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Medicine and the environment

Medicine

Troops that are "dead" for game purposes can be revived by other troops with the appropriate medical equipment that are directly adjacent. This requires the treating unit to Focus, be touching the affected unit, and requires a Skill roll.

Use the table below to determine the effect of the medical treatment, based on the result of the Skill roll.

RollResults
1The target is dead and removed from the play area entirely
2
3
4No effect
5
6The target is back in play, but for the rest of the game, it has a disadvantage to do anything, and moves at only half its normal speed. Mark this state with a token.
7
8
9The target is back in play fully with no ill effects
10+

Once a unit is back in the fight but injured (with disadvantage and moving at half speed), it can't be brought back to full health. A roll of 9 or above will do nothing to it if it's downed again, simply restoring the unit back to its injured but active status. Marking this with a token is advised.

The corpsman (center) is close enough to heal the downed Marine (left), but has already healed the injured Marine (right).

Repairing vehicles is handled the same way, with mechanically-inclined troops equipped with the right tools.

ExampleMedicine example

Albert's medic rushes to an injured soldier. On the next turn, the medic can focus on the task of reviving the downed man. In this case, the medic is a highly-trained trauma specialist whose medical expertise far outstrips most combatants. As a specialist, the medic rolls a 1d8, resulting in a 6.

As a result, the injured soldier is back in the fight, albeit moving at half speed and with a disadvantage to everything he does. The players duly mark this status with a token, and the fight continues.

Moments later, an enemy mortar hits the injured soldier again, and the medic attempts to treat the soldier again. Rolling a 10 this time, the medic is unable to do more than patch up the soldier once more and getting him back in the fight at a disadvantage.

Environmental damage

Falls and crashes

Fall damage should generally be handled with common sense - a fall that, at scale, would be too high for a human being to survive should kill any units on foot and the occupants of vehicles.

For handling crashing vehicles and other falling objects, the process is simple: For every 10", rounded up, traveled without changing direction before impact, add one dice of the same type as the object's defense to the damage, minimum 1d6.

For objects with a numeric defense, use 1d8.

For example, a truck with defense 2d82d8 that has traveled 16" before impact will take damage of 2d82d8. A person with a defense of 4 falling 8" off a cliff will take damage of 2d82d8.

Use common sense in adjudicating this. A soldier jumping 2" at scale from a helicopter is unlikely to take damage and shouldn't be subjected to a damage roll.

Damaging effects

For areas of persistent hazardous effect, like radiation, poison gas, etc. players should decide on a good damage value for it, and then apply it once per turn to any unit that's both vulnerable to it naturally and lacks proper protective equipment.

Some effects may not be lethal, and are instead merely disabling. Players may want to rule that these effects may slow any affected unit's movement and prevent it from taking actions (or at putting it at a disadvantage) during turns in which the effect's damage has overtaken its own defense.

Dangerous effects

TypeNotes
Tear gas1d4Disabling
Mustard gas1d6Lethal
Nerve gas1d10Lethal

Use the damaging effects table above as a reference for common (and not-so-common) dangerous effects.

Fire

For each flaming object on a turn, roll 1d6. Any flammable object within the resulting distance will catch on fire too, and will take the 1d6 damage automatically. Units that are on fire will continue to incur 1d6 damage per turn until extinguished. Troop units may extinguish themselves by focusing for a turn on stopping, dropping, and rolling.