Classified // Cell Use Only Intercepted GENESIS Net Rev. 1.0

Combat
Survival GuidePlayer Handbook: Insurrection Retake Our Planet

The Overlords rule Earth through the GENESIS Administration. You will not tolerate it. This manual covers everything a soldier of the resistance needs to build a character, roll the dice, and stay alive on the field long enough to make the invaders pay.

Character Creation

Character creation is a multi-step process. Work through the steps below, then spend your starting XP and requisition your kit.

STEP 01
Pick Species
STEP 02
Choose Role
STEP 03
Set Background
STEP 04
Spend Initial XP
STEP 05
Determine Kit
SEC-01 // Core Stats

Attributes & Modifiers

Seven characteristics encompass the potential of your character. Each (except Luck) starts at 40, average by human standards. The tens value of a characteristic is your Attribute Bonus, which drives much of play: a Toughness score of 43 gives a Toughness Bonus of 4. Pushing a stat over the next bonus threshold (say 48 → 53) can pay off in many ways, and may be worth the XP.

STR

Strength

Ability to lift, carry, push and pull. Fuels the heaviest armor and weapons, improves all melee damage, and has the largest impact on carry weight.

AGI

Agility

Dexterity and finesse. Governs quick movement, initiative, and taking enemies by surprise. Precise melee weapons require and reward high Agility.

TGH

Toughness

Resilience to physical and mental trauma. Survive lethal injuries, shrug off status effects, and resist being worn down by GENESIS terror tactics. Aids carry capacity and morale.

CHA

Charisma

Strength of personality. Builds ties with the resistance and defectors, powers bluffs and disguises, keeps morale high, and drives Paraphysics.

LCK

Luck

An intangible edge set by fate, it cannot be raised by normal means. Feeds initiative and grants luck points that can bend the outcome of a roll.

INT

Intelligence

Reasoning and applied knowledge. Understand xenotech, hack security, treat wounds without supplies, power paraphysics, and resist mental intrusion.

PER

Perception

Strength of the senses; the backbone of ranged accuracy. Detect ambushes and poison, and land critical hits with any weapon.

SEC-02 // Origin

Species

Each species carries its own strengths, weaknesses, and considerations, don't take the choice lightly.

Humans Sol System · Earth

Humanity's adaptability is second to none. Individual galactic species may hold an edge in a few attributes, but that usually comes at the cost of others. Humans are consistent across the board, making them some of the most well-rounded fighters and operatives around.

Base Health
8
Base Energy
10

Species Bonus: Two Attribute Boons. Select two different attributes and increase each by +10. You cannot pick the same attribute twice. (Found in the Items tab, Boons folder.)

STR
40
AGI
40
TGH
40
CHA
40
LCK
30
INT
40
PER
40
Mutant Sol System · Earth

Emissaries among mutant kind on Earth, they fulfill several quite important roles among their tribes. As they are typically the most human-passing of the mutants outside of the Monarchs themselves, they are often chosen as a tribe's representative. It is not too out of the ordinary for mercenary groups to hire a Baron-class mutant for some added spice on their team.

Base Health
10
Base Energy
6
Species Bonuses

Murk-Eye: A mutant's eyes have a special adaptation to poor light. They suffer no D.M. penalty or skill check penalties due to low light conditions. Complete darkness still applies any standard penalties.

Controlled Mutations: Roll twice on the Positive Mutation Table and once on the Negative Mutation Table at character creation. Because a Baron's mutations are bestowed under a Monarch's careful guidance, you may reroll the Negative result once and take the second outcome. All results are permanent. If a mutation grants a skill you already have, increase that skill by one rank instead.

Human Passing: A Baron reads as an ordinary (if slightly off-putting) human under normal observation. Gain a bonus to Deception and disguise checks to maintain a human cover, and move through human settlements and most GENESIS checkpoints without automatic suspicion. Openly using overt mutations (wings, bared natural weapons, acid spit, and the like) immediately blows this cover to any human witnesses.

