TOPSIDE
PLAYER'S HANDBOOK - PLAYTEST v0.1
A d20-based extraction tabletop system
|
DESIGN STATUS This handbook contains the finalized core rules established for the current playtest. Equipment-specific grenades, traps, weapon attachments, machine diagrams, vendor inventories, and contracts are intentionally reserved for later expansion. |
PRINT-FRIENDLY EDITION
Fan-made tabletop rules prototype. Not an official Embark Studios product.
1.Contents
|
Chapter |
Section |
|
1 |
Core Concept & Play Loop |
|
2 |
Create a Raider |
|
3 |
Core d20 Rules |
|
4 |
Turns, Actions & Movement |
|
5 |
Combat & Defense |
|
6 |
Firing Modes, Criticals & Weak Points |
|
7 |
Shields & Machine Armor |
|
8 |
Damage, Downed & Stabilization |
|
9 |
Healing & Status Effects |
|
10 |
Inventory, Weight & Safe Pocket |
|
11 |
Ammunition & Reloading |
|
12 |
Looting, Breaching & Surface Threat |
|
13 |
Extraction |
|
14 |
XP, Levels, Skills & Reputation |
|
15 |
Hub, Vendors & Crafting |
|
16 |
Quick Reference |
|
A |
Systems Reserved for Expansion |
|
PLAYTEST PHILOSOPHY This game rewards extraction, preparation, teamwork, and knowing when to disengage. A modest haul brought home is a successful raid. A powerful loadout that never extracts is a loss. |
2.1. Core Concept & Play Loop
Raiders live in an underground central hub protected from the machines roaming the surface. From the hub, players equip gear, accept contracts, craft supplies, trade with vendors, and choose what they are willing to risk topside.
|
Phase |
What Happens |
|
Prepare |
Choose weapons, ammunition, shield, augment, quick-slot items, and supplies. |
|
Deploy |
Enter a surface zone and identify objectives, routes, threats, and extraction points. |
|
Raid |
Scavenge, complete contracts, avoid or fight machines, and manage noise and resources. |
|
Extract |
Reach a valid extraction before the raid closes. Calling extraction increases threat. |
|
Return |
Bank loot, earn XP, repair gear, craft, trade, and spend skill points in the hub. |
|
EXTRACTION STAKES If a Raider is Incapacitated at -9 HP, their unsecured gear can be looted. The character is later recovered by a scouting team and resuscitated in the hub. Only Safe Pocket contents are automatically retained. |
Item Rarity
|
Rarity |
Color |
General Meaning |
|
Common |
Gray |
Basic, plentiful, inexpensive. |
|
Uncommon |
Green |
Improved reliability or efficiency. |
|
Rare |
Blue |
Specialized or valuable equipment. |
|
Epic |
Purple |
High-end or unusual technology. |
|
Legendary |
Orange/Gold |
Extremely scarce, exceptional equipment or treasure. |
3.2. Create a Raider
Attributes
Every Raider has five attributes: Endurance, Agility, Intelligence, Medical, and Charisma.
|
Attribute |
Primary Uses |
|
Endurance |
Maximum HP, physical resilience, and carrying capacity. |
|
Agility |
Defense, movement-oriented checks, and weapon handling. |
|
Intelligence |
Weapon/gear knowledge, repairs, crafting, and field crafting. |
|
Medical |
Healing, stabilization, and medical checks. |
|
Charisma |
Social interactions with organic NPCs and other Raiders. |
Generating Scores
4.Roll 4d6 and drop the lowest die. Add the remaining three dice.
5.Repeat this process six times.
