1977 gamescience role playing gameFull description
Operations Research materialFull description
carte tehnica patrol s60
Big bandFull description
Glenn Miller record copy by ernie houghton for big band (trumpet, trombone, sax, drum, guitar, bass, piano)
terrain tat obscures vision# sigt range drops to 2igilance 3 $0m" Turn Sequence Stealth Ratings Player Turn For te purposes of view distance# 2igilance counts Advance Status Effects • as being $ less for every point of Stealt Perform Actions • Rating" Firing a weapon will cause a unit-s Stealt Reset Player Suppression to 0 • Rating to immediately drop by & points" E3amples Assess Fatigue • of canges to SR4 Enemy Turn .eater4 • Enemy Actions • 5awn5us!4 78 SR Reset Enemy Suppression to 0 • .a3ing.aning +oon4 7 & SR Civilian Turn +oonless 9igt4 7: SR Checks Full +oon4 7; SR Roll a d6 for every attribute point associated wit Tunderstorm4 ,nly <8 SR for firing tat cec!" Every 6 is a success# every $ is a failure" Cross .ire action4 <$ SR • %f you ave a relevant s!ill# every & and 6 is a Conceal Action4 7; SR per success • success" %f you get successes e'ual to or greater Suppressor4 <8 SR for firing weapon • tan te difficulty# you pass" %f you get more failures tan successes# you get a F()AR effect" Strength and Carrying Caacity *ou can still succeed and get F()AR" Carrying Capacity is te amount of .eigt you can Actions Every Turn# players get to ma!e a single Regular carry" Te base is $0 but various items increase it" Strengt is e'ual to 83Fortitude" Strengt is used to Action wic establises ow your caracter is determine your +ovement Speed" spending tis time" %n addition to teir single !ove"ent Regular Action# caracters can also perform any number of Free Actions any number of times# and *our movement speed is determined by subtracting te .eigt of wat you-re carrying by your any given +inor Action once" Strengt tis is called your /oad1" Overwatch %nstead of ta!ing teir Regular Action for te Turn# Speed /oad Full + =alf + Sift Swim a caracter uses ,verwatc" Te caracter un!ers $0 < $&00m :&0m ;8&m < down and waits for specific events to occur before interrupting somebody else-s turn wen te trigger > ?0 $000m &00m 8&0m $ event occurs" .en you want to use ,verwatc# @ ?& >00m &0m 88&m 8 declare wat action you are going to use# and wat : ?$0 @00m 00m 800m ; event will trigger tat Action" *ou can only declare one potential Action for ,verwatc# and if te 6 ?$& :00m ;&0m $:&m trigger comes to pass# you must ta!e te action no & ?80 600m ;00m $&0m & matter wat" Units ?8& &00m 8&0m $8&m 6 Te interactive groups of individuals on te field in ; ?;0 00m 800m $00m : PATR,/ are !nown as (nits" A (nit is everyone 8 ;07 800m $00m &0m @ witin $0 meters of one anoter" Tis unit is treated as occupying te same space for te purposes of te $ < $00m &0m 8&m > rules" Te (nits1 tat te Player Caracters belong Pushing #oursel$ to is !nown in te rules as te S'uad" *ou can increase your Speed by 8# and ten ta!e a Visual Detection point of E3austion and Tirst" *ou can do tis as ,n flat ground# caracters are aware of everyting muc as you dare" around tem witin teir 2igilance 3 $00m" %n
Cheat Sheet: Patrol
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Co"%at To ma!e an Attac!# you coose a weapon and an Action" A weapon can only be used by one person in a Turn" Typically# an Attac! is a Proficiency Cec! against te target-s To<=it" =its are usually distributed randomly" A unit unaware of danger as teir To<=it lowered by $" )lind
To<=it
5eviation
Close
?&0m
8
<
+edium
?8&0m
;
8&m
/ong
?&00m
&0m
E3treme
?$00m
&
$00m
De$ensive &ire &ire %f a visible enemy (nit tries to move to or troug your position from more tan $00m away# and you are not in =and to =and combat# your (nit can ma!e free Suppressive Fire Attac!s against tem at Close Range# as if tey were in ,verwatc" %f tey are Pinned 5own# tey stop at &0 meters" Suression For every point of Suppression# te target-s Proficiency is reduced by $# and teir +ove Speed is reduced by one category" .en fired on# if te combined total of your 5oubt and te Suppression you-ve ta!en is greater tan te sie of your (nit 7;# you are Pinned 5own# and you cannot ma!e any Regular Actions e3cept Evade and Flee" !elee ,ccurs wen a caracter ends teir Turn witin $0m of a ostile and tey are bot aware of eac oter" Eac member of te acting side randomly pic!s an enemy target" Eac group of caracters figting forms a +elee" +a!e an opposed Fortitude cec!" Te losers ta!e $d; %nDuries# or are Stunned# or immediately Flee# te winning unit decides" Eac person ta!es $ %nDury for every failure tey rolled" E3cess successes negate one failure eac" Every e3tra person over one side adds an automatic success" Always ta!e a point of e3austion after melee" Shock Check