STR
35
AGI
35
TGH
40
CHA
45
LCK
20
INT
40
PER
35
SEC-03 // Battlefield Niche

Roles

Roles sort soldiers into niches that define their main strengths and how they leverage them. Every niche has weaknesses another role can cover, so squad cohesion is paramount to long-term survival. Each role has a unique Active Ability that cannot be acquired elsewhere, though gear and XP can greatly widen or deepen a soldier's capabilities.

Legionary
Frontline · Holds the line
Open Dossier ▸
Marauder
Aggression · Close pressure
Open Dossier ▸
Specialist
Tech · Utility & support
Open Dossier ▸
Outrider
Mobility · Flank & scout
Open Dossier ▸
Warmachine
Heavy · Firepower
Open Dossier ▸
Vanguard
Assault · Breach & lead
Open Dossier ▸
SEC-04 // History

Backgrounds

Everyone comes from somewhere, and their experiences shape them. Backgrounds are not hard and fast, if your concept plausibly fits another, ask. At the day's end your character should want to fight the aliens and stay grounded. If a background grants a skill you already have, increase that skill by one rank instead.

Former Citizen

Life in the megacities was great, until the truth was unveiled. GENESIS is no benevolent master. Now you fight for humanity's liberation.

Starting Skills, Pick Three
PersuasionTechnologyMedicalInvestigateAwarenessAthletics

Criminal

A criminal in the eyes of GENESIS and humanity alike. A chance has come to turn over a new leaf, and everything from your old life will come in handy.

Starting Skills, Pick Three
StealthInsightLock PickingCoercionDeceptionHacking

Resistance Officer

You were never fooled. Humanity nearly won once, and can again, it just needs good leadership. You feel you fill that role.

Starting Skills, Pick Three
TacticsPersuasionHistoryInsightInvestigateCoercion

Resistance Member

You kept the lights on and the food on the table, the backbone of the resistance's survival. Now even more is asked of you.

Starting Skills, Pick Three
MechanicsSurvivalTechnologyBiologyCyberneticsHacking

Resistance Soldier

Rank and file. You've fought the battles and won them, and you want to see this fight through to the end.

Starting Skills, Pick Three
AthleticsSurvivalAwarenessStealthAcrobaticsTactics

Slum Dweller

You hail from the slums outside the pristine megacities, and you know those shiny towers mask the rot beneath. Freer, but harsher.

Starting Skills, Pick Three
AwarenessDeceptionCoercionInsightAthleticsLock Picking

Survivalist

You lived out in the wildlands and the ruins of the tomb cities. A hard, rough life, and it taught you to thrive where things seem bleakest.

Starting Skills, Pick Three
SurvivalAwarenessMechanicsTechnologyStealthMedical

Veteran

You were there when Earth fell and the free world gave up. You fought in the mud and blood, and survived to join the resistance. This time, the invaders pay.

Starting Skills, Pick Three
AthleticsTacticsXenobiologyXenotechnologyHistoryCybernetics
SEC-05 // Progression

Spending XP

All operatives begin with 100 XP to spend as they see fit. The charts below govern how XP is spent as the campaign moves forward.

Attribute Increases

Each rank of increase raises the attribute total by 5 points (e.g. 40 → 45). No matter where an attribute sits, the first rank you buy starts at Rank 1.

Attribute Increase Cost
Rank 1Rank 2Rank 3Rank 4Rank 5Rank 6
10 XP20 XP40 XP60 XP80 XP100 XP

Skill Increases

Skills have only 4 ranks. Account for ranks already granted by your role and background, each filled bubble is a rank. If a role gave you one rank in Athletics, buying up starts at the Rank 2 cost.

Skill Increase Cost
Rank 1Rank 2Rank 3Rank 4
20 XP40 XP60 XP80 XP

Generalist Perks

Available to any role, these tend to be passive or all-around helpful. See the Generalist Perks document for options.

Generalist Perk Cost
Tier 1Tier 2Tier 3
20 XP30 XP40 XP

Role Tree Perks

Perks within a role's trees. Cost varies with position in the tree. Every role starts with its Primary Tree, on selecting your role you automatically gain one ability from its first row. Choose carefully; it's the foundation of your combat prowess.