6.Assign five of the six results to the five attributes. The remaining result is discarded.
|
Score |
Modifier |
|
1 |
-5 |
|
2-3 |
-4 |
|
4-5 |
-3 |
|
6-7 |
-2 |
|
8-9 |
-1 |
|
10-11 |
+0 |
|
12-13 |
+1 |
|
14-15 |
+2 |
|
16-17 |
+3 |
|
18-19 |
+4 |
|
20-21 |
+5 |
Starting Statistics
|
Statistic |
Rule |
|
Starting HP |
10 + Endurance modifier. |
|
HP gained per level |
5 + Endurance modifier. |
|
Defense |
10 + Agility modifier + Gear/Skill bonuses. |
|
Base Movement |
30 ft. (6 squares/hexes). |
|
Carry Capacity |
30 lb. + (Endurance score x 2 lb.) + Skill modifiers + Augment modifiers. |
7.3. Core d20 Rules
Checks
|
CORE CHECK d20 + Attribute Modifier + Skill Modifier + Gear Modifier |
If the total meets or exceeds the Difficulty Class (DC), the check succeeds. The GM determines which attribute and any applicable modifiers are used.
|
Difficulty |
DC |
|
Easy |
8 |
|
Normal |
10 |
|
Challenging |
12 |
|
Hard |
15 |
|
Extreme |
18 |
|
Near Impossible |
22 |
|
Impossible |
25 |
Natural 20
A natural 20 automatically succeeds. On an attack, it also triggers a critical confirmation roll unless the target is explicitly immune to critical hits. Make a second attack roll with the same modifiers. If that confirmation overcomes the target requirement, critical damage applies; otherwise the attack deals normal damage.
Natural 1
A natural 1 automatically fails and may create an additional detrimental effect at the GM's creative discretion. Examples include a jam, dropped equipment, exposed position, extra noise, or another situational complication. The exact consequence should fit the scene.
8.4. Turns, Actions & Movement
Action Economy
During a combat encounter, social challenge, or other turn-based scene, each Raider normally has:
1 Movement Action
1 Combat/Loot Action
1 Free Action
|
Action Type |
Common Uses |
|
Movement Action |
Move up to your speed; reload a weapon; interact with normal inventory; use a quick-slot item; treat Light Bleeding with a Field Dressing. |
|
Combat/Loot Action |
Make a melee or ranged attack; loot during combat; perform other major actions assigned by the GM. |
|
Free Action |
Minor/simple interaction such as a 5 ft. step if no movement action was used, or equipping a quick-slot item. |
|
Full-Round Action |
Consumes the character's available actions for the round. Used for certain breaches, heavy bleeding treatment, stabilization progress, and similar tasks. |
Movement
|
Rule |
Effect |
|
Base movement |
30 ft. / 6 spaces. |
|
Sprint / double move |
Move twice your normal movement; you lose your Combat Action. |
|
Climb |
Normally costs 10 ft. of movement per climbing segment. |
|
Jump |
Normally costs 10 ft. of movement. |
|
Drag a Downed Raider |
Movement reduced by half. |
|
Medium Shield |
-5 ft. movement. |
|
Heavy Shield |
-10 ft. movement. |
|
Slowed |
Movement reduced by 25%. |
The game may use hexes or squares. Each space represents approximately 5 ft.
9.5. Combat & Defense
Attack Roll
|
ATTACK d20 + Attribute Modifier + Skill Modifier + Gear Modifier + Weapon Modifiers |
A successful attack must meet or exceed the target's Defense after applicable attack penalties and situational modifiers.
Defense
|
RAIDER DEFENSE 10 + Agility Modifier + Gear/Skill Bonuses |
Cover
Cover is a combat mechanic. It reduces the attacker's chance to hit based on how much of the target is physically protected.
|
Cover |
Attack Modifier |
|
25% cover |
-1 |
|
50% cover |
-2 |
|
75% cover |
-3 |
|
Fully covered |
Cannot normally be directly hit by ballistic or energy attacks. Fire, blast, or other area effects may still apply. |
Concealment
Concealment is a detection and stealth state, not physical protection. A concealed Raider is hidden from detection unless the enemy already knows their position or has a special means of locating them. Smoke Grenades provide full concealment.
Melee
Melee attacks use the Raider's Agility modifier unless a specific weapon or skill says otherwise. The basic Raider Tool is a two-handed hammer/pry bar that deals 1d8 damage and can breach certain loot containers and barriers.
