Major
Major
Major
Then Choose 2: When you negociate the acquisition of heavy, A-tech or illegal stuff, looking
morale is lacking. Want +depression. for some particular thing to buy, and it’s not obvious whether you should be
able to just like go buy one like that, roll+sharp. On a 10+, yes, you can just go
your company lacks discipline. Want +idle. can buy it like that. On a 7–9, the Keeper chooses one of the following:
your unit is losing it. +savage. • it costs 1-budget more than you’d expect
youe company is unruly. Want +savagery • it’s available, but I have to introduce you to that shady Mr. Karpow.
your company is under command from another company. -1budget, want • damn, I used to sell that stuff but no more. Maybe if you go to that guy Aaron,
+reprisal. he still have some.
your unit is small instead of medium, only 10-20 soldiers or so. • sorry, I don’t have that, but maybe this will do instead?
your armory is a mess, your platoon gets -1harm.
security is low and defenses are for shit, no armor bonus when defending. When you make known that you want a thing and drop some notes to speed
it on its way, roll+budget spent (max roll+3). It has to be a thing you could
COMPANY legitimately get this way. On a 10+ it comes to you, no strings attached. On a
7–9 it comes to you, or something pretty close. On a miss, it comes to you,
SIZE ASSETS but with strings very much attached.
UNITS
OBJECTIVES WANT When a character makes an aggressive move using her unit as a weapon, her
unit inflicts and suffers harm, she doesn’t. A unit inflicts and suffers harm
according to its own and its enemy’s sizes, weapons, and armor.
UNIT