Characters that are not in a Vehicle are able to engage in conflicts in different ways than those that benefit from the safety of a Vehicle. A Character On Foot is able to declare actions and perform combat against other On Foot Characters and Vehicles.
When at least 1 Character is not a Driver or Gunner in a conflict there is an additional Phase at the beginning of a Turn called the Pedestrian Phase, during this Phase each On Foot or Passenger Character can declare Actions and make Moves seperately from Vehicles.
Each Character not in control of a Vehicle or operating a Pintle or Cupola is able to declare and resolve an Action or Combination Action including a Move if they wish, regardless of how far they are able to move (even if they would move more than 1 space or 8cm), as there is only 1 Pedestrian Phase in each Turn.
depending on what type of game you are playing a Characters Initiative or order of resolution is determined differently.
In games where Vehicles are racing from one end of the road to another each Characters Initiative is determined by how close they are to the leading edge of the road, if two Characters are an equal distance to the leading edge then the one with the highest Drive Skill moves first (if both Characters have the same Drive Skill then they both roll a D6 and the highest roll goes first). Each Character On Foot takes turns in this manner declaring and resolving their Actions, until all Characters have finished resolving Actions.
Games where Vehicles do not feature or are not the main focus begin with the highest Drive Skill (again if more than 1 Character has the same Drive skill, each rolls a D6 to determine the order of resolution). The order should be noted as it will remain the same over successive Turns, this then determines the order in which the Characters will declare and then resolve Actions.
(See Character Actions for more information.)
When a Characters turn to resolve their Actions arrives they then select an Action or Combination Action that they wish to use and declare it to all players before resolving the Action(s).
If the Character selected a Combination Action they may then select which order to resolve the Actions (E.g. Brother Kallum declares a Move & Shoot, since he cannot see his target clearly he chooses to make the Move first to cover some of the distance and get a better shot before using his Assault Rifle on the Agent), the Character then deals with each Action in turn until both have been resolved and the next Character can act.
If a Character chooses to use a Combination Action then they are splitting their focus and suffer a penalty of -1 to any Action rolls called for as part of the Combination Action. Characters that use a single Action (such as Shoot) do not suffer any penalty to rolls.
When a Character declares a Shoot (when used to fire a weapon) or Melee action they are engaging in Combat, these actions are considered hostile acts and require the Character to make rolls to determine their success or failure.
When a character declares a Shoot Action and is equipped with a Sidearm they must decide which target they wish to Shoot at, this can be affected by a number of factors. The declared Target must be able to be seen by the Attacking Character, at least 1/4 of the Miniature must be visible at a visual examination (Look at Miniature level over the firers shoulder to determine if they can see the target if its not obvious).
|Target is a Pedestrian||+1|
|Target is Obscured||+1|
|Target is in Cover||+1|
|Target is using a Torch||-1|
|Target is on Fire||-1|
|Shoot is part of Combined Action||+1|
Once the Target has been declared and can be seen the Character must roll a D6 and add any Weapon Accuracy to the result, then they measure the distance in Spaces (1 space is 8cm) between the firer and target, this becomes the base difficulty of the roll, other factors can affect the difficulty, use the Difficulty Chart to the right to determine any modifiers to the Difficulty. The Firing Character then compares their To Hit Roll to the Difficulty, if they rolled equal to or greater than the Difficulty they successfully hit their Target and may make a Damage roll.
If the Character rolls a natural 6 on the Die (Before any modifiers) when rolling to hit they not only successfully strike their target but they also cause a Critical Hit and should roll on the appropriate Critical Hit Chart.
Shooting Light Weight WeaponsEdit
Characters that are carrying a Light Weight Weapon are also able to Shoot at enemies but they cannot make a Shoot Light Weight Weapon Action as part of a Combined Action, in all other respects the To Hit roll is resolved in the same manner as with Sidearms.
