stalker oblivion lost ttwg

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    1. Intro & Game size

    Stalker: Oblivion Lost is designed to be skirmish game for 28mm set in a science fiction/postapocalyptic setting. While players will command mltiple troops! the focs is more on individal

    figres! e"ipment and abilities! than large scale combined arms battles. #hs the detail level is greaterand games will emphasi$e combat more at the sharp and bitter end amidst the grime of blasted rbbleand twisted steel than a detached %od&s eye view of an entire war $one. '( ) '* figres per side is the

    ma+imm sggested force si$e.

    1A. Keep it Simple, but not Stupid.

    #his game follows many standard conventions sed in other rle sets! however the intention

    here is to streamline and simplify mechanics to keep the game as fast! fn! and intitive as possible!

    withot sacrificing the importance of real world tactics. ,lso! an effort is made here to accommodate avariety of manfactrer&s figres! rather than constrain players to any one particlar line. #hs players

    will have to assign game stats! gear! and abilities that are appropriate and consistent with the particlar

    miniatres they wish to se.

    2. Action Points, D10s & Alternating ActiationSeeing as this game has a more individal focs! the basic mechanic for a model&s in-game

    activity fighting! moving! etc is ,0#1O 3O1#S. Whenever a figre /model activates! ,ction

    3oints are e+pended to have the figre perform any nmber of tasks on the table top in prsit of theirmission ob4ectives. #hese inclde 5oving! 0limbing! ,ttacking in 5elee! 6iring a Weapon!

    3erforming a Specific #ask. , player does not have to spend all their ,ction 3oints every ,ctivation!

    bt left over ,ction 3oints ,3s do not carry into the ne+t game trn. ,lso! a model cannot e+pendmore ,ction 3oints than are available to it in a given trn. #he ,ction 3oint pool for figres is renewed

    each game trn. , basic hman trooper model has '( ,ction 3oints.

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    Stalker: O.L. ses '( sided dice to resolve varios activities like combat! defense and morale

    isses. #he basic mechanic is that once the #arget mber for a specific event has been determined!the player rolls the appropriate nmber of 7'(s trying to get the #arget nmber or lessin order for the

    desired action to be a Sccess. So! Low rolls are good while igh rolls are bad. , natral 9oll of ' is

    an ,tomatic Sccess! with possible bonses while a natral roll of '( is an ,tomatic 6ailre. withpossible penalties

    2!. Action Point "osts#

    $%'$'(): 5ove ' ; ' ,3

    0limb ' ; 2 ,3 9n * ; < ,3

    =mp p to 2%ap ; < ,3

    "%$!A): 5elee ,ttack ; 2 ,3 >reak Off ; ? ,3

    9anged ,ttack Small ,rms ; < ,3

    Operate 0rew Served Weapon ; < ,3 9anged ,ttack 5an 3ortable Spport Weapon ; * ,3

    9eady @ #hrow and %renade ; * ,3

    $IS"#Open door ; ' ,30limb thr window same level ; 2 ,3

    Anter/A+it vehicle ; 2 ,3

    ,im for 9anged ,ttack ; 2 ,3

    ,d4st 6ire ; ? ,3 switch #arget 3riorityOperate 5achine ; ? ,3 things like trn off/on machine! set charge! free prisoner B

    Search 1tem ; ? ,3

    3ack/Cnpack 0rew Served Weapon ; < ,39ally ; * ,3

    Overwatch ; '( ,3 #his allows models to interrpt opponent&s ,ctivation with D ,3s

    2A. Alternating Actiation,lternating ,ctivation! while

    not perfect! seems to be the most

    appropriate activation mechanic for

    games! keeping both players involved

    in a game trn and granting

    opportnities for tactical action and

    reaction. 1n Stalker! players will

    alternately activate their models in any

    order desired! nit by nit! ntil all

    models have activated and e+pended

    ,ction 3oints. Once a nit is activated!it e+pends its available ,ction 3oints

    and cannot be activated again that

    game trn. A+ception: Overwatch -

    e+plained later.

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    *. +nits#

    ,ll models fall into one of three types of nits in Stalker: Solos! S"ad! or Eehicles.

    Solos: this is an individal model sch as a special character! creatre! robot that sally has

    better than average abilities or special e"ipment.