%f you ta!e an inDury# ma!e a Fortitude roll wit difficulty e'ual to te number of inDuries ta!en tat turn" %f you pass# you are not incapacitated" Every e3tra success negates one failure" Ta!e one ongoing for every failure" F()AR roll 8d6 on te following table4 8
Crippled" Reduce fortitude by $d6
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)linded" Reduce 2igilance by $d6
Concussed" Reduce Proficiency by $d6
&7
Reduce a random attribute by $
Ongoing Da"age For eac point of ongoing damage roll a d6" Every $ gives you $ inDury# wic you ave to roll on a Soc! Cec! for# ignoring failures" .ile you ave ongoing damage you ta!e twice as muc tirst wen te status effect advances" Ar"or Saves Roll a d6 for eac point of %nDury ta!en" %f you meet or e3ceed te target on te die# tat %nDury is negated" Roll one Armour Save per %nDury" 'ncaacitation 'ncaaci tation .ile incapacitated you can only perform te Revive Person Action on *ourself automatic pass1" .en incapacitated roll $d6 on tis table" $ *ou silently silently drop li!e a sac! sac! of bric!s" *our body as a Stealt Rating of 8d6" 8 *ou start start screaming screaming ysteric ysterically ally"" Everyone Everyone witin &00m can ear you" ; (nless (nless you you are in in a 5efensiv 5efensivee Position Position or or somebody stops you wit a 5rag Person or Treat %nDury action# you wander off 8d63$0m in a random direction in soc!ed delirium" *ou slump slump over over and and spend spend a few few minutes minutes sobbing" *ou can still tal! to your buddies for te ne3t turn# but oterwise you-re out" & *ou barely barely feel it" it" *ou *ou sit down down and calmly calmly call for a medic# ten slip into unconsciousness" 6 *ou don-t don-t even notice notice te wound at first" Ta!e Ta!e your ne3t Turn before !eeling over"
%f your attac! its# you can opt to ta!e an additional sot" 5iscard your Failures from your dice pool and roll te attac! again# against te same (nit# at 7$ Co"%at Actions 5ifficulty" *ou may continue to ma!e additional Suressive &ire attac!s until you miss# run out of ammunition# Dam# Attribute4 Proficiency S!ill4 .eapon or run out of dice" /engt4 Regular 5ifficulty4 To<=it Throw (renade Re'uirements4 A loaded Firearm capable of Attribute4 Proficiency S!ill4 Brenade Suppressive Fire" 5ifficulty4 To<=it Effects4 Coose a weapon# target a (nit and ma!e a /engt4 Special Re'uirements4 A Brenade and a target" Proficiency Cec!" Effects4 Target a (nit and ma!e a Proficiency Successes • Every Success meeting or e3ceeding te Cec!" *our grenade is consumed" Successes • 5ifficulty inflicts $ Suppression" Every Success meeting or e3ceeding te For every multiple of te To<=it# a +inimum Successes is one it on te member of te target (nit is struc! for target (nit" Resolve te effect of te $d6<$ %nDury %nD ury"" Brenade# as listed in its profile# on te Failures • targets struc!" Consume $ Ammunition for eac Failures • Failure" Collateral itG A random caracter F()AR • witin &0m of te target (nit not amG 5iscard your attac!" *ou-ll need to including te target (nit1 is struc!" Tis ta!e a Clear action before you can fire can include members of te (nit wic tis weapon again" trew te grenade" Suppressive Fire always inflicts a minimum of $ F()AR • point of Suppression" *ou drop te grenade# it lands poorly# or .en using a )elt weapon# roll $d6" %f you roll it is trown bac! by an enemy" Treat e'ual or under te times ammo trac! was cleared# your own (nit as te target (nit" use a Spare )arrel or wait a Turn to soot again" .en trowing at a Structure or 5efensive Precision &ire Position# only count your Failures if you fail to Attribute4 Proficiency S!ill4 .eapon meet te To<=it" %f you it# te blast is contained by /engt4 Regular 5ifficulty4 To<=it te structure" Brenades will not scatter outside of a Re'uirements4 A loaded Firearm capable of room if trown inside" Trow Brenade can be used Precision Fire and a visible target" Effects4 Coose a weapon# cec! one mar! on its as a +inor or Regular Action" *ou can do bot to trow two grenades in one Turn" Ammunition Trac!# target a (nit and ma!e a Take Ai" Proficiency Cec!" Attribute4 Proficiency S!ill4 .eapon Successes • /engt4 +inor 5ifficulty4 Suppression %f te 5ifficulty is met# a it is scored Re'uirements4 A loaded Firearm and a visible and te target (nit ta!es a point of target" Suppression" Effects4 (se before you ma!e an attac! Action" For eac it# a random member of te Successes • unit ta!es 8 %nDury# plus $ additional For eac Success# coose $ bonus on te %nDury for eac e3cess Success" first sot of Precision Fire Action tis F()AR • Turn" amG 5iscard your attac!" *ou-ll need to Coose wic member of te target ta!e a Clear action before you can fire unit you it" tis weapon againG Add 7; to your attac!" ◦