Unlocking Specialization Trees

  • The first specialization tree may be started after gaining 300 XP, and must be within your own role.
  • After a total of 900 XP, a second specialization tree may be started, this one from any role in the game.
  • A character may hold a maximum of two specialization trees at any one time.
SEC-06 // Requisition

Starting Money

All new operatives start with 200 credits to spend as they see fit. Credits can also prove useful mid-mission. The Arsenal section has information on the various starting Tier 1 equipment a character may buy.

Carry Weight

Keep carry weight in mind when building a loadout. A character can carry total weight equal to:

30 + (2 × STR Bonus) + TGH Bonus

A human before any attribute modifications can carry 42, that's 30 + 8 + 4.

SEC-07 // Resolution

Combat Rolls

Attack rolls and resistance checks use a percentile d100 system. Skill checks use the DYNOSRS dice pool instead, see the Skills section.

d100: Attacks & Resistance

Attack rolls and resistance checks use a 1d100 system. For a ranged attack you roll a d100 and must meet or roll under your Perception attribute. Raising an attribute directly raises your chance to succeed. The rule is constant; only the opposed attribute changes with context.

  • Melee attacks normally check against Strength.
  • Resisting a flashbang checks against Toughness.
  • Paraphysics generally checks against Charisma.

Difficulty Modifiers (D.M.)

How D.M. Affects a d100 Check
Negative (−) D.M.Positive (+) D.M.
EffectMakes the check easier to pass.Makes the check harder to pass.
Example // d100 Attack

Alan shoots a GENESIS trooper behind half cover with an Assault Rifle. His Perception is 45. Half cover grants +30; the weapon's accuracy grants −15.

1d100 + 30 (Cover) − 15 (Accuracy)
45 + 30 − 15 = 60

Checked against his Perception of 45, this is a miss.

SEC-08 // Skill System

Skills: DYNOSRS

The Dynamic Overall Skill Roll System (DYNOSRS) is a dice pool system used to generate non-binary outcomes for skill-based challenges. A binary system leaves only a pass or fail state, often with little chance to mechanically support successful results that carry downsides, or a failed check that still comes out with some advantage.

Dice Types

There are six dice types across three sizes. Each pairs a positive die (your pool) with an opposing die of the same size.

Dice Sizes
Dice SizeRoll Type
d8Assistance · Hindrance
d10Skill · Difficulty
d12Aptitude · Obstacle
Assistance
d8Positive

Represents some small form of help on a skill check, a tool that makes a job easier, an ally offering a helping hand, or perhaps just a generally good mood the operative finds themselves in.

Faces: 2 blanks · 3 successes · 6 edges
Hindrance
d8Opposing

Represents some small hindrance a character must overcome, a glitch in a computer terminal, an unexpected crunch on time, or the stress a character feels in the moment.

Faces: 2 blanks · 3 failures · 5 dangers
Skill
d10Positive

A character's innate, attribute-based talent toward a skill. Take the attribute the skill uses (History uses Intelligence), divide its modifier by 2, and round down. Most humans start with a modifier of 4, giving 2 skill dice on a check.

Faces: 1 blank · 7 successes · 9 edges
Difficulty
d10Opposing

The base challenge a check rolls against, largely set by the environment. Climbing a wall in a quiet alley is a much easier check than defusing a GENESIS explosive in the middle of heavy gunfire.

Faces: 1 blank · 6 failures · 9 dangers
Aptitude
d12Positive

A character's trained ability in a skill. It can also represent emergent circumstances, an "Ah Ha!" moment, an expert in the field helping you, a really well-built tool, or Lady Luck smiling on you during a check.

Faces: 1 blank · 12 successes · 9 edges · 1 victory
Obstacle
d12Opposing

Significant resistance against a successful check, an alien UFO bearing down on a strafing run, an incredibly sensitive alarm system, or overwhelming stress mounting to get something done quickly.

