1 modifier to CLOSE COMBAT rolls in unarmed combat.  DIVER: Gives you a +1 modifier to MOBILITY rolls for swimming and SCUBA.
 MELEE: Gives you a +1 modifier to CLOSE COMBAT rolls for melee weapons.  MOUNTAINEER: +1 modifier to MOBILITY rolls for rappelling, climbing, & knot-trying.
 KILLER: You can kill an incapacitated person without suffering negative effects.  PARATROOPER: +1 modifier to MOBILITY rolls for skydiving and fall-damage reduction.
 MARTIAL ARTIST: Your unarmed CLOSE COMBAT rolls have a crit threshold of 3.  PITCHER: Gives you a +1 modifier to MOBILITY rolls for thrown weapons & items.
STAMINA SPECIALTIES STRENGTH  RIDER: +1 modifier to MOBILITY rolls for riding horses and negates penalty for mounted shooting.
 BUILDER: Gives you a +1 modifier to STAMINA rolls for base building.  RUNNER: Gives you a +1 modifier to MOBILITY rolls for running.
 LOAD CARRIER: Your ENCUMBRANCE increases by 4 in Gear and Backpack. RANGED COMBAT SPECIALTIES AGILITY
 NBC: +1 modifier to STAMINA for all Infection rolls, including NBC, and you can diagnose.  ARCHER: +1 modifier to RANGED COMBAT rolls bows & crossbows.
 RANGER: +1 modifier to STAMINA for marching, resisting hypothermia, etc.  RELOADER: +1 modifier to RANGED COMBAT rolls to reload your firearm.
 SERE TRAINING: +1 modifier to STAMINA for resisting interrogation, psy ops, bluffing, & torture.  RIFLEMAN: +1 modifier to RANGED COMBAT for assault rifles/carbines/submachine guns/shotguns.
RECON SPECIALTIES INTELLIGENCE  SIDEARMS: +1 modifier to RANGED COMBAT rolls revolvers & pistols.
 COMBAT AWARENESS: May draw 2 Initiative cards and choose one.  SNIPER: +1 modifier to RANGED COMBAT rolls for sniper & hunting rifles.
 FORWARD OBSERVER: Your RECON skill gain +1 when directing indirect fire. TECH SPECIALTIES INTELLIGENCE
 HISTORIAN: Roll RECON when arriving in a new area to know something about it.  BLACKSMITH: +1 modifier to TECH rolls for metalworking and smithing.
 INFILTRATOR: +1 modifier to RECON rolls to remain undetected.  CHEMIST: +1 modifier to TECH rolls for distilling alcohol for fuel and identifying chemicals.
 INTELLIGENCE: Roll RECON to learn about enemy troops, vehicles, & weapons.  COMBAT ENGINEER: +1 modifier to TECH for placing/disarming mines and +1 to Recon to avoid.
 INVESTIGATOR: Roll RECON and spend a Stretch to discern what happened here.  COMMUNICATIONS: +1 modifier to TECH rolls to operate and encrypt signals.
 SCOUT: +1 modifier to RECON rolls for spotting others and remaining undetected.  COMPUTERS: +1 modifier to TECH rolls for using computers and related equipment.
SURVIVAL SPECIALTIES INTELLIGENCE  ELECTRICIAN: +1 modifier to TECH rolls for wiring, repairing, or disabling devices.
 COOK: +1 ration of food when someone else forages, hunts, or fishes.  GUNSMITH: +1 modifier to TECH rolls for repairing firearms.
 FARMER: +1 modifier to SURVIVAL rolls for farming.  IMPROVISED MUNITIONS: +1 modifier to TECH rolls for crafting zip-guns and IEDs.
 FISHER: +1 modifier to SURVIVAL rolls for fishing.  LOCKSMITH: +1 modifier to TECH rolls for picking locks, safecracking, and disabling alarms.
 FORAGER: +1 modifier to SURVIVAL rolls for foraging to find food.  MECHANIC: +1 modifier to TECH rolls for repairing engines, generators, and pumps.
 NAVIGATOR: +1 modifier to SURVIVAL rolls for navigation.  SCIENTIST: Roll TECH when you require knowledge of ◊ Physics, ◊ Biology, ◊Geology, or ◊ Natural Sciences.
 HUNTER: +1 modifier to SURVIVAL rolls for hunting. COMMAND SPECIALTIES EMPATHY
 QUARTERMASTER: +1 modifier to SURVIVAL for making camp and establishing a base.  FRONTLINE LEADER: +1 modifier to COMMAND to help someone incapacitated by stress.
 SCROUNGER: +1 modifier to SURVIVAL rolls for scrounging for scrap and parts.  LOGISTICIAN: You may substitute COMMAND for any skill when base-building with help.
PERSUASION SPECIALTIES EMPATHY  TACTICIAN: Roll COMMAND to discern something about an enemy’s organization or objectives.
 LINGUIST: You known another language and can pass as native with a PERSUASION roll. MEDICAL AID SPECIALTIES EMPATHY
 MUSICIAN: +1 to PERSUASION if singing or playing an instrument would be helpful.  COMBAT MEDIC: +1 to MEDICALAID to help an incapacitated person to their feet, no effect for crits.
 INTERROGATOR: +1 to PERSUASION to extract information from a prisoner.  COUNSELOR: +1 modifier to MEDICAL AID to treating long-term trauma.
 PSY OPS: +1 modifier to PERSUASION to change someone’s mind about a topic.  FIELD SURGEON: +1 modifier to MEDICAL AID to treat critical injuries.
 TEACHER: +1 modifier to PERSUASION to teach someone a skill or specialty.  GENERAL PRACTITIONER: +1 to MEDICAL AID to treat disease, poison, or NBC.
 TRADER: +1 modifier to PERSUASION when negotiating a price for an item.  VETERINARIAN: +1 modifier to MEDICAL AID to treat animals.
GEAR NOTES INFORMATION

