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GLOBAL OPERATOR: ZERO SUM
Combat & turn quick reference · GDD v0.21
Turn structure
| Phase | Rule |
| Initiative | d20 + DEX mod, high to low. Ties: higher DEX wins. |
| On your turn | 1 move (tactical reposition) + 1 action (shoot, reload, med, breach, interact). |
| Reload | 1 action. Drop mag or tactical reload (GM call). |
| Round | ~6 seconds. Bleeds tick end of affected operator's turn. |
Movement
| Mode | Rule |
| Move | 5 m per turn. Free — take it before or after your action. |
| Sprint | Spend your action to move again (10 m total). Shots at a sprinter: +2 DC. |
| Stealth move | Half speed. DEX vs watcher's WIS to stay unseen. |
| Drag downed ally | Half speed. Both hands — no weapon. |
| Go prone / stand | Part of your move. |
| Between POIs | Narrative 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)
| Action | Notes |
| Shoot | One attack (burst if weapon allows: 3 shots, −2 to hit each) |
| Reload | Drop mag or tactical (GM call) |
| Med | Bandage / tourniquet self or adjacent ally |
| Stabilize | WIS DC 12 on a downed operator — stops death saves |
| Interact / loot | Open, search, or strip one item from a body |
| Breach | STR check or breach charge (auto) |
| Throw | Grenade / smoke — 10 + STR×5 m, DEX DC 12 or scatter 1d6 m |
| Sprint | Second move (see Movement) |
Checks & proficiency
| Rule | Detail |
| Checks | d20 + 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 proficiency | At 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
| Door | Force (loud) | Pick (quiet) |
| Interior / flimsy | STR DC 10 | — (or just open) |
| Locked commercial | STR DC 12 | DEX DC 12 |
| Security / reinforced | STR DC 15 | DEX DC 15 |
| Vault / cage | No roll | Breach 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
- Hit — d20 + DEX + prof + situational vs DC (12 close / 15 mid / 18 long / 22 extreme+cover). Nat 1 = jam.
- Location — d12: 1–2 head · 3–5 thorax · 6–7 stomach · 8–12 limbs (no armor).
- PEN vs CLASS — PEN ≥ CLASS = PENETRATE. PEN < CLASS = STOPPED.
- Resolve — see table below. Head ×3 if no helmet (after pen/stop).
Penetration & damage
| Result | Flesh | Armor | Bleed |
| Penetrate | Full DMG | −1 DUR | Light bleed (Heavy on head/thorax pen) |
| Stopped | BLUNT (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.
- Roll d100.
- Roll ≤ the ammo's FRAG%? Target takes a Light bleed (Heavy if the hit was head/thorax). Roll over: nothing extra.
- 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)
| Zone | HP | At 0 |
| Head | 20 | KIA |
| Thorax | 50 | KIA · Crit if <15 |
| Stomach | 40 | Critically injured |
| Arm / Leg | 30 / 35 | Blacked |
Bleeds & meds
| Bleed | Effect | Stop |
| Light | −1 HP/turn to zone | Bandage (1 action) |
| Heavy | −3 HP/turn · 2 turns untreated = incap | Tourniquet (1 action) |
Max 1 Light + 1 Heavy per operator.
Cover & situational
| Condition | Effect |
| Braced / prone | +2 or Advantage |
| Flank 90°+ | Ignore 1 AC or Advantage |
| Suppressed target | Disadvantage return fire |
| Point blank <2m | Auto thorax · 20% head |
Playtest arms (M9 · M4 · AKM)
| Weapon | Cal | PEN | DMG | BLUNT | FRAG |
| M9 | 9×19 | 1 | 28 | 9 | 13% |
| M4 | 5.56 | 3 | 38 | 13 | 25% |
| AKM | 7.62×39 | 3 | 44 | 15 | 24% |
Contractor / NPC arms
| Weapon | Cal | PEN | DMG | BLUNT | Notes |
| M590 | 12 gauge | 2 | 50 | 17 | ≤5 m only |
| Mk11 | 7.62×51 | 4 | 54 | 18 | DMR · +2 long prone |
| NSV | 12.7×108 | 5 | 76 | 25 | Turret · burst 3 |
Common ammo (by caliber)
| Ammo | PEN | DMG | BLUNT | FRAG |
| 9×19 Ball (M9) | 1 | 28 | 9 | 13% |
| 5.56 Ball (M4) | 3 | 38 | 13 | 25% |
| 7.62×39 Ball (AKM) | 3 | 44 | 15 | 24% |
| 7.62×51 Ball (Mk11) | 4 | 54 | 18 | 27% |
| 12 gauge Buck (M590) | 2 | 50 | 17 | 20% |
Armor classes
| Class | DUR | Stops PEN |
| 1 | 20 | ≤0 |
| 2 | 25 | 1 |
| 3 | 35 | ≤2 |
| 4 | 45 | ≤3 |
| 5 | 60 | ≤4 |
| 6 | 80 | ≤5 |
DUR 0 → Class −1, reset DUR to half new max.
Death states
| State | Trigger |
| Injured | 1 limb blacked |
| OOA | Stomach 0 · 2+ limbs blacked · Thorax <15 |
| KIA | Head/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).