Scav Scrapper
Hungry, erratic, and armed with whatever they can find.
Aggressive in large groups, cautious otherwise. Prefers to move every turn. Will flee if alone or outmatched.
Has one of the following:
The complete rules for This Fragile Sky, meant to be flipped through mid-game. Filter the sidebar to jump straight to any rule.
This Fragile Sky is a game about ordinary heroes in a broken, and beautiful world. Alongside your squad, you'll share quiet moments, dramatic encounters, and close calls with death. TFS is built on three main tenets:
This Fragile Sky is quick to pick up, with a lightweight trait and approach system that's flexible and primed for dramatic moments. The system is built around the GM and players telling a collaborative story, and aims to maximize player agency.
A heartfelt conversation around a campfire, a moment spent cleaning your weapon, or an evening spent gambling in a frontier settlement; TFS purposely makes space for scenes like these, incentivizing in-character moments without forcing them.
Combat in TFS is quick to resolve but tactically dense. Superior positioning, good use of cover, and suppressive fire are all essential to staying alive in a firefight. You don't get any harder to kill as you level up, making each encounter potentially lethal.
The letter 'D' is used throughout the rules to indicate a standard six-sided die (commonly called a d6). A number usually precedes the D, which indicates the number of dice to roll. For example, 3D is the equivalent of 3 six-sided dice.
The game master, or the GM, is the person responsible for facilitating the game. They describe the world, act as the non-player characters, and describe player-characters' effects on their environment. There is plenty of advice out there on how to be an excellent game master — we've added our own GM tips specific to TFS throughout the rules.
If a rule is ambiguous, and many are, the GM is empowered to make a ruling on the fly. Player input is encouraged, but the ultimate ruling always falls to the GM.
Distance in TFS is measured in steps. With each step representing about 5 feet (1.5 meters). If you play with a square or hex grid, treat each space as one step.
Whenever the rules say to divide or use half of a value, always round down. For example, half of 7 is 3.
It's not much, so don't overthink it!
Character creation is designed to be quick and straightforward:
What's your name and story? There is infinite flexibility here, so take your time and work with your GM. Invent something that inspires you; the more invested you are in your character, the more fun you'll have.
Choose 4 traits and at least 2 faults. At this stage, you can't take more than two traits in any one approach. Write each trait on your character sheet under the relevant approach, and list your faults where it says to. You cannot change these later.
Pick any tier-I skill from any skill tree, and note it on your character sheet.
Fill in your approach scores, shown as circles on your character sheet. Each trait in an approach increases its score by one.
Your pack capacity is 10 slots, plus 2 slots for each grit trait you have. Note this by filling in two bubbles under your "Pack" section for each grit trait.
Unless your GM has something special in mind, start with the following equipment:
Your movement is 6. Armor may later reduce your movement.
The following list of traits is not exhaustive. If none of them match your vision for your character, you are encouraged to work with your GM to invent your own. A good trait should say something specific about how your character shows up in the world.
* Expertise — choose any domain of knowledge: botany, medicine, history, etc. You can take the 'Expertise' trait multiple times.
Leveling in TFS is milestone-based. It is up to the GM and players to reach a consensus on when to level up. It is usually wise to level-up every 2-5 sessions. Each time you gain a level, you may choose to gain one trait or one skill.
Approaches represent your character's five core competencies. Your level in each approach is expressed as a number between one and five.
Each approach represents how your character acts, not what they accomplish. Many situations can be solved by multiple approaches, and the one you choose says something about your character. For example, you might kick down a locked door (grit) or pick the lock (finesse). Other situations might be approached in more creative ways. For example, you might scare off a bandit gang by convincing them you've brought backup (charm) or you might earn their trust by flexing your medical expertise and offering to treat their wounded (know-how).
Charm is the art of winning hearts and minds. You might use charm to convince, deceive, seduce, bamboozle, distract, or otherwise exert your will on another character without lifting a finger.