    Suad##his is a small grop of models that activate together! spending ,ction 3oints togetherto all perform the same action at the same time. Once the action is declared! all models are considered

    to have e+pended the appropriate nmber of ,ction 3oints to perform it! even if some members did not

    or cold not perform it. S"ads have a leader and mst remain inside his 0ommand 9adis see latere-icles##his is any vehicle that mst be operated by models. Fite often! in-game vehicleshave their own internal driver/gnner! bt occasionally! players mst enter and assme control of the

    vehicle. 1n that case! once inside! those models ,3 pool becomes that of the particlar vehicle.

    *A. "ommand adius & "o-esion# 5lti model nits fnction as a team! performing thesame action at the same time when ,ctivated. Avery mlti model nit mst have a designated

    command model! and all nit models mst stay in cohesion within a "ommand adiusof

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    . "ombat esolution#

    >efore we detail 0ombat 9esoltion! two basic concepts deserve mention: Line of Sight/Lineof 6ire @ #arget 3riority.

    A. 3oS43o5essentially means that in order to shoot a target! yo have to see it. So! an

    attacking model mst be able trace a direct! ninterrpted line from the center of its base to the centerof the base of any potential target model. Seeing a small portion of a model does not constitte

    LoS/Lo6! and so ranged attacks are not possible. #here are two e+ceptions to this basic rle. #hey are

    1ndirect 6ire and Obstrcted Shot! which are e+plained later. 5embers of the same nit do not blockLoS/Lo6! bt other friendly nits do. 1ndirect 6ire capable weapons are addressed in the ,rmory.

    !. )arget Prioritis a basic rle of thmb that establishes which enemy nits are more likely

    to be the targets of ranged attacks. 1n general! a nit will attack the enemy closest to it becase it

    represents the greater obvios threat. ,lso! while shooting/vision is ?D(H capable! an enemy nit in themodel&s front facing arc is more of an obvios threat than one behind it. 1f two or more potential

    targets are e"idistant to the attacking nit! the attacker may se his discretion. 1 recogni$e this does

    not make every sitation ct @ dry! so resolve serios isses by die roll and keep playing. ,lso! anattacking nit can e+pend ? ,3 to Ad6ust 5ire! and disregard #arget 3riority to attack any enemy nit

    within 9ange @ LoS/Lo6. Cnits with Leader or 5arksman ,bilities see later or nits with a Leader

    attached do not have to ,d4st 6ire and can target any available enemy nit. 0asalties in a mltimodel nit s"ad mst be selected from those closest and in clear LoS/Lo6 to the attacker.

    ". anged & $elee "ombat, !rea7 %88

    #he format for anged "ombatresoltion is as follows: #he attacking nit mst have enogh

    ,ction 3oints to fire weapons! then it mst declare its target! pre-measring is allowed thendetermine the #arget nmber necessary for sccess. ,ttackers 0ombat ,bility I/) any

    Obstrctions/5odifiers ; #arget mber. #hen the nit mst roll all firing weapons 9ate of 6ire dice.

    1f different weapons are involved in the same ranged attack! attacker mst designate/roll differentcolored dice! or resolve weapon types independently. ,ll dice rolls that are the #arget mber or Less

    are considered its.

    6or each sccessfl it! the defender mst calclate his defense #arget mber. #arget&s,rmor 9ating I/- 0over/5odifiers ) Weapon 7amage ; # e then rolls '7'( per Sccessfl it in

    an attempt to block/deflect the it. 1f the #arget mber or less is rolled the >lock is sccessfl and

    the it is deflected. 1f the roll is higher! the defender has failed the block and is wonded. #his process

    is repeated for every 9anged ,ttack.

    $elee Attac7s are similar with some minor ad4stments pecliar to the natre of and to and

    0ombat. 1n order for a model to engage an enemy in 5elee! they mst have sfficient ,ction 3oints

    available! and they mst be in >ase to >ase 0ontact with an enemy model. #he model initiating themelee combat attacks first! sing the same format as above. 0alclate the #arget mber needed! roll

    the nmber of dice appropriate to the weapon being sed! cont p hits #he defender then attempts to

    >lock the sccessfl hits with 7efense 9olls. Once an ,ttacker initiates 0lose 0ombat on an enemymodel! both models are engaged ntil either they are destroyed or one breaks off the fight. ,ll the

    attacker&s 5elee attacks done dring their activation are rolled/resolved immediately. 1f the 7efender

    srvives the attacks! they are allowed one ' free attack back against one model that engaged them.#his does not cost the 7efender any ,ction 3oints and is 9esolved immediately. 5odels with

    nresolved 5elee remain engaged into the ne+t trn or ntil the combat is resolved one way or

    another! or one of the parties attempts to >reak Off.