10.6. Firing Modes, Criticals & Weak Points
Single Fire
Single fire uses one attack roll and consumes one round from the weapon unless a weapon description states otherwise.
Burst Fire
A burst is three rounds. Roll two differently colored d20s at the same time and declare which is the initial-shot die and which is the follow-up die before rolling.
|
Roll |
Represents |
Penalty |
Damage |
|
Initial-shot d20 |
First round |
No burst recoil penalty |
One normal weapon damage roll if successful. |
|
Follow-up d20 |
Second and third rounds |
-1 attack unless changed by weapon/skill |
One additional normal weapon damage roll if successful. |
Automatic Fire
Automatic fire is any declared attack of four or more rounds. Roll two d20s: the initial-shot die has no sustained-fire penalty, while the follow-up die uses the penalty for the number of rounds fired.
|
Rounds Fired |
Follow-up Attack Penalty |
|
4-5 |
-2 |
|
6-8 |
-3 |
|
9-12 |
-4 |
|
13+ |
-5 |
As with burst fire, the initial roll and follow-up roll each generate one damage roll if successful. Weapon, skill, augment, or attachment rules may change these penalties.
Critical Damage
A natural 20 triggers a critical confirmation roll. If confirmed, critical damage applies only to the specific shot associated with the attack roll that crits. Both the primary and secondary attack rolls can independently crit, so shots 1 and 2 could both be criticals, but later rounds do normal damage unless another rule says otherwise.
Weak Points
Weak points are machine-specific and are controlled by the GM. Some machines have visible weak points that can be targeted immediately. Larger or fully armored machines may require armor to be destroyed before a weak point becomes targetable.
The GM sets the threshold required to hit each visible weak point, generally as an amount by which the attack must exceed the machine's normal Defense.
|
Damage Result |
Multiplier |
|
Normal hit |
1x |
|
Weak-point hit |
2x |
|
Confirmed critical |
3x |
|
Confirmed critical + weak point |
5x |
|
MULTI-ROLL MULTIPLIERS For burst or automatic fire, weak-point and critical multipliers apply to every successful damage roll from that declared attack when the attack qualifies. |
11.7. Shields & Machine Armor
Raider Shields
|
Shield |
Charge |
Damage Reduction |
Movement |
|
Light |
4 |
1 |
No penalty |
|
Medium |
6 |
2 |
-5 ft. |
|
Heavy |
8 |
3 |
-10 ft. |
A charged shield reduces incoming damage by its DR. If its charge reaches 0, the shield provides 0 DR until recharged.
Shield Charge Loss by Damage Type
|
Incoming Damage |
Shield Charge Lost per Successful Hit |
|
Light ammunition |
1 |
|
Medium ammunition |
2 |
|
Heavy ammunition |
3 |
|
Fire |
1 charge per round while charge remains |
|
Explosion within 10 ft. |
1 |
|
Explosion within 5 ft. |
3 |
|
Direct explosive hit |
6 |
Shield Durability
A fully repaired shield begins a raid at 100 durability. When the shield is hit, durability is reduced by the attack's full raw damage before DR. Special attacks do not physically damage the shield unless a specific rule says otherwise.
The shield retains full DR until durability falls below 10. Below 10 durability, its maximum charge becomes the same percentage as its remaining durability. Example: 8 durability allows 80% of normal maximum charge; 6 durability allows 60%. At 0 durability the shield is broken, provides 0 DR, and cannot recharge until repaired.
Machine Armor
Machine armor is location-based damage reduction. Individual machines may have one armor section covering the whole body or multiple armored body parts. Armor sections have their own DR and break thresholds defined in the machine's GM stat block.
When an armored section is destroyed, normal hits to that exposed section deal full damage. Some armor sections conceal weak points; those weak points cannot be targeted until the covering armor is destroyed. Armor break thresholds are generally lower than shield durability and vary by machine size and type.
12.8. Damage, Downed & Stabilization
Downed
At 0 HP, a Raider becomes Downed. A Downed Raider may only crawl at one-quarter of normal movement and cannot interact with their inventory. They lose 1 HP at the start of each of their turns until reaching -9 HP unless stabilization is actively in progress.
