At times where you don't have a lot of table space, or if you just want to get rid of accounting movement speeds, you may use the following:
For this combat system both sides start separated by space (by default). Encounter parameters can alter this. Each team is simply laid out in their starting area, position is normally not relevant.. Formations are an optional rule noted later. Surprise and its effects are noted later.
So an example encounter begins as follows:
Long (-4)
----------------------
Medium (-2)
----------------------
SHORT
----------------------
CLOSE/MELEE ZONE (one side starts here generally)
----------------------
SHORT
----------------------
Medium – default start
----------------------
Long
There can be upto 4 ARMS, representing different avenues of approach and escape.
Targeting allows the user to select specific areas of the target to strike. On a humanoid form this will be: Torso, Arms, Legs, Head.
A second level of targeting can be used to zero in on parts of the above: eg Arms-Hand or Legs-Knee
A third level of targeting will allow the attacker to strike at a specific location called a 'vulnerability', IF ONE EXISTS! Eg: the unprotected patch of a dragons underbody would be, Torso-Underbody-Vulnerability.
Strikes that used Targeting add +2 to the targets Defence score per level of targeting. So striking a vulnerability would give +6 to the targets defence score.
Targeting will be used to create benefits (wound effects) rather than damage, although they will also create options to bypass armour.
A vulnerability strike, where it is possible, will add an extra copy of one of your existing damage dice. SO if you where rolling 1d6+1d8+4 for damage, you could add 1d6 or 1d8 to the pile
The following table illustrates a humanoid target effect.
The four arms and the centre melee area are an EXTREME abstraction of the whole combat area. It also implies Hollywood style combat, ie camera limited options - you don't have melee all over the place because you don't have enough cameras to cover them all, you have one camera and to get ON CAMERA, and into melee, you have to be in the centre. Using Moves and Drag actions not only represents you moving around the battle field, it also represents the battlefield moving around you. Sometimes you control this, sometimes you don't.
The Centre area is NOT a defined size (in feet), it shrinks and grows in area based on who is in it and what they are doing. When someone uses a Drag move to draw you into the Centre it can reflect a number of things: them moving toward you, you unknowingly moving toward him, the expansion of the melee core to include you (camera pans back). Relative movement in this system is flexible, where you think you might have been moving away from someone, the end result of all the movement going on may result in something different.
You MUST be in the CLOSE zone to MELEE another or to use the DISTANCE/DRAG actions.
Once you move into an ARM you are assumed to be in Ranged combat at all times, even if in the same arm. If you want to melee someone in an Arm you will need to use Distance actions to drag them into the Melee/Close zone.
Paralysed: if final damage equals or exceeds Tuffness the arm is unusable for 1d4+1 actions, adding a raise to this will increase the dice type.
Broken Arm: if final damage equals or exceeds Tuffness anything associated with the arm suffers a -4 penalty until healed. Adding a raise to this increases the penalty +2.
Bleeder: if final damage equals or exceeds Tuffness the target suffers 1d4 damage at the start of their next action and every action after that. They can make a VG vs 4 roll (mods, extra Bleeds add -2@) to stop the bleeding at the end of any of their actions. Raises may be used to increase the damage dice, or to increase the target for the VG roll (or both).
Knockdown: if final damage equals or exceeds Tuffness the target is forced to the ground and stunned, defence is reduced by 2 until they have an action. Raises will increase the defence penalty.
Crippled: if final damage equals or exceeds Tuffness you are unable to move for 1d4+1 actions. Raises can be used to increase the dice type.
Broken Leg: if final damage equals or exceeds Tuffness suffer a penalty of 4 to your Movement rate for next 1d4+1 rounds. Raise can be used to increase the penalty (2) or duration dice.
Winded: if final damage equals or exceeds Tuffness suffer a Stun(non-damage) plus you suffer an extra Stun (non-physical) at the start of your action for the next 1d4+1 actions. Raise can be used to increase the dice type.
Pain: if final damage equals or exceeds Tuffness you are at -2 for 1d4+1 actions. Raise can be used to increase the penalty (2) or the duration dice.
Guts: if final damage equals or exceeds Tuffness you suffer an extra 1d4 damage anytime anyone hits you for the next 1d4+1 rounds (they add the dice to the damage they inflict). Raise can be used to increase the damage dice or the duration dice used.
Scarred: if final damage equals or exceeds Tuffness you suffer a permanent nasty visible scarring which causes a 1 penalty to interaction rolls of a co-operative nature. Raise can be used to increase the penalty.