    #o attempt to !rea7 %88after the initial rond of melee combat! on their ne+t activation! theplayer can e+pend ? ,3 and roll their 0ombat ,bility stat or less! mins the nmber of opponents

    engaged! on a 7'(. 1f sccessfl! the model mst immediately move ?I away from the enemy model.

    1f nsccessfl! the ,3 is still spent. , model can attempt to break off as many times as they have ,3to attempt/move away.

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    '# %er9atc- : #his allows a nit to interrpt an enemy nit&s activation at any point dring

    its 5ovement! or prior to 0ombat. Simply declare the interrpt! e+pend ,3 as desired! resolving any

    0ombat! then contine with the original player&s activation.

    ;. eapons#

    Weapons are assigned for

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    ;!. Armor

    #his list is by no means e+hastive. Select the closest match to model&s weapons.

    Weapon A.P. Cost Effective Range Rate of Fire Damage

    >lade/0laws 2 ,3 5elee 2 (

    Large 0laws 2 ,3 5elee 2 '

    3ower Weapons 2 ,3 5elee 2 2

    Large 5onster/9obot 2 ,3 5elee 2 ?

    3istol < ,3 5elee-'2 2 '53/S5% < ,3 5elee ) '8 ? '

    and %renade H * ,3 2 ) '2 ' Small #. 2/model

    6lamethrower/Spray K < ,3 #emplate #emplate ?/model

    Shotgn < ,3 ' ) '2 ? 2

    %renade Lancher H < ,3

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    >. )errain# %bstruction s. "oer. )emplate

    eapons. 'leations

    #he battlefield is littered with natral andman-made terrain featres which effect

    movement and combat. 6or game prposes we

    mst make a critical distinction between

    Obstrctions and 0over.

    1f a terrain featre partially obscres theintended target of a ranged attack! the shot is

    consideredB

    >A. %bstruction . "oer

    %bstructedand there is a penalty to the

    ,ttacker. -' for every intervening obstacle 1fthe intended target is within ' or less to a

    terrain featre! that not only obstrcts the ranged

    attack! bt provides "oerfor the 7efender.

    essentially additional ,rmor #here are threetypes of 0over.

    So8t: bshes! wooden fences! bo+es. -'0, to ,ttacker I' ,9 to 7efender

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    ?A. !ro7en & all, >roken Cnit sffers the following penalties @ restrictions: it free$es in place and is

    considered ,ctivated for the remainder of the crrent #rn. 1t cannot 5ove! 6ire! or initiate 5eleecombat. 1t can defend itself against 5elee attacks at a -' 3enalty. 3lace a sitable tab to mark this

    stats. When it is ne+t activated it can spend *,3 and attempt to 9ally itself. #o 9ally! simply roll '

    7'( with the #arget mber being the highest 5orale stat of any model in the Cnit. 5odels withLeader ,bility within D can also attempt to 9ally the >roken nit by e+pending *,3 dring their

    ,ctivation! sing their own 5orale stat as the #arget mber. , 9allied nit retrns to normal

    fnctioning stats.

    ?. $orale & !ro7en +nits#

    1n an effort to reflect both the training

    and resolve of these fictional people and

    creatres in the table top combat setting! $oralebecomes an important factor once the fighting

    starts and forces begin to take damage. , Cnit is

    forced to take a $orale "-ec7on three

    occasions:Once it has taken *(N 0asalties/Wonds

    if a Solo Leader model is killed within D andLoS of that Cnit

    if the Cnit is attacked by a 0reatre/Weapon

    with #error ,bility. see #roop/,rmory otes

    Cnits mst take a 5orale 0heck each time

    they are attacked by a separate #error

    Weapon/0reatre not the same one eachtime a Solo Leader is killed within D @ LoS

    bt they only have to take one ' 5orale0heck once they/it falls below the *(Ndamage threshold.

    Cnder these three circmstances! the Cnit in"estion mst roll '7'( to pass a 5orale 0heck.

    #he #arget mber is simply the Cnit&s 5orale

    stat or Lower. 1f a Leader nit is in 0ommand

    9adis! or attached to the nit! that nit may sethe Leader&s 5orale stat instead of their own. 1f

    the 5.0. is passed! the nit contines to fnction

    as normal. 1f the 5.0. is failed! the Cnitbecomes >roken. Once a nit is >roken! frther

    attacks/casalties do not prompt frther 5orale

    0hecks. Once it has 9allied and retrned tonormal stats however! it is sb4ect to them

    again. o ,3s are sed for 5orale 0hecks.