Finesse is your ability to move precisely and carefully. It is your balance, coordination, dexterity, and your effortless sense of style when pulling off a stunt. You might use finesse to move undetected, to throw an object accurately, or to perform an impressive feat of acrobatics.
Grit is a combination of your physical and mental tenacity. You might use grit to lift something heavy, push the limits of human endurance, or assert yourself through sheer willpower.
Know-how is a combination of your book-smarts and practical knowledge, born from study or experience. Your know-how might help you salvage components from a derelict vehicle, administer first aid, or identify a mysterious plant.
Perception encompasses both your sensory acuity and your ability to notice subtleties that others might miss, whether you're looking for tracks in the dark or discerning someone's true motives.
Gameplay in TFS takes the form of a conversation. The game master (GM) and players are working together to tell a collaborative story. The rules are simply a framework that supports that story's unfolding, while the dice provide a touch of drama and unpredictability.
Gameplay usually follows the same five steps, which repeat as events unfold in the narrative. Keep in mind that this is not a checklist or a procedure to follow strictly:
In TFS it's the player who narrates their character's actions based on their roll, while the GM describes the outcome. The dice tell the table whether something happens, the player describes how, and the GM describes what results.
As a rule, the game master (GM) should call for a check whenever a character attempts an action in which failure would have a meaningful consequence or cost, whether it's time, health, resources, or social standing. If there's nothing at stake, don't roll. The more you can internalize this simple rule, the better your game will flow.
To make a check, roll a number of six-sided dice equal to your approach score. If at least one of your dice lands on a value equal to or higher than the check's difficulty, you succeed, otherwise you fail.
Many conditions modify a check by either adding or subtracting dice from the dice pool. You always roll at least one die on a check, even if a modifier would make your dice pool zero.
The difficulty of a check is classified as easy, normal, or hard based on the circumstances of the scene and the GM's judgement. The difficulty of the check determines the lowest result you need in order to succeed. Whenever the rules do not specify a check's difficulty, assume it's normal.
| Check difficulty | Success criteria |
|---|---|
| Easy | a 4 or higher |
| Normal | a 5 or higher |
| Hard | a 6 or higher |
Sometimes, two characters may be required to make simultaneous opposed rolls. When the GM calls for a contested check, both characters make the same check, usually with the same approach (up to the GM), and compare their results. The winner is determined by the following rules:
1, 6 beats 2, 5, 5 · 1, 6, 6 beats 5, 5, 6 · 2, 3, 5 beats 3, 5
Spark is a resource that represents your character's resolve and commitment to their allies. You can earn spark during a rest, and you can spend it to invoke traits or to use certain skills. You can never have more than two spark, plus one occasional bonus spark awarded by the GM. The rules for gaining spark can be found in the "Rests" section.
After failing a check using a given approach, you may spend a spark to invoke a trait in that approach and attempt the roll a second time. You must be able to describe how the trait aids you in your action. You may only invoke a trait once on any check.
At any time, the GM can award any player a single bonus spark for exceptional roleplay or behavior at the table. Your bonus spark does not contribute to your 2 spark maximum, and it is not lost on a rest. You can never have more than one bonus spark at a time.
In a combat encounter, play is organized into rounds, with each player-character (PC) and non-player-character (NPC) taking a single turn each round.
At the start of an engagement, the turn order is determined by the position of each character. Whoever (or whatever) started the engagement goes first, followed by the closest character to the center of action, then the second closest, and so on. Once established, the turn order does not change, even as characters move. If two characters are the same distance from the action, the GM makes the call on turn order.
On each of your turns, you may move and take one action. You can move before or after your action, or split your movement both before and after it.
Your character's movement stat represents how far they can move on a single turn. In conjunction with your action, while standing on normal terrain, you can move a number of steps equal to your movement. Crawling, climbing, or moving through difficult terrain each cost one extra movement per step.
Dropping to a prone position costs no movement, but standing up from a prone position costs 2 movement. Crawling while prone costs one additional movement per step.
When climbing a vertical surface, each step of vertical distance costs one extra movement.