Faces: 1 blank · 10 failures · 11 dangers · 1 defeat

Dice Symbols

Six symbols each represent a possible outcome. To read a roll, find the symbols that cancel one another out, remove them from the pool, and the remainder is the actual result of the check.

Success

A check mark counts toward a successful roll. You only need a single success left after cancellation for the check to pass.

Edge

A build-up in momentum or morale. Not always counted toward pass/fail, but can be spent to make the immediate outcome more favorable. Bank up to three Edges for other options during the mission; all banked Edge resets to 0 at session's end.

Victory

The most powerful player symbol, found on a single face of the Aptitude die. On an otherwise failed roll it converts a failure into a success. On a passed check it can instead be banked (one at a time) for more powerful options. Resets to 0 at session's end.

Failure

Rolled on an opposing die, it counts toward an unsuccessful roll. A check is failed if at least one failure symbol remains after everything is calculated.

Danger

A build-up in the tense, uncertain nature of the world. Usually not counted toward pass/fail, but the GM can spend it to make an outcome less favorable, or bank up to six Dangers for use during the mission. Resets to 0 at session's end.

Defeat

The most powerful symbol against a player, found on a single face of the Obstacle die. The GM can turn a passed check into a failure, or bank it (one at a time). The banked Defeat is lost when the mission or session ends.

Opposing Symbols

Paired symbols cancel one another out. Remove matched pairs, then read what's left.

Cancellation Pairs
PositiveCancelsNegative
✓ Success✗ Failure
▲ Edge▼ Danger
★ Victory☠ Defeat

Resolving a Check

Example // Paraphysics Check

Ragnar makes a Paraphysics check with 2 Aptitude and 1 Skill dice versus 2 Difficulty. He rolls:

Aptitude Dice 1: ✓ ✓ ✓
Aptitude Dice 2: ✓ ▲
Skill Dice 1: ✓ ▲ ▲
Difficulty Dice 1: ✗ ✗ ▼
Difficulty Dice 2: ✗ ▼
Final Result: ✓ ✓ ▲

After cancellation, the result is 2 successes and 1 edge, a pass with a little momentum banked.

NOTE // Foundry VTT automatically parses out the final result, so there's no manual calculating for players or GMs.

When the final result shows no success or failure, the check simply requires a little more time in most cases. If the situation is time-sensitive and only a single check is allowed, the roll's total remaining positive symbols versus negative symbols instead convert to successes and failures. In the rare event the roll is left a total wash, the skill challenge is rerolled as if for the first time.

Upgrading Skill Dice

All skills are trainable up to four times total. Each point trained increases the skill at a 1-to-1 scale up to your modifier total. Train a skill past your modifier and you add an additional skill die. Once you raise the governing attribute to match your skill level, that skill die automatically upgrades to an aptitude die.

Example // Upgrading

Ragnar has a Charisma modifier of 5, so his base skill total for Persuasion is 2. Having trained the skill 3 times, he rolls 2 Aptitude (d12) and 1 Skill (d10). As soon as he raises his Charisma modifier to 6, he simply rolls 3 Aptitude (d12).

Skill Rank Increase Costs

Skill Rank Cost
Rank 1Rank 2Rank 3Rank 4
20 XP40 XP60 XP80 XP

You pay the XP required by the rank you're upgrading to, for example, going from Rank 2 to Rank 3 costs 60 XP.

Creation //

The maximum skill rank at character creation is Rank 2. Any further ranks must be purchased after creation is complete (this includes starting XP granted), unless the GM states players may raise ranks beyond 2 at creation.

Skill Check Difficulty

A challenge's difficulty varies with circumstance and environment, and the GM sets it based mainly on what the character is attempting. Picking a simple lock might always be a standard check, while external factors add Hindrances and Obstacles rather than simply raising the base difficulty.

Difficulty: Dice Used
DifficultyDice Used
Easy1 Difficulty Dice
Normal2 Difficulty Dice
Hard3 Difficulty Dice
Challenging4 Difficulty Dice
Formidable5 Difficulty Dice
Nigh Impossible6 Difficulty Dice
Gate //

A Nigh Impossible check can only be attempted when a character in the active squad holds a Victory Point to allow it.