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    10. Special Abilities

    0ertain nits have Special ,bilities that confer special bonses to their game stats. Cnitscannot have more than two 2 Special ,bilities and they mst be clearly marked on the nit&s roster

    for the game. #here is no ,3 0ost for sing Special ,bilities. 6ollowing is a list of crrently available

    Special ,bilities:

    "@! Specialist#I' 0, for all 5elee attacks

    Dual Attac7: 6ires/,ttacks with two weapons at once for only I' ,3 to normal cost.

    Grease $on7e#,ll repair or mechanic related tasks cost -' ,3 and I' bons to related Skill 0hecksroken nits within D. ot sb4ect to

    #error 5orale 0hecks

    $ar7sman#0an ,d4st 6ire at no ,3 cost. I' 0, for all 9anged ,ttacks. 0an select specific #argetin a mlti model nit.

    $edic#0an restore dead friendly model for '( ,3. 5st be in >ase to >ase contact. 9estored model

    has P ,3 the following activation! then can fnction as normal.

    Parr#5odel gets I' >ons to all 5elee related 7efense rolls

    )error#0ases immediate 5orale 0heck on any nit it attacks.

    11. Gear & 'uipment

    Cnits/models have access to speciali$ed e"ipment that confers bonses to in-game stats

    and Skill 0hecks. #here is no ,3 0ost for sing this A"ipment/%ear. 1n general! models/nits canonly have ' piece of A"ipment/%ear however more might be made available dring a game from

    Searching @ Salvage terrain featres or enemy models. 6ollowing is a list of A"ipment/%ear

    crrently available:

    Adance )argeting Sstem#I' on all 9anged ,ttacks

    Auto:Doc#Csed by 5edic Only. eals for * ,3.

    Auto:locks 5ovement @ LoS/Lo6 for ' fll trn.

    %b8uscation Gear 1, 2, *#3enalty e"al to level on attacker&s 0, when targeted by 9anged

    ,ttacks

    Smo7e Grenades#6nction as normal grenade. Cse 5arker. >locks LoS/Lo6 for ' fll trn.

    ariable "ondition %ptic Sstem#ormal sight with dark! storm or smoke/fog

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    12!. !rea7 o88 & am4un %er Attac7s

    Eehicles can atomatically >reak Off melee combat by simply e+pending ,3 points for5ovement.

    Eehicles may also attempt to 9am/9n Over enemy models to damage them. #his is e"ivalent

    to a 5elee attack! bt costs no ,3 points to engage e+cept those spent in 5ovement. #here is no0ombat ,bility roll re"ired! bt the player mst pass a no ,3 cost 5orale 0heck to proceed. 6or

    conditions mst be met for a possible 9am/9n Over ,ttack:the direction! distance! and target model/s mst be declared

    the line of attack mst be in a straight line off the vehicle&s crrent front or rear facingthe targeted model/s mst be in line with the direction the vehicle is traveling

    and the vehicle mst have sfficient movement ,3 to reach base to base contact with enemy

    models! pls one inch/,3. #his signifies the vehicle did not stop on contact,ny intervening terrain featre renders a 9am/9n Over attack impossible.

    #o resolve a 9am/9n Over attempt! declare the attack and place the attacking vehicle in its

    final position. at the declared direction and distance ,ny enemy model whose base toches or comeswithin the vehicle&s travel lane between its starting point and its final position is sb4ect to damage.

    #ravel lane ; 6ront face width in inches

    #he only recorse the defender has short of the vehicle being targeted by an Overwatch attackis to 7odge ot of the way. #o 7odge! the 7efender mst sccessflly roll their 0ombat ,bility or

    less. 5odels that sccessflly 7odge are placed off to one side or the other of the vehicle&s #ravel

    Lane! while those that fail take 7amage.

    #he >ase 7amage of a 9am/9n Over attack is *! pls the nmber in inches the vehicletraveled prior to reaching the target model. 9esolve 7amage as normal.