Deafened: if final damage equals or exceeds Tuffness you are confused and may not perform any action for 1d4+1 rounds without passing a SP roll vs 4 (mods). Raise can be used to increase the duration dice or penalty (2).
Blinded: if final damage equals or exceeds Tuffness you cannot perform any kind of targeting for next 1d4+! actions, and are at -2 to any vision related actions. Raise can be used to increase the duration dice or penalty.
Uncon: if final damage equals or exceeds Tuffness, roll your Body vs 4 + mods, if you roll less you fall unconscious and are out of the melee without medical attention.
A zone can have dominant terrain and conditions that can be applied. The extent and degree of COVER is such a conditional. Movement effects are another that would have a big impact, such as saying that all Movement rates are 3/4 of normal due to rough terrain, or simply -1 to MA due to terrain. Lighting is a very common conditional that can apply to a zone.
Zone Traits
COVER: available max COVER mod (-1, -2 or -4).
LIGHT: general mod for light, effects all rolls that require visibility.
VISIBILITY: a mod to rolls relating to directional visibility (a straight line), reflecting restricted visibility. Eg Shooting, Casting, Notice rolls.
ENTRY: the max number of figures that may enter or leave a Zone during a single turn.
WIDTH: the max number of figures that the environment allows in the CLOSE Zone. If the Zone is full then a spot must be created (ranged combat). One creature may melee from the Short Zone against a single target (of the occupants choice) as a special circumstance.
TERRAIN: modifier to Movement Allowances.
DEBRIS: both natural (plants) or artificial (furniture).
STACKING: the number of figures that can ENGAGE a single target is normally 4 (Teams=1, Assists do not count). Due to the confines of the environment, or obstacles, this can be reduced for the entire field setting a max number of 1,2 or 3. The Size of large creatures can be used to increase the number of opponents that can stack around it +1 per Size).
Sporadics
Sporadics are blocks/options available to anyone in the combat. To use them you must move to them and seek them out, your figure is placed on the block of the sporadic you want to use. As long as you do not move you eep the benefit. Others can move to you but you keep the benefit is plausible.
Some conditionals however are sporadic, they dont apply to the whole zone, so how do you implement something that may or may not randomly apply. For movement you just make every move make a dice roll, and if they roll a 1 they have encountered one of your sporadics. Ideally you should have a list of whichever sporadic you want to use, and advertise this to your players ahead of time, but keep it short (1-3 items). Unless your sporadics are moving themselves, then anyone who doesnt move cannot encounter one, so doesnt roll. If your sporadics are moving around then put them into the sequence of play and randomly target them on their action (include a few extra 'no target' options in the roll). A target is a group, so a bunch of figures that are engaged are all one target.
Sporadics can be generated during play by deliberate actions or by random events. Bennies can be spent to create a sporadic.
List of sporadic:
· Pit - you fall down, AG to avoid, ST to get out of, count as permanently PRONE till you get out of it.
· Walls - Your move option is stopped as you come up against a wall. You may be able to JUMP over it (set a target value), or you may not. Your turn ends and you are free to move next round. If anyone tries to engage you can adopt the wall as a Defensible 2.
· Doorway - you come upon a closed doorway, ST to break down. It may be locked. Treat as a wall until it is unlocked or broken.
· Window - Same as a door, but easier to break.
· Furniture - counts as an obstacle, AG to avoid. Can be adopted as COVER -2 if you end your turn there. Could be thrown at opponents?
· Debris - forces a AG or your turn ends, provides cover -1.
· Vegetation - may slow movement, may cause an AG roll, can provide cover, can give +1 or 2 to Stealth rolls.
· Traps - Notice roll to spot, AG roll to avoid, inflicts 2d6+1 damage if not avoided.
· Slippery - AG roll not to fall prone and end turn.
· Slowing - decreases movement allowance by 1,2,3 or 4 points, causing a movement check.
· Fire - may JUMP over it, AG roll to avoid or check for catching fire. You must MOVE next action or you DO catch fire.
· Defensible - a location that restricts the number of opponents that can ENGAGE you at anyone time (vack into a corner etc). The number of opponents that can get at you at one time will be limited to 1,2 or 3. Once you adopt this sporadic you cannot move without losing it, and you cannot move while engaged (they have trapped you in it).
· Animals – wild or uncontrolled.
· Falling debris – AG to avoid or take 3d6 damage.
Step 1:
If surprise is not pre-determined by events or the GM, make Notice rolls (all players and one roll by GM, with WC).