STOCKPILE
PLAYER REFERENCE

TIME

- A Round is 5-10 seconds, primarily used in Combat. A Stretch is 5-10 minutes, primarily used for repairs/treatment/study. A Shift is 5-10 hours, primarily used for travel and divided into
Morning, Day, Evening, and Night.
- At the start of each Shift, Players may perform one Task, including Marching, Driving, Gathering, Keeping Watch, Scrounging, Foraging, Hunting, Fishing, Making Camp, Cooking, Resting,
Sleeping, and Exploring.
- Every in-game week in which you have used a firearm or vehicle, it will need to be maintained with a successful Tech Test or its Reliability Rating drops one step.
DICE

- Roll your Ability Die plus your Skill die for tests. If you have no rank in the Skill, only roll the corresponding Ability die.
- Rolling a 6 or greater on a single die is one Success. Rolling a 10 or greater on a single die is two Successes.
- Players are not penalized when a 1 is rolled on a normal test, it is merely a failed roll.
- Additional Successes equal additional damage at a 1:1 ratio or improves the results of a Skill test.
- Modifiers increase or reduce the Rating of a die. The Player may choose which die.
- Tests may never be less than 1d6 or greater than 2d12.
- Players may help each other with tests by describing how they are assisting before any dice are rolled. The Player making the Test then gains a +1 Modifier per person assisting them. It
is the Referee’s discretion on how many can assist in certain situations. Helping consumes an Action.
- Players may re-roll a failed Test one time. This is called Pushing the roll. The Player must describe how they are giving it their all and then re-roll any dice that did not roll a 1 or a 6. The
Player must accept the new roll. If a roll is Pushed, any 1s rolled before or after the Pushed roll result in damage (STR or AGL) or stress (INT or EMP.) Pushed rolls must also re-roll any
Ammo Dice rolled. Tools or weapons used in a Pushed roll that results in physical damage take the resulting damage to their Reliability Rating first before the Player takes any damage.
- An Opposed Roll occurs when a Player struggles against an enemy. Each success an enemy rolls reduces the Player’s successes by 1. Player may Push Opposed Rolls even after an NPC
has rolled. Some Opposed Rolls may be made in secret by the Referee.
- On a successful hit, the Player rolls the six-sided Hit Location die to determine where the enemy was hit.
- Ammo Dice are used with any Semi-auto or automatic weapon if the Player wishes to fire more than 1 round. You may roll up to as many Ammo Dice as your weapon has Rate of Fire
(ROF) or rounds remaining. If your Base Die indicates a Hit, each 6 rolled results in either 1 point of additional damage, or inflict the Base Damage to a secondary random hit location, or
inflict the Base Damage to another enemy in the same hex. Even if your Base Die indicates a miss, a 6 rolled on Ammo Dice means your enemy is now Suppressed.
- When a roll is Pushed that includes Ammo Dice, each die that did not roll a 1 or a 6 is re-rolled. Every 1 on both Base and Ammo Dice reduce the Reliability Rating of the weapon by 1. In
addition, if 2 or more 1s are rolled after Pushing then the weapon Jams and must be cleared.
- After the roll, total the number of digits on the Ammo Dice and subtract that number from the remaining ammo.
ON YOUR TURN

