Quick Reference
Keep this page open at the table. Everything here is meant to answer the question, "What happens right now?" without making players leave the room in their heads.
Round Flow
- Response Move
- Response Fire & Utility
- Hostile Move
- Hostile Fire & Utility
- End Phase
Core Rolls
Attack
- Roll the Attack Pool in d8s
- each 6-8 = 1 Strike
Guard
- Roll the Guard Pool in d8s
- each 6-8 = cancel 1 Strike
Net Result
- 1 net: Suppressed
- 2 net: 1 Wound + Suppressed
- 3+ net: 2 Wounds or Downed
Control / Nerve
- roll the stat as d8s
- each 6-8 = 1 success
- routine = 1 success
- hard or severe = 2 successes
Cover
| Cover | Effect |
|---|---|
| None | no bonus |
| Half cover | +1 Guard die |
| Full cover | cannot be targeted unless exposed or breached |
| Smoke | attacker loses 2 Attack dice |
Reveal Triggers
- open the door
- breach the wall
- use a door mirror
- drone the room
- hostile fires from concealment
Common Actions
- Fire
- Overwatch
- Breach
- Use Utility
- Arrest
- Secure
- Recover
Overwatch
- choose one doorway, lane, or stair mouth
- the first enemy that crosses, opens, or peeks there triggers the shot
- resolve once, then spend the token
Arrest Conditions
Target must be adjacent and one of:
- Suppressed and isolated
- Wounded and cornered
- surrendering
- flashed or otherwise disoriented and covered
Baseline Scoring
- capture HVT alive: +4
- arrest named hostile: +3
- civilian or hostage rescued: +2
- major evidence secured: +2
- avoidable suspect death: -2
- civilian wounded: -3
- civilian killed: -5
Campaign Reminders
- arrests and evidence buy better future missions
- noise and collateral raise escalation
- every room is a puzzle until proven otherwise