Downed Raiders can still take damage from attacks, Light/Heavy Bleeding, Burning, and other damaging effects unless a skill or augment explicitly says otherwise. Machines do not normally target Downed Raiders, but environmental effects and hostile organic enemies may still threaten them.
Incapacitated at -9 HP
At -9 HP, the Raider becomes Incapacitated. Their body may be looted by other Raiders. The character is assumed to have been left for dead, later recovered by a scouting team, and resuscitated in the underground hub. Unsecured gear is lost unless another Raider extracts it. Safe Pocket contents remain protected.
Manual Stabilization
Another Raider may attempt to pick up a Downed character by remaining adjacent and spending 3 consecutive full-round actions. While this process is active, the Downed Raider does not lose the normal 1 HP per turn from the Downed condition, but all other damaging effects continue.
At any one point during those three rounds, the stabilizing Raider may attempt a single emergency Medical check:
|
EMERGENCY STABILIZATION CHECK d20 + Medical Modifier + applicable Skill Modifiers vs. DC 22 |
The check may be attempted during round 1, 2, or 3. Success immediately completes stabilization. Failure does not prevent the normal three-round stabilization from continuing.
If the rescuer moves away, becomes Downed, or uses their action for something else, stabilization is interrupted and all progress resets. The Downed Raider immediately resumes normal bleed-out on subsequent turns.
Successful manual stabilization restores the Raider to 10% of maximum HP, rounded up.
Emergency Injector
Using an Emergency Injector is a standard action and immediately stabilizes a Downed Raider at 40% of maximum HP, rounded up, unless modified by a skill or augment.
13.9. Healing & Status Effects
Healing While Downed
|
IMPORTANT Normal healing can restore a Downed Raider only up to 0 HP. It can buy time before Incapacitation, but cannot return the Raider to active play. Only stabilization or an Emergency Injector can pick them up. |
|
Medical Item |
Effect |
|
Field Dressing |
Heal 1d4 + Medical Modifier + applicable Skill Modifier + Augment Modifier. |
|
Trauma Kit |
Heal 2d4 + Medical Modifier + applicable Skill Modifier + Augment Modifier. |
|
Sterilized Bandages |
Heal 2d6 + Medical Modifier + applicable Skill Modifier + Augment Modifier. |
|
Emergency Injector |
Standard action; stabilize and restore 40% maximum HP, rounded up. |
|
Restorative Vapor |
3 uses. AoE spray heals every organic player or NPC within 5 ft. for 2d6 + Medical Modifier. Only the Medical modifier applies. |
Status Effects
|
Status |
Rule |
|
Light Bleeding |
Lose 1 HP per turn. Removed by 1 Field Dressing using 1 Movement Action. |
|
Heavy Bleeding |
Lose 3 HP per turn. Removed by 2 Field Dressings using 2 Movement Actions or 1 Full-Round Action, or by 1 Trauma Kit using 1 Movement Action. |
|
Burning |
Take 1 damage per round. After leaving the fire source, Burning normally lasts 3 rounds; if the Raider was the source of the fire, it lasts 5 rounds. A charged shield absorbs the fire damage while charge remains. |
|
Stunned |
Cannot take actions for the duration defined by the source. |
|
Disrupted |
Shield becomes ineffective and electrical equipment cannot be used for the duration defined by the source. |
|
Suppressed |
Attack rolls suffer -2 while under moderate-to-heavy hostile gunfire. Does not affect robots. |
|
Slowed |
Movement reduced by 25%. |
|
Concealed |
Hidden from detection unless already tracked/seen entering the concealment or bypassed by a special sensor. |
|
Downed |
0 to -8 HP; crawl at 1/4 movement; no inventory interaction; normally lose 1 HP/turn. |
|
Incapacitated |
At -9 HP; unsecured gear can be looted; character later returns to the hub through recovery/resuscitation. |
14.10. Inventory, Weight & Safe Pocket
Backpack Slots and Weight
Backpack slots determine space. Item weight determines whether the Raider becomes overencumbered. Both restrictions apply at the same time.