    12A. e-icle AP Pool, eapons & Armor

    Eehicles have separate ,ction 3oint

    3ools that are sed when they are activated as

    part of a player&s force. 1n addition! mostvehicles have an internal 7river or %nner that

    control them! however some missions might

    re"ire player models to enter and take thesepositions. 1n that case! they leave the player&s

    nit and gain the ,ction 3oints 3ool of the

    specific vehicle. Eehicle weapons areconsidered 0rew Served Weapons and have

    appropriate ,3 costs @ %ame Stats See

    ,rmory

    Eehicles are assigned ? ,rmor 9ating stats:one for the 6ront 6ace one for the 6lanks and

    one for the 9ear @ #op. Eehicle ,rmor

    9atings are never to e+ceed a vale of '(. Csea

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    1*. Searc-ing4Salage

    Scattered throghot the battlefield are opportnities to search for Eictory 3oints and salvagesefl %ear. #hese Qopportnities& mst be clearly noted by all players before the game begins and are

    signified by the appropriate models. containers! crates abandoned vehicles #he model Qsearching&

    mst be in >ase to >ase contact with the terrain featre being searched and have sfficient ,3. , nitmay search an item once! however items may be searched again by different nits. When Searching!

    9oll a single 7'( against the #able below to reveal the reslts.

    Die oll esults

    ' ' Eictory 3oint

    2 2 Eictory 3oints

    < ' Smoke %renade

    * Ampty

    D Ampty

    M Ampty

    8 ' >oost dose

    R ? Eictory 3oints

    '( 0hoose any ' %ear

    %ear is added immediately to the Cnit&s roster and Eictory 3oints cont toward winning the

    mission. see later

    1/. S7ill "-ec7

    7ring the corse of a mission! certain

    difficlt tasks need more than ,ction 3oints to

    perform them. Sch tasks are clearly notedbeforehand and re"ire a sccessfl Skill 0heck to

    be completed. , Skill 0heck re"ires the model

    performing the task to pass a 5orale 9oll in additionto e+pending the necessary ,ction 3oints. #his

    5oral 9oll can be modified by certain ,bilities! or a

    difficlty factor! which is a penalty or '! 2! or ?added to the 7'( die roll. 1f the Skill 0heck is

    failed! the ,3 are still spent. , model may attempt

    to perform any task as long as it has sfficient ,3 to

    do so! and is in >ase to >ase contact with therelevant item/model/terrain featre.

    A+ample: a model is attempting to restart a

    derelict combat walker. 1t is in >t> contact and thedifficlty factor is 2. #he model&s morale stat is M! so

    it mst spend ? ,3 and roll a * or less on a 7'( to

    be sccessfl. 1f the model were a %rease 5onkey itwold only cost 2 ,3 and re"ire a D or less to

    scceed. 1f the %rease 5onkey had an ,to Wrench

    piece of %ear it wold only cost 2 ,3 and no Skill0heck wold be re"ired.

    9emember certain pieces of %ear only work

    in con4nction with certain ,bilities.

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    1/.'nironmental '88ects & andom 'ents# B%ptionalC#he 3ost ,pocalyptic world has been tramati$ed by massive cataclysms! e+treme violence and

    tter devastation! giving rise to temporal and spatial anomalies that afflict certain geographical

    locations at random. ,t the beginning of every game trn! roll on the Anvironmental ,nomalies #ableto determine if any are temporarily inflencing the battlefield.

    Die oll Anomal

    ' 0ontine as ormal

    2 7ark! Storm! 6og. -2 to all 9anged attacks. Affective 9anges ct in

    P? 0ontine as ormal

    < igh Winds additional -2 0, on all 1ndirect 6ire Weapons

    * 0ontine as ormal

    D Aerie Wailing. Avery nit mst pass a 5orale 0heck to ,ctivate.

    3ass ; ormal fnctioning. 6ail means no ,ctivation.

    M 0ontine as ormal

    8 %ravity ,berration Aven 9oll; Low %rav .* ,3 cost for 5ove.

    Odd 9oll ; igh %rav: +2 ,3 cost for 5ove.

    R 0ontine as ormal

    '( #remors ,ll infantry models mst first spend 2 ,3 to stand p/get

    balance

    1/A. andom 'ents: (estlings & $utants

    ,nytime a model Searches a terrain featre! there is a chance it has distrbed one of themtated deni$ens of the wasteland. On a Search 9oll R! place a cltch of estlings on the opposite side

    of the terrain featre. On a roll of '(! place a large mtant. #hese activate immediately following the

    Searching model and are controlled by the opposing player. estlings ; '< ,3! ,rmor ?! 0, *! 5elee

    ,ttack ; 9o6 ?! 7amage '. 5tant ; ,3 '2! ,rmor oth are impervios to Anvironmental Affects and fnction as normal.