Moving through difficult terrain such as mud, rubble, dense vegetation, or shallow water costs one extra movement per step.
There are no hard rules for jumping in TFS, but the GM may call for a check when character tries to jump several steps. Horizontal distance covered while jumping still costs movement.
You take 1 harm for every step (5 feet) you fall vertically. You can half fall damage by succeeding on a normal(5) finesse check when you land, but only if the fall was intentional.
The following is a list of all the actions available to your character. When you take an action, describe what your character is attempting to do using as much detail and flare as you can.
Attack with an equipped weapon, making a single attack roll against a target that you can reach. A single attack action is not always a single shot or strike—it may be a burst or fire or a dramatic melee combo. Be creative in your descriptions.
Use your action to move at maximum speed, doubling your movement for your current turn.
Throw a grenade at a target location by making a normal(5) finesse check. On a success, your grenade detonates at the target location. On a failure, the grenade lands in a random adjacent space. Your accurate throwing range in steps is equal to 4 plus your finesse score, beyond which your check has -1D. Your maximum throwing range is triple that distance.
Attempt to grab a target you can reach by making a contested finesse or grit check against them. On a success, you grapple your target instead of dealing damage, grabbing hold of them. The target must not be significantly larger than you, as ruled by the GM.
While grappled, a creature has -1D on attack rolls and cannot move. A grappled creature can attempt to escape as an action, making a contested finesse or grit check against you. You can drag a grappled creature with you up to half your movement.
Choose an action that you will take in response to a certain trigger. For example: "I will shoot at the first enemy that moves," or "I will throw the grenade as soon as the door opens." If the trigger occurs before the start of your next turn, you may perform the held action as a reaction before, during, or after the trigger finishes. Attacks taken as reactions have -1D.
When making a reaction attack against a moving target, their cover is determined by their position at the moment of the shot.
Do something that requires your full attention, such as performing first aid, hacking down a door with an axe, or attempting to override a self-destruct sequence.
A reaction is an instant response to a specific trigger, such as an enemy moving or attacking. Unlike normal actions, you can take a reaction outside your turn. Specific circumstances that allow reactions are described throughout the rules. In other words, don't worry about reactions unless the GM or the rules say to take one.
During your turn, you may want to take one or more minor actions alongside your main action—shouting a warning, flipping a table, pulling a lever, opening an unlocked door, etc. The GM is encouraged to be rather permissive when it comes to allowing free actions, as they add cinematic flair to a scene and keep the action moving.
To make an attack, roll a check using the approach your weapon requires, rolling the drama die in addition to your dice pool. If your weapons allows for multiple approaches, pick one before rolling. Your attack's base harm is equal to the number of dice that match or exceed the attack's difficulty. If none of your dice match or exceed the difficulty, your attack misses.
Each weapon comes with an attack bonus, which may grant additional dice and/or additional harm on a hit. Each weapon's bonus makes it behave differently in combat. For example, some weapons (like the SMG) hit more reliably, while others (like the assault rifle) reward a well placed shot with increased lethality.
Melee Range is 1 step (adjacent) unless noted otherwise.
Ranged weapons have a range of short (5 steps), medium (10 steps), or long (20 steps). When attacking outside of your weapon's range, you have -1D on your attack roll for each full multiple of your weapon's range between you and your target. Weapons are ineffective beyond four times their range.
When making a ranged attack against an adjacent enemy, you have -1D on your attack roll, unless your weapon has the Compact property.
The difficulty of an attack roll depends on the type of attack:
Melee defense. Rather unlike bullets, melee attacks can be dodged or blocked with quick reflexes. When someone makes a melee attack, both the attacker and defender roll simultaneously—the attacker with their weapon's approach, and the defender with either finesse or grit. The defender's highest result becomes the attack's difficulty. Defense checks make melee combat swingy and unpredictable; closing in for a melee strike is a risky proposition, even if you outmatch your opponent.