|
CARRY CAPACITY 30 lb. + (Endurance Score x 2 lb.) + Skill Modifiers + Augment Modifiers |
|
Weight State |
Effect |
|
0-4 lb. over capacity |
No formal movement penalty. |
|
5-19 lb. over capacity |
Movement reduced by 25%. |
|
20+ lb. over capacity |
Movement reduced by 50%, and the Raider cannot pick up additional items until weight is reduced. |
Stacking
|
Item Category |
Stack Limit per Inventory Slot |
|
Weapons / attachments / augments / shields |
Do not stack. |
|
Blueprints and Legendary items |
Do not stack. |
|
Grenades and smoke grenades up to Rare |
5 |
|
Utility items up to Rare |
3 |
|
Epic/Legendary explosives or utility |
Do not stack. |
|
Medical items and Shield Chargers up to Rare |
5 |
|
Epic medical items |
Do not stack. |
|
Common crafting materials / junk / treasure |
50 |
|
Uncommon crafting materials / junk / treasure |
15 |
|
Rare crafting materials / junk / treasure |
10 |
|
Epic crafting materials / junk / treasure |
5 |
Safe Pocket
The Safe Pocket is slot-based. Items stored inside it remain with the Raider after Incapacitation. It may hold stacked crafting materials and mission items. Weapons cannot normally be placed in a Safe Pocket unless an augment explicitly allows it.
Placing an item into the Safe Pocket requires 1 Movement Action.
15.11. Ammunition & Reloading
Ammo Stack Sizes
|
Ammunition |
Per Inventory Slot |
|
Light ammo |
100 rounds |
|
Medium ammo |
80 rounds |
|
Heavy ammo |
60 rounds |
|
Shotgun shells |
36 shells |
|
Launcher ammunition |
36 rounds |
|
Energy ammunition |
5 clips; each clip capacity depends on the weapon |
Magazine Handling
Players do not need to track separate physical magazines. Reloading automatically pulls ammunition from the Raider's carried ammo supply. Magazine attachments modify magazine size or reload behavior, but do not require players to pack individual magazines.
When entering a raid, each equipped weapon is automatically loaded from the amount of ammunition the Raider chose to bring. A weapon with a 17-round magazine loads 17 rounds plus 1 in the chamber, consuming 18 rounds from the carried supply.
Reloading
Reloading normally requires 1 Movement Action unless modified by a weapon, attachment, skill, or augment.
Ammo Crafting
|
Ammo |
Recipe |
Yield |
|
Light |
5 base metal + 5 base chemical |
25 rounds |
|
Medium |
5 base metal + 5 base chemical |
20 rounds |
|
Heavy |
5 base metal + 5 base chemical |
10 rounds |
|
Shotgun shells |
5 base metal + 5 base chemical |
12 shells |
|
Launcher |
3 crude explosive material + 3 motion cores |
12 rounds |
|
Energy |
2 batteries + 10 base plastic components |
5 clips |
16.12. Looting, Breaching & Surface Threat
Looting
During combat, looting is a standard Combat/Loot Action. Four items are revealed per turn. Outside combat, there is no turn-based reveal rate; available loot is revealed normally.
Breaching
|
Target |
Time in Combat |
|
Small container |
1 Movement Action |
|
Medium container |
1 Full-Round Action |
|
Large container |
1 Full-Round Action |
|
Barred door |
1 Full-Round Action |
Breaching creates significant noise and may increase Surface Threat when nearby machines or Raiders can detect it. Skills and augments may alter these timings or noise consequences.
