|
||||||||||||
|
|
![]() |
|
- - - - - - - - - - - - - - - - A system of rules which you may use for tactical gameplay with 25 to 28 mm miniatures where each figure represents one person or creature. - - - - - - - - - - - - - - - - |
Rules Design, Development, Writing & Editing
Kevin Davies
Development, Production & Editing Assistance
Mark Haskins, Daniel Ksenych, Barry Orme
Playtesters, Readers, Additional Ideas & Suggestions
Many thanks to the following people for their time and honest comments:
Sue Benger, Mark Haskins, Dave Hudson, Daniel Ksenych, Brian Laxon, Greg Morey, Barry Orme, James Quinn.
Art Direction, Layout & Production
Kevin Davies
Dedicated to the kid in each of us.
GRIT Multigenre Miniatures Rules is published by:
Peregrine
40 Seymour Avenue, Toronto, Ontario, Canada, M4J 3T4
Phone: (416) 461-9884
Fax: (416) 461-4031
Email: peregrine@peregrine-net.com
Web: http://www.peregrine-net.com
GRIT Multigenre Miniatures Rules is copyright © 1994 2003 Kevin Davies
Second Edition, January 2003, Electronic Edition. Printed in Canada.
First Edition, August 1999, Printed in the United States of America.
Stock Number: PGN 3201
All Rights Reserved. No part of this publication may be reproduced in any form or by any means, electronic or mechanical, including photocopy, recording, or any other information storage an retrieval system, without prior permission in writing from the publisher. Permission is hereby granted to the end user of these rules to make one copy per player for the sole purpose of gameplay. It is strictly forbidden for the user to sell these rules without prior written agreement from Kevin Davies.
Writers and Artists: Peregrine is always interested in looking at the work of new and established talent. Please send us a résumé and photocopies (never originals) of your best work and if possible, in the style that you would like to produce for us. Submissions will be filed and not returned.
GRIT is a system of rules designed for tactical gameplay with 25 28 mm miniatures where each figure represents one person or creature. The rules can be used for scenarios where each player employs a single miniature, a tactical squad, or battle groups with reinforcements. Distances are presented in the form of inches with the scale 1" [2.5 cm] on a table-top or playing surface (if using Adventure Areas or other interior gameplay surface this is divided into 1" squares or hexes), equaling 5' [1.5 m] all measurements listed in feet are relative to scale of the miniatures. GRIT may be used for solitary play or for two or more players a Gamemaster (referee) is optional (employed for double-blind games where players only place miniatures on the play area when they are in the Line of Sight of opposing figures).
GRIT was developed in response to a demand for miniatures rules that balance fast setup and gameplay with unlimited Action alternatives and roleplay style Characters that can develop their capabilities. GRIT Scenarios can encompass any genre or time period and make use of any style of miniature figure or terrain element. Victory Conditions, Scenario Complications, and level of realism and detail can be as simple or complex as desired.
Players have the option of basing Characters on a template, an existing roleplay Character, or generating an original Character with unique Stats. Characters can attempt any desired Action, and have the capacity to revive from unconsciousness, heal, and use any weapon or object.
GRIT Basic & Advanced Rules
This document provides Basic Character Generation and Gameplay Rules up front so you can quickly read what the essentials you need to begin play. GRIT Advanced Rules, providing increased realism and detail, is available as a PDF document on CD for just $10 (US funds money order made out to Peregrine; shipping is included in the price). You can use it digitally or print it out as needed. Your support will enable us to develop more great products for your enjoyment.