Ranged defense. When making a ranged attack, the difficulty is determined entirely by the target's cover.
| Cover type | Attack difficulty |
|---|---|
| In the Open | 4 |
| Behind Cover | 6 |
Whenever you make an attack roll, you must also roll the drama die. The drama die is a d6 marked with two symbols, which indicate either ace or burn. If the drama die lands on any other side, it has no effect.
If you don't have an official drama die, any d6 will do. Treat 1-2 as burn, and 6 as an ace.
When you roll an ace, choose one of the following:
When you roll burn, your attack consumes one ammo, after the attack is resolved. Burn does not apply to melee or thrown weapons.
Your character's harm track represents their accumulated fatigue, stress, and physical trauma. Getting hit by an attack inflicts harm, while resting and certain items reduce it. You have 9 harm slots total.
Whenever you have all 9 harm slots ticked, you are in critical condition and must immediately make a hard(6) grit check to stay conscious; this grit check is unaffected by any bonuses or penalties. You must repeat the check at the beginning of each of your turns and each time you take harm, until either you fail a check or are stabilized. If you fail a check, you fall unconscious, and you die on your next turn unless someone stabilizes you first.
As an action you can attempt to stabilize yourself or an adjacent ally who is in critical condition. Stabilizing an ally calls for a normal(5) know-how check, while stabilizing yourself calls for a hard(6) know-how check. On a success, the target unticks one harm slot and is no longer in critical condition. If you stabilize an unconscious character, they regain consciousness in 1d6 minutes.
Certain character conditions have mechanical effects.
| Condition | Effect |
|---|---|
| Stunned | A stunned character cannot move or take any actions or reactions, and automatically rolls a 1 on all checks. The condition ends at the end of their next turn unless noted otherwise. |
| Impaired | An impaired character has -1D on all checks. While impaired, a character may spend their action to steady themselves and remove the condition. |
| Suppressed | A suppressed character can roll no more than 1D on attacks, and their movement is reduced to 1. The condition ends at the end of their next turn. |
| Prone | A prone character has cover from ranged attacks beyond short range, but incoming melee attacks have +1D. While prone, each step costs an extra movement. Standing up costs 2 movement. |
Your character's skills represent their special talents and approach to combat. Skills are divided into six distinct skill trees that each describe a particular martial identity. Within each tree, skills are sorted into tiers from I to IV. Note that each tier may contain multiple skill options.
Whenever you level-up, you may choose to gain an additional skill.
Resting is a core element of the gameplay loop in TFS. Resting does not simply have mechanical effects; each rest is an important moment for characters to bond and develop.
When it is safe to do so, the party can take at least 30 minutes to tend their wounds and steel their resolve. During a rest, a character may consume a medical kit to clear all except 4 harm. If you have 4 harm or less, you cannot heal from a short rest.
At the start of a rest, everyone's spark is reset to 1, and the GM signals that the scene is open. Players roleplay or describe their character's actions freely—a conversation, a moment of solitary reflection, or even a social confrontation. At the end of the rest, each player who participated gains an additional spark. If any players do an especially good job portraying or developing their character, the GM may award them a bonus spark.
Generally, roleplay during a rest falls into one of three categories. Use these categories as inspiration rather than as a checklist:
The main purpose of a rest is to give the players permission to roleplay and develop their characters. No system or GM can force players to enjoy roleplaying, and so it is your job as the GM to simply create space for it to occur. Do not rush through rests or treat them as a mechanical checkbox, give them plenty of space to breathe.
A long rest is several days or weeks of downtime, during which you can take plenty of time to relax and receive medical attention. It is enough time to fully heal from most wounds and recover from mental exhaustion. A long rest should only be employed when the party has nothing urgent to do -- it is a narrative beat rather than a tactical choice.
At the end of a long rest, a character clears all their harm. A long rest uses the same "regaining spark" rules as a normal rest.
When it comes to creating narrative tension, the GM is empowered to impose consequences for rests.
"Sure, you can take a breather, but the bad guys are already preparing their defenses. You sure you wanna do that?"