(See Close Combat)
When a Character is within 2cm of an Enemy they may engage them in Melee Combat by declaring a Melee Action, this causes them to be moved into contact with the Enemy Miniature and the Melee begins. Both Characters roll a D6 and add any Close Combat Bonuses they have to the roll, the Character that loses the roll suffers 1 Damage, in the case of a Draw they remain locked in Combat until the next Turn. As with Shooting if either Character rolls a natural 6 on their roll they also cause a Critical Hit on their target (Unless both players rolled a Natural 6, then its is a draw).
Melee Combat can continue as long as both Characters remain within 2cm of each other, and they both have at least 1 Wound remaining. If a Character wishes to flee the Combat they must declare a Melee & Move (or Board) and fight a round of Close Combat before they Move away.
Damage and Critical HitsEdit
When an Attack successfully hit the target they are probably going to get hurt, for Shoot Actions this is resolved by the Attacking Character rolling a D6 and adding their Equipped Weapons Damage to the roll, the Victim then subtracts their Armour and Cover Modifiers from the total, what ever remains is the total number of Wounds the Victim suffers. For Melee Actions the Victim automatically loses 1 Wound as Armour and Cover do not protect you from being brutally beaten.
When a Character takes Damage they must deduct the Damage from their Wounds total, each time a Character is wounded in this way (regardless of the number of Wounds lost) they suffer a -1 penalty to their Drive Skill for the remainder of the Engagement (even if the injury is healed). This can result in the Characters position in the Initiative Order Changing as their vision becomes cloudy and their body stiffens, even if you have morphine and bandages your still not at 100%.
If the Character is reduced to 0 Wounds they go down and are considered to be unconscious and unable to recover, in this situation the Character cannot take part in the Engagement from that point on unless they are Healed by an Ally, even if they are Healed they suffer an additional -1 Penalty to their Drive Skill as a result of the Injury. If a Characters Drive Skill is lowered below 0 they are too injured to Drive a Vehicle or operate Hack Decks, Med Kits, or Tool Kits for the rest of the Engagement, but they may still perform Actions Each Round, though they are too badly injured to make any Combined Actions.
|1 or 2||Hurt|
|3 or 4||Injured|
When a To Hit roll results in a Natural 6 (The Die itself shows a 6 without modifiers), the Target suffers a Critical Hit in addition to the Damage caused by the attack, the Attacking Character then rolls a D6 and Consults the Chart to the right.
Hurt: The Target suffers more pain than normal and falls to the ground, this causes the Character to suffer a -1 penalty to all Shoot and Melee rolls until they regain their footing.
Injured: In addition to suffering Damage the Character is more badly injured and in addition to falling to the ground (See Hurt) they suffer a penalty of -1 to their Drive Skill (This may affect their order of Initiative).
Limb Disabled: The hit has broken something in one of the Characters Limbs (Roll randomly for which limb), if its an Arm the Character can no longer use Two Handed Weapons (Including Light Weight Weapons) and they suffer an additional -1 to their Drive Skill (if both arms end up Disabled the Character cannot use any Weapons or Equipment that requires hands), if its a Leg the Character can only move half as fast as normal for the rest of the Engagement (If both legs end up being disabled the character can only drag themselves around at 2cm per turn.)
K.O: The Character has suffered a blow that puts them down, even if they have Wounds left they are unconscious and will remain that way until they lose all their Wounds or are healed at least 1 Wound.)
Healing and RecoveryEdit
When a Character is suffering from lost Wounds during an Engagement they can be healed by another Character with a Med Kit or Psych Heal, both the Injured Character and the Healer must be within 2cm and the Healer makes a Shoot Action (Without using a Combined Action) and attempts to heal the Character, they roll a D6 and add any Healing Modifier against a difficulty equal to the number of Wounds the Character has taken with a +1 modifier if the Target is Unconscious, and a +1 for each Critical Hit they have suffered. If the Healer rolls higher than the total Difficulty they restore 1 Wound and if Unconscious the Character regains Consciousness and is considered to be Down.
Characters with lost Drive Skill or Disabled Limbs cannot be healed of these problems during an Engagement and requires proper rest during a Campaigns Downtime Phase (If you are playing a Campaign Game), then the Character heals 1 Wound and 1 Critical Hit each Downtime Phase automatically, more can be healed each Downtime if the Forces Territory has better facilities.