Surface Threat
Surface Threat is primarily a hidden GM value. Machines, including large dangerous machines, may already be roaming the map independently. Threat represents how much additional attention the party is drawing, not whether dangerous machines exist at all.
|
Threat |
GM Guidance |
|
0-3 |
Routine patrol activity. Machines behave normally. |
|
4-6 |
Nearby machines begin investigating disturbances. |
|
7-9 |
Combat-capable machines increasingly converge on the area. |
|
10-12 |
Heavy machines may be redirected toward the disturbance. |
|
13-15 |
The area becomes extremely dangerous and sustained presence is risky. |
|
16+ |
Overwhelming machine response is possible; extraction should be urgent. |
Common Threat Changes
|
Event |
Typical Threat Change |
|
Unsuppressed gunfire in the open |
+1 |
|
Grenade explosion |
+0.5 |
|
Extraction called |
+3 |
|
Scout successfully scans the party |
+5 |
|
Barricade breach / firefight |
GM discretion based on proximity, duration, and noise |
17.13. Extraction
Each raid has one or more extraction points selected randomly or by the GM. Extractions may close as the raid timer progresses. When only one extraction remains, Raiders must reach it before the raid ends.
Calling Extraction
Calling an extraction is a Free Action while in combat and immediately increases Surface Threat by 3. Once called, the scene becomes turn-based if it was not already.
Elevator Extraction Sequence
18.Call the extraction.
19.Survive 8 rounds while the extraction elevator rises and the doors open.
20.One or two Raiders may begin operating the extraction terminal.
21.Closing/committing the elevator requires 2 consecutive Full-Round Actions from an active Raider.
22.Taking damage does not automatically interrupt terminal interaction, but becoming Downed does.
23.A Downed Raider may operate the terminal, but it requires 3 consecutive Full-Round Actions.
24.After activation completes, the party has 1 full round to enter before the doors close.
25.If the elevator is missed, it automatically returns after 15 rounds, assuming the extraction remains available.
Downed Raiders and Extraction
A Downed Raider may crawl into a hatch or extraction point and successfully extract. A Raider who extracts while Downed receives normal XP. Raiders who fail to make it back through their own extraction receive only 50% of the XP they earned during that raid.
|
RAID-END ESCALATION The GM may use environmental cues - such as a large missile entering the area and striking nearby - to communicate that the raid is closing and the final extraction window is approaching. |
26.14. XP, Levels, Skills & Reputation
Levels
The maximum Raider level is 75. Players gain XP only when the raid is resolved and they return to the central hub or are recovered after a failed extraction.
|
XP TO NEXT LEVEL 100 x current level |
The game is intended to level quickly: a typical successful raid should usually provide roughly one level, while exceptional raids may provide more. XP awards are controlled by the GM and may include contract completion, objectives, damage dealt, healing/support, challenges, discoveries, milestones, and other accolades.
A Raider who fails extraction receives 50% of the XP they otherwise earned. A Downed Raider who successfully crawls into extraction receives full XP.
Skill Points
Each level gained grants 1 Skill Point. Skill Points may only be spent in the central hub. Higher-tier skills have branch prerequisites based on the number of points already invested in that branch.
Players may reset their skills in the hub by paying Raider Coins. The first respec costs 1,000 Raider Coins. Each subsequent reset doubles the previous reset cost.
Vendor Reputation
|
Rep Level |
Standing |
|
0 |
Unknown |
|
1 |
Accepted |
|
2 |
Trusted |
|
3 |
Respected |
|
4 |
Allied |
Vendors increase reputation through contracts and challenges. Higher reputation unlocks items and services. Some contracts may conflict with other vendors and can reduce reputation elsewhere. Exact vendor progression will be defined with the vendor/contract system.
27.15. Hub, Vendors & Crafting
The Central Hub
The underground hub is the Raider's safe operational base. It contains vendors, mission contacts, crafting facilities, repair services, stash storage, and personal trophy displays.
Vendors
Vendors specialize in different categories. Permanent offerings generally include ammunition, basic medical supplies, simple gear, common weapons, and basic crafting components. Rotating stock may include rarer items, special equipment, and items that require both currency and topside materials.
Trophy Display
Players may move valuable or sentimental recovered items into a personal trophy display. Displayed items do not count against stash space. Once displayed, an item may later be sold but cannot be returned to usable inventory.