This approach is especially effective whenever the party is under a time crunch, but care should be taken to avoid taking agency away from the players. You should never deny a rest outright unless the party is in an especially dangerous location.
Your character's inventory is organized into slots, with each item occupying a number of slots according to its size and weight.
| Slots | Size | Description |
|---|---|---|
| 0 | Tiny | Matches, pens, lighters, zip ties, jewelry, sewing needles, trinkets, etc. If it fits easily in a pocket, it's tiny. |
| 1 | Small | Sidearms, SMGs, multitools, medical kits, flashlights, grenades, etc. If it's smaller than a watermelon and would hurt to get hit with, it's small. |
| 2 | Big | Rifles, shotguns, crowbars, bedrolls, tents, car batteries, etc. If it's bigger or heavier than a watermelon, it's big. |
| 4 | Bulky | Machine guns, industrial motors, 36-packs of beer, etc. If you need two hands to carry it, it's bulky. |
Your loadout is the set of gear available to you during combat. You can use or deploy an item in your loadout without spending an action to find it in your pack.
You can carry the following items in your loadout:
Tiny items in your inventory are always accessible to you, there is no need to place them in your loadout.
When you are wearing armor, you gain extra loadout slots at the expense of mobility, depending on the type of armor you are wearing.
Your pack is bigger than your loadout, and is where you carry most of your gear such as food, medical supplies, and salvage. You have 10 pack slots by default, with each grit trait granting you 2 more slots.
For each slot you fill above your capacity, your movement is reduced by 1.
Each weapon has an innate bonus, listed as two numbers, such as 1D/2H. The first number (D) indicates the number of dice to add to your attack roll when using that weapon. The second (H) indicates the amount of bonus harm applied to your attack if it hits. If either value is absent, such as -/1H, that value is zero.
| Weapon | Range | Approach | Bonus | Properties | Ammo | Size |
|---|---|---|---|---|---|---|
| Pistol | 5 | Fnss | 1D/1H | Compact | S | 1 |
| Hand Cannon | 5 | Grit | -/2H | Compact | L | 1 |
| SMG | 5 | Fnss | 2D/1H | Compact, Suppressive | S | 1 |
| Carbine | 10 | Fnss/Perc | 1D/1H | Suppressive | S | 2 |
| Assault Rifle | 10 | Grit/Perc | -/2H | Suppressive | M | 2 |
| Precision Rifle | 20 | Perc | -/2H | Piercing | L | 2 |
| Shotgun | 5 | Grit | 3D/- | Compact, Spread | Shell | 2 |
| Machine Gun | 10 | Grit | 2D/- | Heavy, Area Denial | M | 4 |
| Weapon | Range | Approach | Bonus | Properties | Ammo | Size |
|---|---|---|---|---|---|---|
| Slugger | 10 | Grit | -/3H | Heavy | L | 4 |
| Thermal Cannon | 5 | Grit | 4D/2H | Compact, Spread | Unique | 2 |
| Rail Rifle | 40 | Perc | -/9H | Piercing, Heavy | Unique | 4 |
| Arc Rifle | 10 | Fnss/Perc | 1D/1H | Stun | Cell | 2 |
| Arc Pistol | 5 | Fnss | 1D/1H | Stun | Cell | 1 |
A heavy automatic weapon that fires three rounds at once, delivering massive kinetic energy with each hit.
A large-bore shotgun that uses an enormous charge to launch a flurry of molten tungsten slivers. The heat imparted to the payload is so intense that the weapon begins to visibly glow after firing.
A magnetic rifle with a pair of 8-foot-long extending rails in place of a barrel. The rail rifle launches a super-dense depleted uranium round at near orbital speeds, which can punch clean through a meter of solid steel. The discharge sounds like a lightning bolt, and scorches the surrounding air in a blinding arc of white-hot plasma. Firing consumes a full power cell. After each shot, roll a d6. If you roll a 1, the weapon is permanently disabled by it's own discharge, and requires a new set of rails before it can be fired again.