Step 2:
At the start of each encounter each side draws 3 cards. Extra or less cards can be used if players/GM want to spend bennies, + or - one card for each.
Starting with the team in the centre play one effect at a time, alternating.
Generally one effect tile (see below) for each card will be laid. Multiple suit cards (eg 2 diamonds) can be played together as one to gain the level of effect.
Players and the GM may use bennies to create, and lay, extra copies of existing tiles (placed after card created tiles), placing the benny on the tile for use (not applicable to effects that are map wide).
A tile with a benny can be ignored (has no effect for one players action) and the benny is taken by the opposition (GM vs player). An ignored tile represents a time when the conditions wane or clear, at least temporarily. Likewise a tile can be ignored by placing a benny on it by the active player, making that benny available for use.
Step 3:
From the cards drawn compare to the following via suits and number of each.
CLUBS – surface state
SPADES – barriers
DIAMONDS – Sight
HEARTS – Noise
Eg: Draw three cards and get: 5 Diamonds, K of Spades, 8 of Diamonds.
5D = Minor sight tile (ignored due to higher card)
8D = Medium sight tile
2 Diamonds means it will be Medium Rain.
KS = counts as any Spade card, tiles starts with a benny, player choice. The player choses a Medium effect so it becomes a Medium Barrier, player choses (narrative freedom) for it to be an concrete wall with a door and window, running along the Close/Short boundry on the arm they are entering by. The door is locked and the window is boarded up so vision is initially blocked.
Bonus options:
On Pairs:
On Triples:
On Straights:
RAIN – Light
The above venn style image of the abstracted battlefield may help you. The small CLOSE zone in the middle is the melee area, where the main camera will focus during a scene. The small square area can grow in size, pushing the outer zones outward to adjust, or it can slide in any required direction, or even distort itself to expand to include characters as required.
You could also display this as a set of concentric rings as the zones, and the Arms would be quarter segments. The arms however would have an overlap area with each other. Again the inner-most circle would be the melee zone and would be capable to distorting or stretching to cover areas as required.
The important thing to note is that outside the centre/melee area the zones are quite large and this reflects the fact that melee, or contact, is not possible within a zone. The whole purpose of being in a zone is to avoid contact, you are there to use ranged attacks. If you are a melee build the only thing you need do is run the the centre and then drag people to you.
Optional: Greater Melee Area
If you want you can break the Centre Melee Zone into more than one area. A diagonal break into 2 zones, or a quad breakup into four zones works. Each zone is a different melee area and requires movement to get from one to the other. You can also use a major terrain feature to break it in half, eg a strong wall and doorway with the doorway making a choke point to get through.
Use a standard deck of cards with two jokers. Actions start with Jokers then work through the deck from Aces down to 2s. Suit order is Spades, Hearts, Diamonds, Clubs.
Deal two cards to each player, one for them and one for an opponent. When the opponent card comes up in the order the player selects an opponent and they act as the monster. Where there are more opponents than players then divide the opponents by the number of players and that is the number each player must pick (where odd numbers occur the extras go to the earliest cards). Boss mobs should get their own cards and are kept by the GM.
Where you gain more than one card you must select one of them as your card in play, ignore the rest. Where you have to discard a card (eg heavy weapons) you must actually discard a card for each effect. So if you are stunned and using a heavy weapon you would gain 2 extra cards, but you have to discard the 2 highest cards.
If you get a Joker it can be used as a wild card and you may act at anytime, as long as it is not in the middle of someone else's action. Jokers give you a bonus action as well (so by default you would get 3 actions).
When it comes to your action you may perform one of the following, unless otherwise stated any action includes/allows any MOVE as an option:
MELEE: MOVE to ENGAGE an ENEMY and make a MELEE attack, including all forms. Melee ONLY occurs in the CLOSE zone, you must be in there or drag your opponent into it (via Distance action) to melee them.
RANGE: make a RANGE attack, vs 4 or PARRY if ENGAGED. Includes AIM as a specific action. Consult the following table for relative ranges when shooting from zone to zone. If target is in a different ARM and want to attack they add one zone to the result, and anything past LONG is out of range except rifles and scopes can bring it back into range.
+ indicates that if in different Arms add an extra range.
ASSIST: MOVE to STAND with a friend (same Zone) and provide ASSIST, +1 per success or raise. No Zone movement.
DISTRACT: AG or SM trick, only at Short range or Close/engaged.
GUARD: STAND with a friend and prevent enemies from ENGAGING them. Enemies must attack you before they can attack what you are guarding. Once engaged you are no longer Guarding. No movement.