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Reduce te %nDury Reduction of te ta!e 5oubt in accordance wit te 5oubt cart" .it a Firearm# add 7; and use an ammo" target-s position or cover by $" F()AR • Reduce your To<=it by $" Add all points of Suppression you-ve ta!en as 5ifficulty" %f you fail# you cannot ma!e a Regular Action tis TurnH you miss your cance" )vade Attribute4 Proficiency S!ill4 < /engt4 +inor 5ifficulty4 < Re'uirements4 First Action in a Turn# aware of an enemy" Effects4 %ncrease your To<=it difficulty by $" All oter 5ifficulties tis Turn are 7$" Ta!e $ 5oubt" Contain *last Attribute4 Proficiency S!ill < /engt Special 5ifficulty < Re'uirements4 A grenade as been trown at your unit# after its are assigned but before damage is rolled" Effects4 Ta!e te grenade damage 38" 9egate effects of te grenade on te rest of te (nit" Assassinatee Assassinat Attribute4 Proficiency S!ill4 Silent Iiller /engt4 Regular 5ifficulty4 8 Re'uirements4 A +elee or Silenced weapon and a detected ostile witin $0m wo is unaware of you" Effects4 Coose a target and ma!e a Proficiency Cec!" %f you pass# te target is !illed outrigt" F()AR • *ou ma!e a lot of noise" Te sound carries 800m for every additional failure" %f you fail# your target is made aware of you" )+ecute Attribute4 Proficiency S!ill4 Cold )looded /engt4 2ariable 5ifficulty4 Alignment Re'uirements4 A Firearm or +elee .eapon" Effects4 Target Restrained# %ncapacitated or consenting caracters witin $0 meters" F()AR • *ou lose your nerve" 9obody dies" (nless you F()AR# te targets die" 5ifficulty is based on AlignmentH for %dealists# ; for Pragmatists# and 8 for Rigteous and Egotists" Add 7$ to te 5ifficulty for Civilians# and 7$ for every additional person" %f you do not pass te Cec!# ▪
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)+haustion )+haustion STATUS ST ATUS )&&)CTS Vigilance" .en you reac te blac! you are %ncapacitated" Eac colored bo3 causes an additional -1 Vigilance" (ntil you are Revived you are treated as ta!ing Rest actions" After 8 rest actions an e3austion is removed" .en you mar! a bo3 wit a number# ta!e tat muc Fatigue" Please sleep" Thirst Fortitude" .en you Eac colored bo3 causes an additional -1 Fortitude" you reac te blac! you are dead" .en you mar! a bo3 wit a number# ta!e tat muc Fatigue" Please drin! water" ,unger Proficiency" .en you reac te blac! you are dead" .en Eac colored bo3 causes an additional -1 Proficiency" you mar! a bo3 wit a number# ta!e tat muc Fatigue" Please eat food" Injury Eac colored bo3 causes an additional <$ in all Attributes" .en you reac )lac!# you are dead" .en you mar! a bo3 wit a number# ta!e tat muc Fatigue" Please don-t get sot" Doubt Eac colored bo3 causes an additional <$ on ,pposed 9egotiate Cec!s" .en you mar! a bo3 wit a number# ta!e tat muc Fatigue" &atigue and Victory Points Points Fatigue is accumulated over a mission and cannot be lowered" At te end of a mission te difference between your Fatigue and 2P is awarded as JP# plus te ; JP awarded for surviving te mission" *ou can earn 2P by performing actions according to your alignment" Certain actions only award 2P at iger Fatigue levels" 2P is also awarded for completing your mission-s obDectives" %f you end a mission wit less 2P tan Fatigue# you must ma!e up te difference by reducing Attributes# losing a s!ill# or ta!ing on an addiction JP1" Fatigue
%dealistic
Pragmatic
Rigteous
Egocentric Come out of an interaction ricer or more comfortable"
2Ps
Selflessly elp non
7$ 2P for completing ,bDectives
Start# or .in# a Figt
;
Aid non
Assist wit an %dealistic caracter-s 2P actions
(se violence or torture on elpless enemies
Steal from or ta!e advantage of te locals# allies# or oter units
8
6
Render aid to enemy wounded# soot to miss# or allow enemy to escape
9eutralie an ally wo is endangering oters
5estroy civilian infrastructure tat te infrastructure enemy migt use
=ide# flee or play dead to avoid figting
;
>
Forcefully stop comrades committing violence
Participate in an Egocentric or Rigteous 2P Action
,ffer no 'uarter to surrendering or wounded enemies
Steal from or ta!e advantage of your own s'uad
&
6
0
$8
Refuse orders# abandon your weapon# or oterwise refuse to figt
9eutralie an ally wo is acting out of line
Employ violence against civilians
(se violence on your own comrades for your safety or personal gain