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GLOBAL OPERATOR: ZERO SUM

Combat & turn quick reference · GDD v0.21

Turn structure

PhaseRule
Initiatived20 + DEX mod, high to low. Ties: higher DEX wins.
On your turn1 move (tactical reposition) + 1 action (shoot, reload, med, breach, interact).
Reload1 action. Drop mag or tactical reload (GM call).
Round~6 seconds. Bleeds tick end of affected operator's turn.

Movement

ModeRule
Move5 m per turn. Free — take it before or after your action.
SprintSpend your action to move again (10 m total). Shots at a sprinter: +2 DC.
Stealth moveHalf speed. DEX vs watcher's WIS to stay unseen.
Drag downed allyHalf speed. Both hands — no weapon.
Go prone / standPart of your move.
Between POIsNarrative travel — no turns. GM may call WIS (spot) or DEX (stealth) on approach.

Blacked leg = −10% move each. Range bands (close ≤5 m / mid ~25 m / long ~100 m) match the to-hit DCs.

Actions (1 per turn)

ActionNotes
ShootOne attack (burst if weapon allows: 3 shots, −2 to hit each)
ReloadDrop mag or tactical (GM call)
MedBandage / tourniquet self or adjacent ally
StabilizeWIS DC 12 on a downed operator — stops death saves
Interact / lootOpen, search, or strip one item from a body
BreachSTR check or breach charge (auto)
ThrowGrenade / smoke — 10 + STR×5 m, DEX DC 12 or scatter 1d6 m
SprintSecond move (see Movement)

Checks & proficiency

RuleDetail
Checksd20 + stat mod vs DC — Easy 10 · Standard 12 · Hard 15 · Extreme 18. No skill list: the six stats are the skills (DEX stealth, WIS spot/med, INT craft, CHA barter, STR breach, CON resist).
Weapon proficiencyAt creation pick a specialty family +3 and a secondary +2. Everything else +0. Families: Pistols · Carbines/Rifles · Shotguns · DMRs · Heavy.
Recoil Control (RC)Offsets shooting penalties from burst fire and sprinting-target shots, up to 0 (never a bonus). Burst −2 with +1 RC = −1. Sources: Foregrip +1, Range station +1/+2.

Doors & breaching

DoorForce (loud)Pick (quiet)
Interior / flimsySTR DC 10— (or just open)
Locked commercialSTR DC 12DEX DC 12
Security / reinforcedSTR DC 15DEX DC 15
Vault / cageNo rollBreach charge or key only

Force and breach charges are loud — first one per encounter ticks the exfil clock. Picking is quiet, 1 action. Failed force = noise anyway, door holds. Breach charge: auto-opens anything, 1 action to set.

10-second combat loop

  1. Hit — d20 + DEX + prof + situational vs DC (12 close / 15 mid / 18 long / 22 extreme+cover). Nat 1 = jam.
  2. Location — d12: 1–2 head · 3–5 thorax · 6–7 stomach · 8–12 limbs (no armor).
  3. PEN vs CLASS — PEN ≥ CLASS = PENETRATE. PEN < CLASS = STOPPED.
  4. Resolve — see table below. Head ×3 if no helmet (after pen/stop).

Penetration & damage

ResultFleshArmorBleed
PenetrateFull DMG−1 DURLight bleed (Heavy on head/thorax pen)
StoppedBLUNT (on card)−A-DMG DUR (LOW−1 / MED−2 / HIGH−4)Spall check (below)
Spall, in plain words: the plate stopped the bullet, but fragments can still spray into the target. Only happens on STOPPED hits — never on penetrations.
  1. Roll d100.
  2. Roll ≤ the ammo's FRAG%? Target takes a Light bleed (Heavy if the hit was head/thorax). Roll over: nothing extra.
  3. That's it — spall is a bleed, not damage. It stacks on top of the BLUNT the target already took.
Example: AKM round (FRAG 24%) stopped by a Class 4 vest on the thorax. Target takes 15 BLUNT. Roll d100 = 19 → 19 ≤ 24, so the target is also Heavy bleeding. Nat 20 on the original to-hit? Spall check rolls at FRAG × 2.

Hit zones (max HP)

ZoneHPAt 0
Head20KIA
Thorax50KIA · Crit if <15
Stomach40Critically injured
Arm / Leg30 / 35Blacked

Bleeds & meds

BleedEffectStop
Light−1 HP/turn to zoneBandage (1 action)
Heavy−3 HP/turn · 2 turns untreated = incapTourniquet (1 action)

Max 1 Light + 1 Heavy per operator.

Cover & situational

ConditionEffect
Braced / prone+2 or Advantage
Flank 90°+Ignore 1 AC or Advantage
Suppressed targetDisadvantage return fire
Point blank <2mAuto thorax · 20% head

Playtest arms (M9 · M4 · AKM)

WeaponCalPENDMGBLUNTFRAG
M99×19128913%
M45.563381325%
AKM7.62×393441524%

Contractor / NPC arms

WeaponCalPENDMGBLUNTNotes
M59012 gauge25017≤5 m only
Mk117.62×5145418DMR · +2 long prone
NSV12.7×10857625Turret · burst 3

Common ammo (by caliber)

AmmoPENDMGBLUNTFRAG
9×19 Ball (M9)128913%
5.56 Ball (M4)3381325%
7.62×39 Ball (AKM)3441524%
7.62×51 Ball (Mk11)4541827%
12 gauge Buck (M590)2501720%

Armor classes

ClassDURStops PEN
120≤0
2251
335≤2
445≤3
560≤4
680≤5

DUR 0 → Class −1, reset DUR to half new max.

Death states

StateTrigger
Injured1 limb blacked
OOAStomach 0 · 2+ limbs blacked · Thorax <15
KIAHead/thorax 0 · 3 failed death saves

Exfil rule: Don't exfil the Zero → don't keep. Keep Case only (3 slots at start · Vault upgrades to 6).