The GM can also raise difficulty outside the standard scale, typically by adding Hindrance dice for small environmental challenges (some perks negate these), or by spending banked Dangers and Defeats to upgrade a check's Difficulty dice into Obstacle dice.

Opposed Checks & Contests

Opposed Checks

When directly opposed by an NPC, instead of an arbitrary GM-defined difficulty, the NPC's Skill and Aptitude dice become the PC's Difficulty and Obstacle dice.

Competitive Checks

When two characters (PC or NPC) compete, each rolls as normal. Success is no longer binary, count the number of Successes, and whoever was "most" successful wins. Ties are broken by Victory's, then Edge.

Banked Edge, Danger, Victory & Defeat

A player character can bank up to 3 Edges and 1 Victory; a GM can bank up to 6 Dangers and 1 Defeat. These resources exist mainly for cinematic flare, to help or hinder skill-challenge scenes and, on occasion, tactical battles. Edges aren't as strong as Victory or Luck points, but regenerate more reliably and are used in smaller ways; the same goes for Danger versus Defeat.

Banked Resource Uses

Depending on how many Edge points a character has banked, they can spend a variable amount to garner different options both in and outside of combat.

Player Resources

One Edge
  1. Add an additional assistance dice to a skill check that you are actively making. This can be applied once per skill check. Other assistance dice can be added to the same check if they originate from other sources such as items or perks.
  2. Reduce the modifier on a D100 check by 5. Only usable once per check.
  3. Restore 2 energy. This can be used multiple times in a single round.
  4. Perform an additional quick action in the same round that is not a skill check.
Two Edges
  1. Perform an additional skill check in a single round.
  2. Add an additional assistance dice to someone else's skill check. This can only be applied once per skill check, and can stack with other sources such as perks and items but not with someone using their own Edge to add an assistance dice.
  3. Increase the modifier on any D100 check by 5. Only usable once per check.
Three Edges
  1. Upgrade one Skill dice to an Aptitude dice on a check you make.
  2. Reduce the modifier on a D100 check by 10. Only usable once per check, not stackable with the 5 point option.
  3. Grant yourself a free reload action.
  4. Downgrade a difficulty dice to a hindrance dice for another creature's check.
Victory
  1. Replicate any of the Edge actions.
  2. Move your standard speed outside of your turn.
  3. Reduce the total difficulty check of a skill challenge you roll by 1.
  4. Guarantee a critical hit.
  5. Adjust the modifier of any D100 check by 15. This can be stacked with Edge uses as long as the Edge is spent by another character.
  6. Cancel out the use of a Defeat point used by a GM. Note the GM is unable to cancel the use of Victory dice.

GM Resources

One Danger
  1. Replicate anything a player can do with One Edge. (Assistance turns to Hindrance).
Two Danger
  1. Increase the modifier on any D100 check by 5. Only usable once per check.
  2. Allow a free half movement to a creature outside of their turn.
  3. Reduce the effectiveness of cover by one degree (Full > Half, Half > None) for a single attack.
Three Danger
  1. Upgrade one difficulty dice to an Obstacle Dice on a creature's skill check.
  2. Grant any NPC creature a free reload.
  3. Adjust the modifier of any D100 check by 10.
  4. Allow an enemy to Hunker Down outside of their turn.
  5. Re-roll damage done by an attack.
Defeat
  1. Replicate any of the Danger actions.
  2. Destroy 1 tile of cover.
  3. Allow a full movement for any creature outside of their turn.
  4. Allow a creature to take a non-attack action outside of their turn.
  5. Grant the GM a re-roll on any dice check.
  6. Halve the damage done to a creature.
  7. Purge any and all negative effects on a creature at the start of their turn before any effects or damage is calculated.

Starting Danger & Edge

Given the state of the world and the missions Eclipse finds itself in, there's always some level of danger. At the start of any mission the GM rolls a 1d6 to set how much Danger they've banked going in, to spend as they see fit.