Recovering from DownEdit
Characters that are knocked down or have been healed from Unconscious are considered Down and must Recover to continue fighting, this is done by declaring a Move (not as Part of a Combined Action) the Character can then get to their feet and move 1/2 a Space (4cm) as part of the Action.
Mileage, Kudos, and PsychosisEdit
In a Campaign Game a Character can Gain Mileage, Kudos, and Psychosis as a result of events that occur in an Engagement. What and how much are dependent on what the Character did and experienced during the Engagement, Characters that do nothing in an Engagement (Remain in a Vehicle without using any actions or leaves play immediately) do not gain any Mileage, Kudos, or Psychosis as they are considered to have not participated in the Battle.
|Downed an Enemy||+1|
|Destroyed a Vehicle||+2|
|Not a Scratch||+1|
Characters gain Mileage as a result of growing experience and practice in the field, this can then be spent to improve the Characters Stats during the Downtime Phase. A Character gain Mileage from a number of factors that are listed on the chart to the right.
At the End of Each Engagement the Player consults the Chart and determines how much (if any) the Character has gained and adds it to their Character total Mileage Score on their Character Sheet.
During a Campaigns Downtime Phase the Character may spend Mileage Points on improving the Characters Drive Skill or Wounds, this costs 10 x the current Stat Rating (E.g. David has a Drive Skill of 3 and wants to raise it by 1, so it will cost him 30 Mileage (3 x 10).), in this way the Character can slowly raise their Skill at controlling vehicles or their Wounds, each Stat must be improved separately (E.g. David had a Drive Skill of 3 and 4 Wounds, by spending 30 to raise his Drive Skill he now has a Drive Skill of 4 and Wounds of 4, only one Stat Improves.)
|Downed an Enemy||+1|
|Destroyed a Vehicle||+2|
|Not a Scratch||+1|
|Shot Down a Vulture||-10|
Kudos is a measure of how Famous (or Infamous) the Character has become on Vulture TV Stations, and affect their ability to recruit new Gang or Cult Members (Ops Teams do not spend Kudos to Recruit), it also affects their ability to gain new equipment, get more income from their Territory, and Media Visibility.
After each Engagement a Character consults the Chart to the right to determine how much (if Any) Kudos they have gained or lost as a result of their actions in the battle.
During the Downtime Phase the Character can Spend Kudos on a number of things as listed below.
Recruitment: The Character can Spend 1 Kudos to recruit a new member into the Gang or Cult.
Discounts: The Character can spend Kudos to reduce the cost of any piece of Character or Vehicle Equipment, Weapons, or Upgrades each point of Kudos Spent in this way counts as $500 of the total value of the Item (This can reduce the total value of an item to $0).
Income: A Character can Spend Kudos to gain additional Funding from their Territory, each Point of Kudos spent increases the Population of the Territory and as a result affects the Income you can draw (See Territories).
Media Visibility: The Character can Spend Kudos to increase Media interest in their antics on the Road, by spending 5 Kudos the character can roll on the Media Visibility Table.
|Suffered a Critical||+1|
|Watched Someone Burn||+2|
|Botched a Psych Test||+1|
|Lost an Ally||+1|
|Killed an Enemy||+1/2|
The harsh reality of life in the Dark Future is that you are going to see and do things that will make your mind reel, this is represented by Psychosis. As a Character participates in Engagements they risk gaining Psychosis and eventually psychological flaws that might affect their performance in future Engagements.
At the end of each Engagement the Character consults the chart on the right to determine how much Psychosis they have gained as a result of what happened in the field.
Once a Character has 3 or more Psychosis they must test for Disorders at the Beginning of the Downtime Phase, the Character rolls 2D6, if they roll higher than their Psychosis they lose 1 Psychosis from their total, if they roll Equal to their Psychosis nothing happens this turn, if they roll less than their Psychosis they must make a roll on the Disorders Table.