CAST: cast a POWER.
HOLD: HOLD your action and enact it at a later time.
DEFEND: Defend vs melee options, -2 with movement or -4 if not.
DODGE: Dodge vs ranged attacks options, -2.
COVER: make use of COVER in the zone (see sporadics). No Zone movement.
USE: move to and make use of a sporadic in Zone. No Zone movement.
FLEE: leave the encounter. You must be in a LONG Zone.
TEAM: MOVE to STAND with a friend and form a TEAM. The TEAM acts as one.
FLANK: move from a ranged zone to an adjacent Flanking Zone, or from one Flanking Zone to an adjacent one.
STEALTH: Use your STEALTH skill to set a NOTICE target number for your enemies. If they fail to make the Notice roll they cannot interact with you. If they make the roll you are removed from STEALTH. Cannot be used whilst ENGAGED. Uses all MOVEMENT. You may use to get the DROP on an ENEMY, you must be currently STEALTHY and pass a NOTICE vs Stealth Value roll by your TARGET. At any one time you are either STEALTH or not. If you are in COVER when you use STEALTH you may use the mod as a bonus to your STEALTH roll. MA whilst in Stealth mode is at -2 so it will be harder to change zones.
DRAG: can be used to bring someone closer, toward the Centre, eg from LONG to MEDIUM etc. To do this you must be in the CLOSE zone. Cannot be done while engaged with an enemy.
Drag can be a single figure target and counts as the Move portion of your action. Or it can be all of your action and targets a Zone or the entire Arm (choice). It can be friends or foes, or both.
Note: targets may elect NOT to resist and will then be moved toward the Centre automatically.
Note: the Drag action is very abstracted, it works on the premise that you can suck others toward you regardless of the fact that someone standing near them isn’t sucked in. The MELEE is always at the centre, and surrounding zones move in and out fluidly for each individual based on what others may do to them.
The opposite of Drag is not permissible, you cannot "push" people away. The idea of a combat is to get a result so we are deliberately forcing combatants into contact.
MOVE: Creatures are rated for Pace, which is how fast they move. Movement in the ACS is from zone to adjacent zone and is determined by rolling less than or equal to your Pace score with d6.
Pace-Normal (6)
Pace is your movement capacity and is by default set at Normal, which is the speed of the average bipedal creature between 4 and 8 feet in height. It includes all forms of travel, jumping, walking, crawling etc. Un-modified Normal Pace allows automatic success (roll less than or equal to 6 with a d6) at moving from one zone to another adjacent zone. Penalties may alter this.
Pace can also be one of the follow:
Slow (4) - creature is notably slow.
Fast (8) - creature is faster, such as a wolf or horse, or large (BU6+) and able to cover ground quickly.
Rapid (9) - creature is exceptionally and notoriously fast, such as a cheetah, or enormous (BU8+).
Burst (8) - the creature is noted for sudden and short bursts of speed but is unable to maintain it, it will be able to use its increased value a limited number of times during an encounter.
RUN is allowed during a Zone move and will allow you to use 2d6 for your roll, and select one of the results.
When 'running' you will be marked as such and perform all other actions at -2, and you will count as Dodging vs missile fire (-1). Running has no effect on Drag rolls.
You may attempt to move a second time, as long as it only involves the Medium, Short and Close Zones, but at a penalty of -3 to your Pace roll.
ENGAGE: your figure is placed in contact with an ENEMY figure, unless GUARDED.
ENEMY: an opposing hostile figure.
MELEE: melee attack roll, include all modifying actions, such as Wild, Frenzy Sweep etc.
RANGED: ranged attack vs 4 or vs PARRY if ENGAGED, includes AIM and MOVE actions.
STAND: your figurine is moved into contact with a friend and/or enemy, if they move away any ASSIST or GUARD is lost.
HOLD: delay your action till later in the sequence.
COVER: cover values for a zone are set at the start of the encounter, either -1, -2 or -4. If you take COVER you gain one of these values to your PARRY/DEFENCE score against any incoming attacks. You may keep the COVER mod as long as you dont move. Any attacks you make whilst in COVER are at -(Cover mod/2), so 0, -1 or -2. You may elect to use a lower Cover value, but once set remains constant unless you take a new Cover action.
DROP: +4 to hit and damage for one attack, usually from a Stealth situation.
Flank zones are assumed to be obscured methods of moving from one Approach Direction to another. Characters using them are assumed to be taking a long way around, or using pathways that give concealment from the main battle areas. You cannot see from one Zone to any other Flank Zone. The Drag action cannot be used on a Flank Zone.