Starting Edge is determined by a coin flip or a 1d2: on a 1, all characters begin with one banked Edge; on a 2, none. The squad may make a single check for everyone or roll individually, but they must state which before any starting Edge is determined.

SEC-09 // Economy

Action Types

Each turn a character has two action points and one reaction before any circumstantial modifiers. Some actions end your turn regardless of points remaining; others cost one and don't; others require both. Reactions can trigger at any time, only in response to specific events.

Dual Actions

Require greater focus and dedication. Typically high-impact or non-standard, firing a sniper rifle or abilities like "Pour it On." Shift movements do not prevent dual actions.

Turn-Ending

Always end your turn, even with points or quick actions to spare. Firing a weapon, some special abilities, and grenades, unless a perk like "Light 'Em Up" says otherwise.

Single Actions

Done quickly and easily. Use one of your two action points and do not end your turn. Moving your speed and abilities like "Aid Protocol" are single actions.

Quick Actions

Require no particular effort and can often be done off-turn, removing a hat, dropping an item, replying to a taunt. Those needing your turn carry the Active Character subtype (e.g. "Lightning Hands").

Reactions

Only in response to an event, such as an overwatch shot. Each character has one reaction per round unless a perk or item says otherwise. Always available, even to the active character. Dodging does not count as a reaction.

SEC-10 // On Your Turn

Combat Actions

Every action carries one or more subtypes that inform when it can be used. Concentration actions can't be used while disorientated; Movement actions are unusable while immobilized.

Attack
Varies · Turn-EndingMelee / Ranged

Make a melee or ranged attack roll. A success grants a single hit on the enemy.

Sprint
Two Actions · Turn-EndingMovement

Move up to your Sprint speed in one move. While running, any reaction fire you trigger takes +15 to its attack roll.

Disengage
One ActionMovement

Safely break from melee. Move up to your Run speed without provoking opportunity attacks. A ranged attack after disengaging takes +20. Some perks and enemies bypass this immunity.

Dive for Cover
ReactionMovement

When attacked by a ranged weapon while fully out of cover and not flanked, dive behind nearby cover. The attack resolves as normal; afterward, hit or miss, move tiles equal to your Shift speed.

Fire Rocket
1-2 Actions · Turn-EndingAttack

Use a rocket launcher on a target. Both action points grant −20 accuracy; one action takes +20. On a hit the rocket lands exactly where aimed; a miss scatters per the launched rules.

Hunker Down
1 Action · Turn-EndingDefensive

In cover, boost all cover benefits until your next turn. No help against flankers. Ranged attacks on you suffer +30, and you get −30 to dodge.

Item Usage
1 ActionVaries

Use a medkit, throw a grenade, etc., generally 1 action. Any damaging item is turn-ending by default; any health-restoring item is not.

Improvise
VariesVaries

For anything the rules don't cover, negotiate with the DM on whether it's possible and its consequences. The DM's verdict is final, but unhealthy precedents can be overturned.

Move
1 ActionMovement

Move up to your Run range (4 + AGI Mod). Moving while engaged in melee provokes an opportunity attack from the engaging enemy.

Overwatch
1 Action · Turn-Ending · ReactionAttack · Concentration · Ranged

Watch for the moment to strike. React-fire on the first enemy moving more than one tile, at +15. Can trigger on revealed enemies. Usually can't crit, some perks change this.

Reload
VariesMiscellaneous

Reload a ranged weapon; some take one action, others two. You may only reload weapons you're using or emplacements, never a weapon held by another character.

Shift
Quick ActionMovement · Active Character

Move two tiles (plus armor bonuses). Doesn't block two-action abilities, but can trigger reaction fire. Using Shift forfeits Run and Sprint. Peeking one tile isn't a shift if you return before acting.

Suppressing Fire
1 Action · Turn-EndingAttack · Concentration · Ranged

With an LMG, AR, or SMG (needs ≥2 ammo allotments), pin a target. Their tests take +30 and their attack range drops to two tiles, paraphysics unaffected. Moving >1 tile in sight triggers a free attack (no ammo, not reaction fire).