An energy weapon that first ionizes the air with a short laser pulse, leaving a conductive path for the needle-straight bolt of electricity that follows. The bolt has low penetration, but overloads electronics, seizes muscles, and badly burns exposed tissue.
The arc pistol works on the same principle as the arc rifle, trading range for increased accuracy at close quarters.
Piercing weapons ignore up to 2 points of armor.
When attacking with a suppressive weapon, you may choose to lay down fully-automatic suppressive fire against a single target. When you make a suppressive attack, burn one ammo. Your target may choose to become suppressed to avoid taking harm, hunkering down behind cover or dropping prone. The target must choose whether to become suppressed before the attack roll. If your target does not choose to become suppressed, make an attack roll as normal. Since a suppressive attack always burns ammo, burn rolls are ignored. The point of a suppressive attack is not to deal damage, but to gain control of the battlefield.
Area denial is a special form of suppressive property, allowing you suppress multiple targets at once. When attacking with an area denial weapon, you may choose to suppress up to 3 targets within a 90 degree firing arc, making a separate suppressive attack against each. (Each suppressive attack burns one ammo)
Compact weapons don't suffer any penalty when firing at adjacent targets.
A heavy weapon is big and unwieldy, and rolls no more than 1D on each attack unless it's braced on a bipod or stable surface. It takes an action to brace a heavy weapon. Once braced, a weapon remains braced until you move it.
Spread weapons only get their attack bonus when firing at targets within their range.
When hit by a stun weapon, the target must succeed on a normal(5) grit check or they are stunned.
Ammo in TFS is measured in abstract ammo units, with a single unit representing one or several pieces of ammunition depending on the caliber. You can carry 2 ammo units in a single inventory slot.
Polymer-cased ballistic ammunition was imported to Catalina in huge quantities as part of the doomed relief effort. It comes in three standard sizes: small(S), medium(M), and large(L).
Shotgun shells existed on Catalina even before the skyfall, and remain relatively easy to manufacture with the planet's limited industrial capacity. They come in a single standardized size.
Power cells have many uses, and only one of them is weaponry. Unlike standard ammunition, a power cell is not destroyed when depleted, and can be recharged indefinitely. This makes them remarkably valuable.
Melee weapons are categorized as either blunt or bladed. Blunt weapons include clubs, guns used as melee weapons, and most improvised melee weapons. Bladed weapons include knives, machetes, swords, etc.
| Weapon | Approach | Bonus |
|---|---|---|
| Unarmed | Fnss/Grit | None |
| Any Bladed Weapon | Fnss | 1D/- |
| Any Blunt Weapon | Grit | -/1H |
Grenades come in many forms. For simplicity while using a square or hex grid, the harm-radius of a grenade does not include the center—e.g. a frag grenade's blast is 7 steps edge-to-edge.
| Grenade | Radius | Harm | Description |
|---|---|---|---|
| Frag Grenade | 3 | 5 | Anyone standing within the blast radius may dive 1 step behind cover or away from the grenade as a reaction, ending in a prone position. Cover prevents harm unless the GM rules it is destroyed in the blast. |
| Flashbang | 4 | 0 | Each organic target, regardless of cover, must succeed on a hard(6) grit or perception check or they become stunned. |
| Molotov Cocktail | 2 | 1 | Lights an area on fire, inflicting 1 direct harm to all targets caught in the flames. The flames deal 1 direct harm to anyone who enters or ends their turn in them, and last for 3 rounds. |
| Jolt Grenade | 3 | 3 | Shocks all targets, regardless of cover, dealing 3 direct harm. Each target must succeed on a normal(5) grit check or they are stunned. |
| Thermobaric Grenade | 4 | 2 | A two stage grenade which disperses and ignites a cloud of aerosol explosive, causing a huge and fiery explosion that deals 3 direct harm to everything within 4 steps. The blast is not blocked by cover. |
Armor provides increased survivability and additional loadout slots at the cost of mobility. When equipped, armor does not take up any inventory slots.