Enemies in the same Flanking Zone may elect to engage each other via ranged combat or via melee as per the normal rules. They are interchangeably at Short or Close range depending on the attack method. Once a melee begins however they count as Engaged and normal rules apply.
Thus for average humans, with 4/4/4/4, would have the following values:
Shields may add to your defence if used in that fashion, but they may be used to reduce damage as well (see below and Equipment chapter).
Manufactured normal weapons and natural weapons of all kinds do a default 1d6 damage.
Strike Damage: Weapon + Brawn(Cunning) + Bulk.Tier (+Boosts)(+Doubles)
Shooting Damage: Weapon + Brawn (+Boosts) (+Doubles)
So an average human with an average weapon and Brawn and Bulk of 4 would do: 1d6 + 1d8 + 4 damage.
Weapons can be rated as Light or Heavy, in which case they drop or rise one dice level (1d4 and 1d8).
Any weapon used two handed will inflict an extra dice level of damage.
Light weapons will give the user an extra Initiative card, the user may select any card they wish as the one they use.
Heavy weapons will also give an extra Initiative card but the user must discard the highest card.
Light and Heavy can be reflective of weapon size, weight or effectiveness, eg human fists would be considered light by default.
Armour is either natural (eg thick hide) or worn (eg chainmail), in either case it reduces the amount of damage taken, but in the later case may hinder the wearer in some way (eg slower movement).
Armour will reduce the amount of damage inflicted from a single opponents damage event. Damage suffered by a Fail is considered self inflicted (or morale based) and by-passes armour, as too is damage suffered from Casting.
Worn armour may be limited at times by things like Brawn or Body, see Equipment. The following are the base armours you will probably encounter.
Worn armour cannot be layered on top of worn armour, but generally will work on top of natural armour.
Shields come in various sizes and with different benefits. A shield may be used as a bonus to Defence, or as a bonus to Armour. This must be decided each time you take an action, and applies till you take another action. Large shields provide 1pt of Cover vs missiles as an extra bonus.
Large creatures will gain extra Armour due to their Bulk, as follows:
Bulk=5 or 6 +1 armour
Bulk=7 +2 armour
Bulk=8 +3 armour
Bulk=9 +4 armour
Bulk=A +5 armour
Bulk=B +6 armour etc...
Some creatures may gain natural armour or bonus armour due to special circumstances (eg skeletons).
AoE attacks will hit a number of targets based on their breadth as follows:
Small template: 1d4+1, all same zone
Sweep Attack: engaged
Cone template: 1d4+1 – same zone, close+short.
Medium template: 1d6+1, all same zone, close+short
Large template: 2d4+1, any two adjacent zones.
This roll can be made before your casting roll, as a number of modifiers may apply as follows.
The positioning of targets is irrelevant, as we are assuming a dynamic environment where movement and timing are not linear. So targets can be selected at random within a zone, except that Engaged groups are targeted as a whole.
With area effect attacks every EVEN numbered target is assumed to be a friend by default. For each raise on your casting/sweep roll you may convert a friend into an enemy, or it may be used to add an extra target (one only, if EVEN it will still be a friend to start with). A target may only be hit once.
An Engaged group counts as one target, and can be a friend or foe option (assuming at least one of each present).
eg: you cast a medium burst template and get a result of 6 targets (1d6+1 roll). Targets 1,3 and 5 are enemies. Targets 2,4 and 6 are friends. Your casting roll was a single raise, so target 2 is converted from a friend to an enemy.
Option: you may elect to take -2 to your roll for each friend target you convert to an enemy, so if you want to convert target 2 to an enemy your casting roll will be at -2. If you want to convert target 2 and 4 to an enemy you will be at -4.
Option: you may elect to reduce the target number result by any amount, but for each friendly target (even numbers) you reduce your casting roll is modified by -2. Eg you have 6 targets, so to get rid of the 6=friend you drop the targets to 5, but your casting roll will be at -2. You could drop it to 3 and the casting roll would be at -4. To use this you can pre-roll target numbers, or you might allow it post roll and re-assess the result.
Option: you may add extra targets to your roll, upto the max roll possible (6 for d6 etc). For each extra enemy target you add (odd numbers) your casting roll will be at -2.
