Supply Drop 2
Supply Drop 2
Expanded advancement These rules can also apply to enemy attacks, but
In addition to traits, more MAX HP, and more the referee is advised to clearly telegraph the risk
WAR DICE, three new options are available during of stunt, spray, or splash attacks when a player is
advancement, for a total of six possible paths. deciding what to do next.
ƬƬ SKILL: Add a "Skill manual (consumable)" to your
inventory, and agree upon any specific mundane As usual, enemies don't need to roll the dice
skill with the referee (such as piloting, persuasion, themselves to land a hit, they just need the
or swimming). You can use a skill manual to gain currently active player to roll a failure. Always give
a +2 bonus on all related rolls over the course of the other players a chance to block, dodge, parry,
a single mission. or otherwise mitigate collateral damage—getting
ƬƬ GEAR: Add a tag to a weapon you own, take a unavoidably shot by a spraying rifle as your buddy
CYCLOPS gadget, or add two standard issue tries to wrestle it from a CRO's hands is no fun at all.
items to your inventory. Rewards from this
advancement can always be replaced between Expanded rendezvous points
missions if lost or destroyed. In addition to REST, RESTOCK, and INTEL, three new
ƬƬ MULLIGAN: Add a "Mulligan slip (consumable)" options are available at each rendezvous point.
to your inventory. If you die, you can spend a CAROUSE must be chosen by the group as a whole.
mulligan slip to be KO'd instead. Your character ƬƬ SWAP: Swap in a different character using
is removed from the mission area (perhaps the emergency insertion rules. Your current
via wormhole or Fulton balloon). You cannot character returns to your roster as they are,
emergency insert a new character, which leaves without recovering HP or items.
your team short-handed. ƬƬ COOLDOWN: Refresh a limited-use ability (such
as once per mission trait abilities). You may
Expanded attacks (stunt, spray, and splash) spend a WAR DIE to add additional ability uses,
By default, an attacking player rolls DAMAGE against but they do not carry over between missions.
a single chosen target. Players who are surrounded ƬƬ CAROUSE: If the players elect to party, they gain
risk taking damage rolls from multiple enemies at a pool of 1 WAR DIE per player to divide amongst
once if they roll a failure. These rules are for players themselves as desired, but wake up hungover in
who wish to attack multiple enemies at once. an unexpected situation (1D6):
ƬƬ STUNT: Characters can roll to do combat stunts 1. New friend
against multiple targets (like killing three 2. Being chased
zombies with one bullet or smashing two guards' 3. Mid-firefight
heads together). If successful, they roll DAMAGE 4. Imprisoned or lost
once and divide it as evenly as possible between 5. Social faux pas
every target involved. 6. Final boss or set piece
53 SUPPLY DROP
INTELLIGENCE MATRIX
RULES: More optional rules (cont.)
Expanded WAR DICE Prestige points
In addition to using WAR DICE to increase the result Rules-as-written, there's no upper limit on attributes.
of any roll, you can also spend a WAR DIE to discard Failures become impossible at +5, and partial
and redo any non-DAMAGE roll (e.g. encounter rolls, successes become impossible at +8 (or, if you're
dice rolled for traits like CUT, DEFUSE, and WIZARD, using the optional disadvantage rule, +7 amd +10).
or dice used to determine enemy HP). If you'd prefer to avoid this aspect of the game's
resolution system, offer PRESTIGE points.
Once per mission, a character can spend a "hail mary"
WAR DIE to be granted a specific boon by the ref. If an attribute goes higher than +6, reset it to 0 and
This could look like discovering a hidden exit in a gain 1 PRESTIGE. A PRESTIGE point can be always be
prison cell, realizing you had a ration in your pocket, exchanged for any of the expanded advancement
or a killer opting to spare you, just this once. The options (p. xx), a "hail mary," or a swipe card.
referee should only allow a hail mary if the character
is well and truly up shit creek without a paddle. Swipe bets
Before a mission begins, players can place bets on
Loot and loadout what'll happen as the game unfolds. These could be
Players with large inventories may have trouble based on chance, skill, or story (e.g. "I'll roll an ultra
keeping track of which items return between success," "I'll take out a boss on my own," or "The
missions if lost or destroyed. For easier bookkeeping, monster will actually be the good guy again") The
we recommend distinguishing between "loot" and winner gets a swipe card (consumable). You can
"loadout" by marking loadout items with a star. use a swipe card to non-negotiably claim someone's
entire haul of loot upon mission completion.
Loot items are things picked up during missions or
rewards granted for completing them, and can be Tag-team insertion
lost or destroyed. Loadout items always come back When a character dies, their player can emergency
and are permanent parts of your character's kit. insert another character they already have instead
These include trait-granted items, standard-issue of making a new one. The other character cannot
items, items modified with the gear advancement already be engaged in a mission or otherwise
option (p. xx), CURSED weapons, and collectibles. indisposed. Rolling snake eyes (two 1s) during
roster insertion kills the deployed merc on arrival.
Player CHOKE scores
Players take CHOKE scores at creation, increasing Ultra enemies
the potential for twists and turns in high-tension If the referee wants to challenge the players, they
scenes. Determine a score from 1 (always chokes) may declare that one enemy per combat scene
to 6 (almost never chokes), and the action or is an "ultra." Ultra enemies have two things that
experience likely to be triggered when you're under their regular form does not: a noticeable quirk (like
pressure with a lot on the line. This should be a a unique coloration, booming voice, or imposing
minimal description, may reflect the character's silhouette), and an attribute resistance (chosen
unique training or instinct, and typically has at the ref's discretion). When the players roll to
some immediate impact on the players' situation, do something risky involving the ultra enemy, they
advantageous or not. take a -2 penalty to the attribute it is resistant
to. Defeating an ultra usually requires alternative
In dire circumstances, you may be trained to "appear strategies that avoid using its attribute. Whoever
to self-destruct" or "take a hostage," or you might deals the final blow gains a WAR DIE immediately.
involuntarily "surrender information unprompted" ƬƬ FRC RESISTANCE: Strong, huge, or angry
or "exit cover and begin firing" - you could even ƬƬ TAC RESISTANCE: Smart, prepared, or chaotic
twist your ankle, or reveal your hidden capacity to ƬƬ RFX RESISTANCE: Fast, tiny, or terrifying
twist someone else's ankle with your mind. ƬƬ CRE RESISTANCE: Artful, charming, or psychic
SUPPLIES 54