| Armor type | Armor | Movement | Loadout slots | Size (unequipped) |
|---|---|---|---|---|
| Light Armor | 1 | -1 | +1 | 2 |
| Heavy Armor | 2 | -2 | +2 | 4 |
| Item | Size | Rarity | Effect |
|---|---|---|---|
| MedPen™ | Small | Valuable | An auto-injector filled with a mix of painkillers and clotting agents. Can be used as a free action to instantly clear 2 harm. The MedPen automatically stabilizes a character in critical condition. |
| Combat Stims | Small | Valuable | An auto-injector filled with potent, fast-acting stimulants. Combat stims remove the stunned or impaired condition instantly, and increase the recipient's movement by 4 until the end of their next turn. Free action to use. |
| Medical Kit | Small | Common | A personal first aid kit with basic supplies such as bandages, antiseptic, and medical tape. Can be consumed to grant +1D on a know-how check to stabilize a character in critical condition. If you have more than 4 harm, the medical kit can be consumed during a rest to clear all but 4 harm. |
| Trauma Kit | Small | Very valuable | A satchel stuffed with bandages, tourniquets, transfusion kits, and fast-acting medicines. The trauma kit has 3 charges, which can be each expended as an action to automatically stabilize a character in critical condition. Each charge can be also used as a medical kit when resting. |
| Universal Antidote | Small | Valuable | An auto-injector full of synthetic anti-toxins. Can be used as a free action to instantly end the effects of any poison or toxin. |
| Universal Antibodies | Small | Priceless | A vial of adaptive nano-phages, which target and eliminate most known diseases over the course of 48 hours. People will kill—and have killed—for tech like this. |
| Revivifier | Big | Priceless | A briefcase-sized device that can be deployed as an action to revive a dead character, provided they died within the last hour. Clears a single harm slot. After being revived, the target is severely impaired and cannot take any meaningful actions for 30 minutes. The revivifier is single-use. |
| Item | Size | Rarity | Effect |
|---|---|---|---|
| Flare Gun | Small | Valuable | A handheld flare gun and two signal flares. Not intended for use as a weapon, but quite deadly if pointed toward an enemy. When used as a weapon the flare gun has a -/1H bonus and a range of 5 steps. |
| Snake Cam | Small | Very Valuable | A flexible fiber-optic camera and matching monitor. The snake cam is 3-feet-long, and can easily be maneuvered through vents or under doors. Takes an action to deploy. |
| Crowbar | Big | Common | A titanium crowbar about 3 feet long. Grants +1D on grit checks when used to increase mechanical leverage. |
| Rope (50 ft) | Small | Common | Fifty feet (10 steps) of synthetic rope, capable of bearing 5000 pounds. |
| Lockpick Set | Trinket | Common | A set of lockpicks that grants +1D on finesse checks when used to pick mechanical locks. |
| Duct Tape | Small | Common | A roll of duct tape. It's grey, it's sticky, it can be used for damn near everything. |
| Binoculars | Small | Very Valuable | A set of variable-zoom binoculars that allows you to see small details up to a kilometer away. |
| Glowstick | Trinket | Common | A glowstick casts dim light within a 10 step radius and lasts for six hours. Activating and tossing a glowstick is a free action. |
| Noisemaker | Small | Common | A single-use noisemaker that can be set on a timer or thrown like a grenade. Once activated, the noisemaker emits a loud banging noise for three turns. Takes an action to use. |
| Canteen | Small | Common | A low-profile plastic canteen for carrying water. Holds one liter. |
| Flashlight | Trinket | Valuable | A compact but bright flashlight that casts light up to 20 steps (100 ft). Can be easily attached to any weapon as a free action. |
| Multitool | Small | Common | A compact multitool equipped with a utility knife, pliers, screwdriver, and file. |
| Nylon Cord (100 ft) | Small | Common | One hundred feet of thin nylon cordage, capable of bearing 300 pounds. |
| Two-Way Radio | Trinket | Very Valuable | A small radio with a matching earpiece and throat-microphone, which allows communication with allies up to a kilometer away even when speaking in a whisper. |
| Wrist Watch | Trinket | Valuable | A hybrid analog/digital wrist watch with a built in timer. |
A field guide to the threats of Catalina. Each stat block lists an enemy's vitals, its five approach scores, and its actions — plus a note on how it tends to behave in a fight.