- Initiative is dealt by the Referee via random card draw. Unless otherwise declared, the first round uses Hidden Initiative, in which case the Players keep their cards hidden and only
reveal when the Referee calls for their number. After the first round turn order proceeds from lowest to highest and that order remains until the end of combat unless the Referee
declares otherwise. After the first round, Initiative may be exchanged between Players as long as there is not an Enemy Turn between the two exchanging.
- Each character may use one Slow Action and one Fast Action or Two Fast Actions each turn. Players may also use any Free Actions.
- Certain Actions will break the Turn Order, such as helping another player, firing in Overwatch, or Blocking in Close Combat. These count against your Actions in a turn. A Player may not
exceed the number of Actions allowed in a turn but they may save an Action (Slow or Fast) to use later in the round, such as using a Fast Action to set up Overwatch but saving the Slow
Action to fire later in the round. Unused Actions expire.
- Players may move 1 Hex as a Free Action but this is considered walking and the Moving Target penalty will not apply.
- Players may Run as a Fast Action and move two Hexes without a Mobility Test. If they wish to move farther, they may move 1 additional Hex per every Success rolled on Mobility. A
Failed roll means you remain in that same Hex. If you roll a 1 while Running you trip and fall Prone, even if your Mobility was a success.
- Terrain types can affect Visibility, Ranged Attacks, Movement, Cover, and Infiltration, yielding positive or negative modifiers.
PHYSICAL DAMAGE IN COMBAT

- If an attack is successful, the target will take the Base Damage of the attack listed plus any damage from additional successes or Ammo Dice minus any Armor or Cover soak.
- If a character is hit by enemy gunfire or explosion, even if the damage is fully deflected by Cover or Armor, or if a 6 is rolled on any Ammo Dice in a failed attack, that character is
Suppressed. A Suppressed character must make a Coolness Under Fire (CUF) test. Roll the die corresponding to the CUF Rating of the character. If the character has line of sight to any
non-incapacitated friendly character, they may also roll the die corresponding to their Unit Morale. CUF does not count as an Action and may not be Pushed. If the CUF roll fails, the
Character immediately drops Prone, suffers 1 point of Stress, and loses all Actions on their next turn. Any friendly in the same hex as a failed CUF roll must also make CUF rolls. After the
lost turn, Characters are no longer Suppressed.
- If the damage from an attack is equal to or above the weapon’s Crit Threshold, the injury is Critical and a roll must be made on the Critical Injury Table. If the damage is double the Crit
Threshold then the injury is Severe and two rolls are made on the Table, keeping the highest.
- If a Characters Hit Capacity is exceeded they are Incapacitated, not dead. Incapacitated Characters may only Crawl and can take no other Actions. Players may assist Incapacitated
Characters with a successful Medical Aid roll.
- Any wound that does not receive Medical Aid may result in Infection.
- Killing an Incapacitated, surrendering, or otherwise helpless enemy requires a failed Empathy roll (1 die only,) otherwise the Character cannot bring themselves to do it. Even if the roll
fails, the Character will suffer 1 point of Stress unless they have the Killer Specialty.
- Certain Critical Injuries are Lethal, requiring a Death Save. This is a Stamina Test and it may be Pushed if not Incapacitated. Failure results in death.
PLAYER REFERENCE

MENTAL DAMAGE IN COMBAT

- In addition to Stress accumulated by failed Pushes and Suppression, certain situations may call for a Character to make a CUF roll or suffer Stress. These include: Getting hit by a ranged
attack, a missed attack with a 6 on Ammo Dice, being in the blast radius of an explosive, being in the same hex as a friendly with a failed CUF roll, seeing a friendly suffer damage, being
tortured, witnessing a massacre or other such horror.
- If you are Incapacitated by Stress the only Action you can perform is to Run or Take Cover. A friendly may use a Command Test to try and snap you out of it, but if they fail you will either
flee the area or hide in cover until after combat is finished.
- Every time you are Incapacitated by Stress you must pass an Empathy test or roll on the Mental Trauma table. Traumas can be treated with Counseling, but the process takes at least 1
week and until you recover, the Character will suffer the effects of the Trauma.
CONDITIONS

- Starving: After a full day without food you cannot heal Damage in any way and you suffer 1 additional point of damage per week. If you are Incapacitated while Starving, you will die
after 1 more week. Once you have eaten, you can recover damage normally.
- Dehydrated: After a full day without water you cannot heal damage in any way and you suffer 1 additional point of damage per day. If you are Incapacitated while Dehydrated, you will
die after 1 more day. Once you have drank, you can recover damage normally.
- Sleep Deprived: After a full day without sleep you cannot heal Stress in any way and you suffer 1 additional point of stress per day. If you are Incapacitated while Sleep Deprived, you
will collapse and sleep for one entire shift and be unable to awaken. Once you have slept, you can recover stress normally.
- Hypothermic: At the Referee’s discretion, Player must make Stamina Tests to avoid Hypothermia. If you fail, you become hypothermic and immediately suffer 1 point of Damage and
Stress. Hypothermia may lead to hallucinations and the delusion of being hot, leading to the stripping off of clothing and more frequent Stamina Tests. Each failed test result in 1 more
point of Damage and Stress lost. If you become Incapacitated by the loss of either, you will die the next time a Stamina Test is required. You cannot recover Damage or Stress until you
have warmed up.
INFECTION, DISEASE, AND RADIATION