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    1. inning t-e Game# ictor Points & t-e %b6ecties Dec7

    Stalker is scenario driven and offers players different ways to win the game. 5ost games willfnction with a #rn limit! and the main ob4ect is to gain more Eictory 3oints than other players before

    the %ame ends. Eictory 3oints are won ? ways:

    '. >y Searching @ Salvage.2. >y killing enemy models. ' for every infantry! ? for enemy Solos! * for enemy vehicles

    ?. >y completing 5ission as otlined on Ob4ectives 0ard.

    #o introdce an element of mystery to the game! each player will draw a card at random fromthe Ob4ectives 7eck. 0ompleting the mission as detailed on the 0ard wins them the specified nmberof Eictory 3oints which can be added to their total. Aach completed mission ob4ective is worth *

    Eictory 3oints.

    $ission %b6ecties#

    '. 3assing #hrogh: 3layer mst e+it P his models off the opposite side of the table top.

    2. 9econ: 3layer mst travel to within 8 each corner of the table top and retrn back to his

    deployment $one. ,t least ' model mst srvive and cannot be >roken.?. Secre Strong old: 3layer mst select one central bilding/terrain area and secre it! holding

    it against everyone else for the dration of the game.

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    SA$P3' 5%"' %S)'S#

    FIVE SUNS SALVAGE CO. 6ive Sns Salvage 0ompany is well known throghot the 9im worlds

    as dealers in scrap metal! traders of sed spacecraft and space gear! and for nmeros deep space

    recovery operations. 5any %alactic athorities also sspect it of being involved in more illegalbsiness ventres like smggling and some piracy! bt nothing has ever been proven.

    9egardless! 6ive Sns Salvage has offices in every sector of known space and has set foot on every

    planet! moon and asteroid where there&s a hman presence. >ig >oss >oris likes to travel with his ownhand picked hard bitten crew! seeking adventre and profit wherever opportnities arise.

    '. SOLOS

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds

    >ig >oss >oris '2 M < M 2

    ,bilities @ %ear

    7al ,ttack! Leader. 2 Smoke %renades.

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    5agnm 3istols +2 < 5elee ) '2 2 '

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds#iny '( D < * 2

    ,bilities @ %ear

    0F> Specialist! 3arry

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    3ower 6ists 2 5elee 2 ?

    2. #9OO3S

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds

    0rew 5ember '( D < D '

    7ogs '< * 2 * '

    ,bilities @ %ear: ' 0rew is a %rease 5onkey with an ,to Wrench.2 apalm 3lasma %renades! ' 7ose of >oost

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    ,ssalt 9ifle < ' ) ?( 2 2

    L5% * ' ) ?D < 2

    93% * ' ) ?D ' Small #.

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    TERRAN SECURITY AGENCY) #.S.,. is a branch of the Aarth 0entral %overnment charged withmaintaining law and order on all Aarth colonies and in 9im space "adrants. aving near total

    4risdiction! they are often viewed as strict and hmorless! fining and/or incarcerating colonists and

    imponding spacecraft for what are considered minor infractions. While some #.S.,. 0ommanders areindeed petty and heavy handed! in all fairness! that attitde does not e+tend to every one! and

    considering the light years of space and nmeros worlds and nder their care! #.S.,. bears an

    enormos brden with diligence and steely resolve.

    '. SOLOS

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds

    0olonel oniev '2 M < M 2

    ,bilities @ %ear: 7al ,ttack! Leader. otshot ,mmo

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    5achine 3istols +2 < 5elee ) '8 ? '

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds

    0aptain 0henko '( D * D '

    ,bilities @ %ear: Leader! ' Smoke %renade! ' apalm/3lasma %renadeeapon AP "ost '88ectie ange ate o8 5ire Damage

    ,ssalt 9ifle < ' ) ?( 2 2

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds

    Shadow Op. '2 D < D '

    ,bilities @ %ear: 0F> Specialist! Obfscation %ear level 2.

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    S5% < 5elee ) '8 ? '

    2. #9OO3S

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds0ommissar '( D < M '

    #rooper '( D * D '

    ,bilities @ %ear: 0ommissars have ' Smoke %renade each. #roopers have E-0OS

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    5achine 3istol < 5elee ) '8 ? '

    ,ssalt 9ifle < ' -?( 2 2

    ?. EA10LA

    (A$' AP Pool "ombat Abilit Armor ating $orale ounds

    ammerhead 'D * 6: M S: * 9@#:< D 2

    0an #ransport p to '( 5odels. as internal crew. 1f #ransport is destroyed with passengers! roll'7'( per model. Aven roll;model srvived. Odd roll ; model died in blast.

    eapon AP "ost '88ectie ange ate o8 5ire Damage

    5% front fire arc < ' )