A Character can get treatment for Psychosis during a Downtime Phase, by paying for Therapy and Drugs the character can try to suppress their Psychosis. Each Downtime Phase the Character can Spend $500 on Treatment and lowers their Psychosis by 1 point (a lucky character can lose 2 Psychosis if they roll higher than their current Psychosis and spend cash on treatment.)
Hazards and CharactersEdit
While a Character On Foot is never moving fast enough to make Handling Tests as a result of Sand Bars or Hazard Markers, they can suffer penalties as a result of travelling over such obstacles, and Passives on the Road can have effects on Characters as they do with Vehicles.
When a Character travels through a Space that contains a Passive Counter they are not always able to safely make it without some adverse reaction, depending on the kind of Passive that the Character is trying to cross there are different effects.
Smoke: When a Character is occupying the same Space as a Smoke Marker they are breathing in thick chemical smoke and its rarely good for you, When a Character passes through a Smoke Marker they must make a D6 Roll to see if they can do so without incident, Some Equipment provides a bonus to the roll such as Gas Masks that add +1 to the Characters roll. If the Character rolls a 4 or more they are safe to travel through the Smoke, of they roll a 3 or less they take a lung full of Smoke and begin Choking, Characters that are Choking stop moving and cannot declare any actions until they get out of the Smoke, The Character can test at the Beginning of each Phase to resist the Smoke and once they pass they may escape the Smoke.
Oil: When a Character wishes to cross a pool of Oil they must be careful as they could slip and fall, when a Character moves over an Oil Passive they must roll a D6, if they roll higher than the number of Centimeters moved then the Character is fine, if they roll Equal to the number of Centimeters they lose their footing and must stop moving, if they Fail they fall and are considered Down and must make a Recovery Move on their next Phase.
Spikes: A Character attempting to negotiate a Spike Passive must be careful not to step on one of these razor sharp blades, the Character rolls a D6, if they roll more than the number of Centimeters they Moved then they safely cross the Passive, if they roll equal to the Move they must stop and renegotiate their Move next Phase, if they fail they step on a Razor Spike and take 1 Damage.
Mines: Negotiating a Mine Field is dangerous business and the wrong step can send a Character to oblivion very quickly, the Character rolls a D6, if they roll higher than the number of Centimeters moved then they safely cross the Mines, on a Draw they hear a Mine Prime and must stop and wait until next Phase before they move again, if they Fail then the Mines Detonate and deal their damage to everything in the same Spaces as the Mines.
Napalm: A Character that attempts to cross a Napalm Marker is either Insane or Desperate, still some will try such things, when moving over the Passive the Character rolls a D6, on the roll of a 5 or 6 the Character dashes through without setting ablaze and takes only 1 Damage, if they roll a 2, 3, or 4 they pass through without setting ablaze but take 2 Damage, on the roll of a 1 the Character suffers the full effect of the Passive and is set ablaze suffering 1 Wound each Phase until they die or are put out.
Unlike Vehicles a Character can Cross a Hazard Marker without fear of crashing, but they do pose a difficulty as they Character must climb over and around the Debris, this can slow down a Character and potentially cause them harm if they make a misstep.
Small Hazard: These are not very difficult to cross and generally have little hazard to Characters On Foot, if the Character makes a Move to cross a Small Hazard Marker they suffer no penalty, if they attempt to make a Combination Action they are not concentrating on the Hazard and suffer an additional -1 on all Rolls for Actions performed that Phase, if the character attempts to Run across a Small Hazard they are risking injury and must roll a D6, on a 4 or more they safely cross the Marker, if they roll a 2 or 3 they trip and fall and must make a Recovery move next Phase, on the result of a 1 they Trip and injure themselves taking 1 Damage and requiring a Recovery Move in the next Phase.
Large Hazard: Things such as Wrecks, Craters, Barricades, and the like are more difficult to navigate than smaller Hazards, a Character attempting to cross these Hazards may not make Combination Actions or Run Moves, they also move at half speed and must roll a D6, on the result of a 4 or more they safely cross the Hazard, on a 2 or 3 they trip and fall causing them to need a Recovery Move in the next Phase, on the result of a 1 they Trip and fall injuring themselves, they take 1 Damage and must make a Recovery Move next Phase.