- Each of these has different symptoms but all will call for an Infection Roll after the Incubation period has past. To do this, roll Stamina modified by the Virulence of the condition. A failed
roll means you’ve fallen ill, suffer the symptoms, take 1 point of Damage, and are incapable of healing damage.
- *House Rule: Failing an Infection roll results in a -1 Modifier to your next Stamina roll, to a minimum of 1d6, representing your worsening condition.
- Another Character may also replace your Stamina Tests with Medical Aid as a caregiver. There are no negative modifiers for failed caregiver rolls.
- Certain medicines may be obtained to grant a caregiver a positive modifier to their Medical Aid Tests.
- As soon as an Infection Roll is passed, whether it’s Stamina or a caregiver’s Medical Aid, the illness is healed and you may heal Damage normally.
- *House Rule: Rabies is the exception to this. Incubation increased to 4d6 Days. After symptoms appear, Rabies is always 100% fatal. Each day the rabid character suffers 1 point of
Damage and Stress. If Incapacitated by Stress, the Character goes berserk and will attack anyone who enters the same hex. A companion symptomatic with rabies reduces Unit Morale by
1 rating per day until they die. If Unit Morale reaches F, 1 point of Stress is inflicted on all Unit members per day until they are dead.
- *House Rule: If a Character is bitten by a creature suspected of being rabid, they will need the severed head of the animal in order to confirm this via a Character with the General
Practitioner, Field Surgeon, or Veterinarian Specialties and a successful Medical Aid test. A creature’s behavior may also be observed by Characters with the Hunter, Veterinarian, or
Scientist (Biology) Specialties with an associated Skill Test. Treatment requires a vaccine administered prior to the onset of symptoms. This is considered Scarce (5-6 on d6) at settlements,
or a Character with a Biology Focus in the Scientist Specialty can manufacture one with a successful Tech test. This takes 7 days, but extra successes reduce the days at a 1:1 ratio.
- If Incapacitated while suffering from any of these conditions, you will die the next day if you do not receive Medical Aid.
- Radiation levels may be decontaminated by leaving an irradiated area or washing in clean water one time, but there is a risk that the rads acquired may become permanent. Permanent
rads add to radiation’s Virulence the next time you are exposed.
CHARACTER DEVELOPMENT

- At the end of every game session, each Player will be subject to six questions: Did you Participate in the game? Did you follow your Moral Code despite significant risk to yourself or your
group? Did you risk or sacrifice something significant to realize your Big Dream? Did you travel through at least one hex on the travel map that you had not visited before? Did you
overcome one or more dangerous events using violent or non-violent means? And Did you risk your life for the Player who is your Buddy? You may earn 1 point of XP for each question
the group determines can be answered Yes, but the Referee has the final word.
- If you made a successful CUF roll during the session, roll your die for CUF once more. Success increases your CUF Rating by 1. However, each time your CUF advances, roll your Empathy
base die. If the result is a 6 or higher, reduce your Empathy by 1 to represent the hardening of your emotional state.
- You may use XP to increase your Skills if you used that successfully during the session. To mark a meaningful success, place a mark inside the ◊, even if you have no rating in the Skill and
only used a Base Ability die. Alternatively, you can be trained by a teacher with a higher Skill rating.
- You may spend 10 XP to learn a new Specialty, but you must always have a teacher who already knows the Specialty.
- The minimum training time is 1 Shift. At the end of that Shift, the teacher must roll a successful Persuasion Test and (*House Rule) the student must roll a successful Skill test. If there are
at least 2 successes, the student gains a rating in the Skill. Extra Successes WILL discount the XP cost at a 1:1 ratio. If these tests fail, they may be tried again after another Shift of training
at no extra cost. A student may give up learning the lesson to refund half the XP cost of training.
- *House Rule: A Character who successfully teaches another player a Skill or Specialty gains 1 XP as a reward.
- *House Rule: A Character may increase an Attribute Rating by paying double the Skill cost in XP and spending at least three Stretches per day, training (STR/AGL,) studying (INT,) or
reflecting (EMP.) At the end of each day, the Player may roll a Base Die Attribute Test (with a +1 modifier if six Stretches were spent training) and noting their number of successes. When
the number of successes equals the amount of XP spent, the Attribute increases 1 Rating. XP spent on Attribute raises are not refundable.

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