Shield Wall
1 ActionDefensive

Grant yourself and any creature within 1 tile behind you Half Cover in one declared facing. Perks can change its overall effectiveness.

Dodge
Quick ActionDefensive

A non-reaction Agility test to halve a hit's damage (rounded down). Out of cover, dodge rolls take +30. On a crit, halve rolled damage then add crit bonus. Starting Dodge Pool 1 per turn, refreshed at turn's end.

Help
1 ActionSupport

Adjacent to an ally, let them reroll a check against a negative condition they carry, panicked, ignited, and the like.

SEC-11 // Terrain & Positioning

Battlefield Modifiers

Factors to weigh before taking a shot or breaking into the open.

Cover

Cover is a lifeline, half or full, sticking to it saves lives. Each style confers a defense bonus against incoming fire and eases dodging a hit.

Cover Modifiers
No CoverHalf CoverFull Cover
Accuracy D.M.0+30+45
Critical Chance D.M.0+30+45
Dodge D.M.+30−15−30

Cover Types & Destruction

A missed shot has a 50% chance to damage cover, flip a 1d2, and on a 2 it's damaged. Durability is measured in failure points (FP). Refer to a weapon's Ballistics section for how much damage it deals to cover.

Cover Durability
FlimsyStandardDurable
ExamplesFences, trash cansConcrete barriers, walls, trees, carsGENESIS fortifications, heavy vehicles
Half Cover FP135
Full Cover FP246
Exposed

Taking fire from a direction you have no cover against, ambushed or flanked. Attacks gain −15 crit chance, and some perks don't apply while exposed.

Engaged in Melee

Both fighters are engaged once a melee attack is made. Leaving without Disengage provokes an opportunity attack. Ranged attacks while engaged take +20 (unless Light), or +40 for Cumbersome weapons.

High Ground

Attacking a lower target grants −10; attacking a higher target suffers +10.

Disorientated

+20 to offensive actions and dodges, speed halved (rounded down), no Concentration actions, and any maintained concentration breaks.

Smoke, Fog, etc.

+20 accuracy to hit a target within it. Characters inside gain +3 to stealth checks that end in the smoke or fog.

Suppressed

+20 to accuracy tests; item and ability range capped at two tiles. Paraphysical abilities are unaffected by suppression.

Unaware

Attacks gain −20 accuracy and reaction fire takes no penalty. An unaware character can still react and dodge, but dodge rolls are treated as out of cover.

SEC-12 // Fate

Soldier's Luck

Luck points are your character's drive to retake the world, an intangible edge to bend the odds or steer a disaster. You have luck points equal to your Luck modifier, spent as a quick action.

  • Reroll a check or attack roll.
  • Add your Luck Modifier to a skill check, may be done after a failure is determined.
  • Set your initiative to 10 + AGI Bonus at the start of combat.
  • Instantly heal Health equal to your Toughness mod. Once per mission.
  • Instantly regain Energy equal to your Charisma + Intelligence mods. Once per mission.
  • Purge all negative conditions on your turn, done at turn start, before any negative effects trigger.
  • Make a critical hit check with −50 to the check.
  • Re-roll a scatter test.
  • When instantly killed, instead set HP to 0 and begin bleeding out. Once per mission.
SEC-13 // Resource

Soldier Energy

Energy counterbalances the power of Active Abilities. Total capacity equals 10 + CHA Bonus + INT Bonus, full at the start of a mission.

Manage //

Energy is difficult to replenish. Active Abilities supplement tactical combat, they don't replace careful thinking. A soldier who squanders energy at the first opportunity may find themselves without the means to save their own life when it matters most.

SEC-14 // Explosives

Scatter

Scatter affects all thrown and launched explosives, checked only when the accuracy test (launched) or Strength test (thrown) fails. Resolve it in two steps.

Determine Direction

Roll a 1d8. A result of 1 is due north of the target tile; numbers rotate clockwise from there.

Scatter Compass (1d8)
812
7TARGET3
654

Determine Distance

Distance is the number of tiles the item lands from the target. Thrown and launched items use different formulas; other circumstances are added or subtracted after the roll.