Crafting & Repair
Ammunition can be crafted, purchased, or looted. Gear, shields, augments, weapons, and attachments use item-specific recipes. Detailed crafting recipes remain in the equipment databases and will be expanded in later handbook revisions.
|
HUB-ONLY PROGRESSION Augments cannot be swapped while topside. Skill Points can only be spent in the hub. Repairing a shield to full durability before a raid restores it to 100 durability. |
28.16. Quick Reference
|
Core Rule |
Value |
|
Base movement |
30 ft. |
|
Raider Defense |
10 + Agility + Gear/Skill |
|
Downed |
0 HP |
|
Incapacitated |
-9 HP |
|
Manual stabilization |
3 consecutive full rounds |
|
Medical shortcut |
DC 22; one attempt during the 3-round process |
|
Manual stabilization HP |
10% max HP, round up |
|
Emergency Injector HP |
40% max HP, round up |
|
Light / Medium / Heavy shield charge |
4 / 6 / 8 |
|
Light / Medium / Heavy shield DR |
1 / 2 / 3 |
|
Medium / Heavy shield movement |
-5 ft. / -10 ft. |
|
Critical |
3x damage |
|
Weak point |
2x damage |
|
Critical weak point |
5x damage |
|
Burst |
3 rounds; second d20 at -1 |
|
Automatic |
4+ rounds; follow-up penalty by rounds fired |
|
Failed extraction XP |
50% |
|
Max level |
75 |
Automatic Fire
|
Rounds |
Penalty |
|
4-5 |
-2 |
|
6-8 |
-3 |
|
9-12 |
-4 |
|
13+ |
-5 |
Cover
|
Cover |
Penalty |
|
25% |
-1 |
|
50% |
-2 |
|
75% |
-3 |
|
Full |
Normally untargetable directly |
29.16. Quick Reference - Gear & Survival
Ammo Stacks
|
Ammo |
Stack |
|
Light |
100 |
|
Medium |
80 |
|
Heavy |
60 |
|
Shells |
36 |
|
Launcher |
36 |
|
Energy |
5 clips |
Shield Charge Loss
|
Damage Type |
Charge Lost |
|
Light ammunition |
1 |
|
Medium ammunition |
2 |
|
Heavy ammunition |
3 |
|
Fire |
1 per round |
|
Explosion within 10 ft. |
1 |
|
Explosion within 5 ft. |
3 |
|
Direct explosive hit |
6 |
Downed & Stabilization
|
Rule |
Value |
|
Downed |
0 to -8 HP; crawl at 1/4 movement |
|
Bleed-out |
-1 HP at start of turn unless stabilization is active |
|
Incapacitated |
-9 HP |
|
Manual stabilization |
3 consecutive full rounds |
|
Emergency Medical check |
DC 22; one attempt during the process |
|
Manual pickup |
10% max HP, round up |
|
Emergency Injector |
40% max HP, round up |
Bleeding
|
Condition |
Treatment |
|
Light Bleeding |
-1 HP/turn; 1 Field Dressing, 1 Movement Action |
|
Heavy Bleeding |
-3 HP/turn; 2 Field Dressings (2 Movement Actions or 1 Full Round) OR 1 Trauma Kit (1 Movement Action) |
30.Appendix A. Systems Reserved for Expansion
The following systems are intentionally not finalized in Player's Handbook v0.1. They should be added only after their equipment and GM rules are completed.
|
System |
Planned Content |
|
Grenades |
Damage, blast radius, rarity, action cost, crafting, and special effects. |
|
Traps |
Deployment actions, detection, triggering, damage, and disarming. |
|
Weapon Attachments |
Compatibility, stat changes, tier progression, and crafting. |
|
Machine Profiles |
Defense, armor diagrams, location DR, break thresholds, visible/hidden weak points, behavior. |
|
Vendors |
Named vendors, permanent stock, rotating stock, reputation unlocks, materials-for-items trades. |
|
Contracts |
Objectives, rewards, conflicts, reputation changes, and repeatable structures. |
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NPC Raider Parties |
Loadouts, motivations, social behavior, combat, surrender, and looting. |
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Full Crafting Economy |
Bench requirements, recipes, repair costs, blueprints, and material values. |