Hungry, erratic, and armed with whatever they can find.
Aggressive in large groups, cautious otherwise. Prefers to move every turn. Will flee if alone or outmatched.
Has one of the following:
Big, mean, and done talking.
Closes distance as fast as possible. Brash and heedless.
Sharp, decisive, and often feared by their underlings.
Prefers aggression over caution. Will try to suppress the most dangerous target.
If you're fighting the NCDL, you've messed up big time.
Minimal tactical training, but capable of limited coordination and experts in their own weapons.
Work together to suppress and move. Plays cautious and tight.
The biggest of the NCDL troopers, entrusted with heavy weaponry. Usually one per NCDL squad.
Prefers to set up behind cover and lay down suppressive fire for squadmates. Only uses their pistol as a last resort.
Fast, perceptive, and lightly armed. The eyes and ears of the NCDL.
Prefers to outflank enemies. Will flee without good fire support.
Militia Medic — stats forthcoming.
Not villains — dangerous wildlife. Mechanoids act on instinct and instruction, not malice. Read their behavior, keep your distance, and they may never notice you at all.
A small flying scout drone with sensitive scanners, capable of moving quickly and quietly. Upon detecting a target, the scout emits a loud piercing whistle which attracts nearby mechanoids.
The scout is the only mechanoid programmed to preserve itself, and will flee if threatened.
The scout uses an array of lasers to illuminate a target within 20 steps. As long as the scout maintains line-of-sight, ranged attacks against the painted target have +1D.
A small lightly armored drone with an accurate needlegun.
Locusts play cautiously when solitary, but become aggressive in groups of 3 or more. Locusts usually travel in squadrons of 3 to 6.
An ace electrocutes the target; they must succeed on a hard grit check or they are stunned.
The Mechanoid's frontline unit.
The tripod prefers to skirmish, keeping at range and using cover effectively.
The Tripod discharges its laser in an unfocused burst against an adjacent target. Used defensively rather than offensively.
Long range, precision shooter.
Once the sentinel picks a target, it will not switch targets unless line of sight is broken or that target goes down.
A dog-sized quadrupedal robot with razor sharp articulating blades. The mantis is clearly designed for vicious close quarters killing, and is probably the most feared of all the mechanoid frames.
Prefers to attack the weakest or most vulnerable target.
The mantis leaps up to 5 steps toward a target, making a melee attack. The target is knocked prone on a hit.
A medium robot resembling a large sphere posted on six legs. Armed with pulsed railguns and a grenade thrower.
The hexapod uses an action to charge up it's railgun, emitting an audible hum. It uses its next turn to make one railgun attack against up to five targets it can see.
The Hexapod throws a grenade up to 12 steps. The grenade explodes at the start of its next turn, dealing 5 harm to everything within 2 steps. Cover blocks all harm. The Hexapod is armed with 1d6 grenades.
An eight-legged, heavily armored beast with an array of scanners, long-range lasers, and flechette cannons for close range devastation.
Due to tremendous heat generation, the octopod's beam laser is unusable for 2 turns after each firing.
The Octopod launches up to 4 small missiles, which have a range of 15 steps. Each missile rolls 3D against its target. Each target may make a defense roll. The octopod is armed with 2d6 seeker missiles.
Single use. The Octopod deploys 3 Locusts, which each take their turn immediately.
Strider is in the roster but only has a description so far — it'll get a full stat block once its actions are finalized.
This chapter is still being written in the rulebook. Once its text is ready, it will drop in here verbatim alongside the rest. In the meantime, the GM tips scattered through the rules above cover the essentials.