Range attacks suffer modifiers to target numbers with increased range or complexity, as follows:
-1 visibility at Med+
-1 to AG tests
+1 to resist fire
-1 to Notice via sound
RAIN – Moderate
-1 visibility, -2 at Long+
-2 to AG tests
+1 to resist fire
-2 to Notice via sound
+1 Stealth
RAIN – Heavy
-2 visibility
-2 to AG tests
+2 to resist fire
-2 to Notice via sound
+2 Stealth
FOG – Light
-1 visibility
+1 Stealth
FOG – Moderate
-2 visibility
Cant see more than 2 zones
+2 Stealth
FOG – Heavy
-4 visibility
Cant see more than 1 zone
+4 Stealth
COVER – Light
1 Cover
+1 Tuff vs AOE
COVER – Moderate
2 Cover
1 Cover default
+2 Tuff vs AOE
+1 Stealth
COVER – Heavy
4 Cover
2 Cover default
+4 Tuff vs AOE
+2 Stealth
DEBRIS – Light
-1 MA or AG4 roll
1 Cover option
DEBRIS – Moderate
DEBRIS – Heavy
-2 MA or AG6 roll
2 Cover option
+1 Stealth
+ indicates that if in different Arms add an extra range.
Modifiers.
Stun can be inflicted as a result of a Boost effect, via a magical stun attack, or by an attacker electing to do stun damage rather than normal damage before they make their attack roll.
Using Boosts to inflict stun only works once per attack, you cannot use it to inflict two Stuns from a single attack.
Magical stun effects are based on inflicting Stun type damage in the same way as follows.
To inflict a deliberate stun you must hit, then roll damage (less armour), and if that exceeds the targets Body+Bulk tier value then they suffer a stun (but no damage). So for an average human you would need to inflict 4+4 damage. They get one Stun for each allotment of damage inflicted. This form of Stun will accumulate.
The effect of Stun is:
You can roll to remove one level of Stun at the end of your action as a free effect, roll Body vs 4. You may use your single allowed action to remove one level of stun effect automatically, plus you could then roll to remove another level.
If you suffer an stun effect whilst stunned you gain another level of stun. Stun simply accumulates as inflicted, and is removed a level at a time. Until all of it is removed the effect remains.
Option: if you accumulate as many stuns as your Body value you become unconscious.
-3 MA or AG8 roll
4 Cover option
+2 Stealth
LIGHT – Dim
-1 Visibility
LIGHT – Dark
-2 Visibility
+1 Stealth
LIGHT – Black
-4 Visibility
+2 Stealth
NOISE – Light
-1 Hearing
NOISE – Moderate
-2 Hearing
+1 Stealth
NOISE – Loud
-4 Hearing
+1 Stealth
BUZZ – Light
-1 Comms
BUZZ – Moderate
-2 Comms
BUZZ – Heavy
-4 Comms
WIND – Light
-1 Ranged fire
(not Heavy, not -Short)
WIND – Moderate
-2 Ranged Mod+ fire
-1 Ranged Short
(not Heavy, not Close)
WIND – Heavy
-4 Ranged Mod+ fire
-2 Ranged Short
(not Close)
-2 Heavy Ranged fire
WALL – Low, ruined, exposed
1 Cover option
WALL – solid, internal
2 Cover Option
+1 Stealth
WALL – strong
4 Cover option
+2 Stealth
SLIPPERY
AG vs 4 or fall
-1 Stealth
SLOWING
Half MA (actual)
OBSTACLE
AG vs 4 or fall
Cover 2 option
+1 Stealth
FIRE
AG vs 4 or burn every rnd
DANGER
AG vs 4 or 2d6 damage
TEST
Trait vs 4 test or Shaken
SHORTCUT
May move extra zone free
Connect to adjacent zone
ADVANTAGE
+1 to all actions option
CONCEALMENT
+2 vs Drag
+1 Stealth
2 Cover option
+2 Tuff vs AOE
OPEN GROUND
-2 Stealth
No cover
EXPOSED GROUND
-2 Stealth
No cover
+1 to ranged attacks
CLATTER
-2 Stealth
+1 Noticeable
No Cover
PIT
Notice vs 4
AG vs 6 or 3d6 damage
TRAP
Notice vs Set (6) or 3d6 damage
+2 Notice
TRIP WIRE
Notice vs 6 or +2 Notice
ALARM
Notice vs 6 or +4 Notice.
HIDEYHOLE
Surprise attack by opponent
DEFENSIVE
+2 to resist Drag
+2 Tuffness vs ranged or AOE
BARRIER
Flimsy
Tuff 8, BC
BARRIER
Moderate
Tuff 10, BC
BARRIER
Strong
Tuff 12, BC