Scatter Distance
ThrownLaunched
Distance Formula1d41d6 + 3
SEC-15 // Armor

Defenses

The sword always seeks a way through armor, but armor does much to keep you alive. Every basic armor offers defensive boons worth understanding.

Heavy Kevlar Armor Cost: 80 Credits

The highest defensive bonuses of the basic armors, at the price of weight and being impossible to conceal. Expensive, but can one really put a price on staying alive?

DEFENSE
10
ADAPTIVE
5
BARRIER
0
DR
1
MOBILITY
0
WEIGHT
10
SLOTS
2
Defense Value

Adds a difficulty modifier equal to its value to all attacks made against the wearer. Heavy armor's Defense 10 means attacks take +10.

Damage Reduction (DR)

A flat reduction to basic physical damage, countered by Penetration. Shredding bypasses DR and permanently removes it from the armor until repaired for a resource cost.

Mobility Boost

Normally boosts Run and Sprint by the shown value. Some armor instead penalizes mobility or boosts the Shift movement type.

Adaptive Armor

A pool of bonus HP; all damage comes off it first unless bypassed (e.g. paraphysical attacks). It can't be restored by medical healing, only special items and abilities. Acidized damage is doubled against these armor points.

Barrier

A separate pool of shield or energy points that absorbs incoming damage alongside Adaptive Armor. Electrified damage is doubled against Barrier points.

Upgrade Slots

The number of upgrade modules a piece of armor can hold, letting you tailor it toward your role and loadout.

SEC-16 // Casualties

Bleeding Out & Death

Absolute //

There is no resurrection in this game. When a character reaches a negative HP value that exceeds their Toughness modifier × 2, they are instantly killed.

Bleeding Out

At 0 HP, or a negative value above the instant-death threshold, a character is bleeding out. At the start of each of their turns they take −2 HP that cannot be reduced. Reaching the death threshold (2 × TGH Mod) means death.

Next of Kin

A replacement character gains no bonus XP or benefits from the previous character's death (though unique base upgrades can raise starting XP). If the body can plausibly be recovered, gear and money pass to a next-of-kin character, possibly with a small cost to repair damaged gear.

SEC-17 // Reference

Status Effects

Conditions that affect a character in the field. Browse by category below; each opens a full listing. Many effects carry a (X) value that ticks down by 1 each turn until it disperses at 0.

Negative Effects
Debuffs · Hazards
Open Listing ▸
Positive Effects
Buffs · Boons
Open Listing ▸
SEC-18 // Requisition

Arsenal

Everything a soldier carries into the field. Browse the categories below, each opens a full listing of available gear by tier.

Weapons
Ballistics · Melee · Heavy
Open Listing ▸
Armor
Protection · Defense
Open Listing ▸
Items
Consumables · Utility
Open Listing ▸
Role Dossier

Role

Requisition

Arsenal

Reference

Status Effects

Service Record

Operative Field Dossier // Insurrection
Identity
Operative Name
Player
Species
Role
Background
Credits
XP Total
XP Spent
Species Boons
Select a species to view its traits and starting profile.
Attributes
STR
MOD+4
AGI
MOD+4
TGH
MOD+4
CHA
MOD+4
LCK
MOD+4
INT
MOD+4
PER
MOD+4
Vitals
Base HP
Base Energy
Health
/12
Energy
/18
Luck Points
/3
Carry Weight
/42
Run Speed
8
Shift
2
Dodge Pool
1
Defenses & Resources
Defense
Adaptive Armor
Barrier
DR
Mobility
Upgrade Slots
Edge Banked (max 3)
Victory Banked (max 1)
Skills · Rank 1 to 4
Acrobatics
Athletics
Awareness
Biology
Coercion
Cybernetics
Deception
Hacking
History
Insight
Investigate
Lock Picking
Mechanics
Medical
Paraphysics
Persuasion
Stealth
Survival
Tactics
Technology
Xenobiology
Xenotechnology
Weapons
Armor
Items & Consumables
Perks & Abilities
Notes