Extra Material Contained in GRIT Advanced & Optional Rules:
7.0 Detailed Scenario Generation
7.1 Establishing the Scenario
7.2 The Gameplay Area
8.0 GRIT Character Optional Rules
8.1 Non-Character Figures (NCF)
8.2 Character Conversion Using a Roleplay Character
8.3 Healing Rate
8.4 Character Fatigue
8.5 Lucky Break
8.6 GRIT Trait System
8.7 GRIT Skill System
8.8 GRIT Spellcasting System
8.9 Character Improvement
9.0 Objects Weapons, Armor & Devices Optional Rules
9.1 Weapon & Device Creation System
9.2 Inanimate Object Damage Resistance Value
9.3 Transportation Creation
9.4 Transportation Operation & Control
10.0 Grit Gameplay Advanced & Optional Rules
10.1 Competing Character Initiatives
10.2 Action Conditions
10.3 Undetected Movement
10.4 Random Direction Matrix (Roll 1d10)
10.5 Unexpected Events
10.6 Special Terrain/Environment Effects
10.7 Random Encounters
11.0 Combat Optional Rules
11.1 Defensive (Out-of-Turn) Attack
11.2 Combat Modifier: Specific Hit Location & Damage
11.3 Attacking With Multi-Shot Weapons (High-Tech Scenarios)
11.4 Attacking With Crewed Weapons
11.5 Combat (Action) Roll Modifiers Environmental & Defensive
11.6 Combat (Action) Roll Modifiers Attack & Damage
11.7 Combat with NPCs
11.8 NPC Random Movement
11.9 Character Morale
11.10 Creature Morale
11.11 Command
11.12 Military Group Combat
11.13 Character Reinforcements
All you need is a two ten-sided dice (d10), a play area (either Adventure Areas and/or any appropriate game surface), a pencil, a piece of paper (upon which youll describe one or more Characters), and miniature figures (or other objects) to represent your Characters. If playing in an exterior setting, without the use of a 1" grid or hex surface, a ruler, measuring tape, or marked string will aid in measuring distances. Some coins or tokens will help you to keep track of each Characters Action Points.
1.1 Dice & How They Are Used in GRIT
1d10: a single ten-sided die, rolled to determine results or make decisions ranging from 1 to 10 or 10% to 100% at 10% intervals. (Note that some d10 use a number 10 to represent ten, while others use a 0.)
2d10: two single ten-sided dice, rolled together and their results added to determine a bell-curve ranging from 2 to 20. Numbers toward the center of the range are more likely to be rolled. (Note that some d10 use a number 10 to represent ten, while others use a 0.)
1d100 (2d10): used when you need to determine decisions or probabilities of a 1% to 100% percentile spread (i.e., a percentage chance that something will occur). However, since a one hundred-sided die is not physically practical, a percentile roll is made using two ten-sided die (2d10). The player designates one die as high and the other low; the high die represents the tens column in the 1 to 100 number (for example, 0 or 10 = 100, 9 = 90, 8 = 80...), and the low die represents the ones column (for example, 0 or 10 = nil, 9 = 9, 8 = 8...). A roll of 0:0 or 10:10 equals 100%.
1.2 Gameplay Tip: Using Dice to Achieve Instant Results
It may occasionally be necessary to determine various quantities or probable results during gameplay. Put the dice to work for you and obtain instant results. Some examples follow; feel free to invent your own.
A Game of GRIT can take as little or as much time to setup as you like. At its most simplest, designate a play area (e.g., a table top or a section of floor), decide upon a Victory Condition (i.e., what each force must accomplish to be declared the winner), divide up the available miniature figures, and using templates to define individual Characters, have at it. To help you establish more detailed Scenarios, the following text is provided.
2.1 Pre-Game Decisions
A game of GRIT begins with the players making a number of decisions:
Decided by all players together:
1. What is the Scenario and Victory Condition(s)?
a. The Scenario is comprised of the setting, the overall situation, and the challenge(s) that the Characters must overcome. Just make something up that sounds reasonable and provides an excuse for the action about to happen.
b. The Victory Condition is the specific task that a force must overcome in order to be declared a winner of the Scenario.
2. What constitutes the Gameplay Area and significant physical features?
a. The Gameplay Area could be a table-top, a section of a floor, a miniatures playmat or a network of rooms and corridors built from Adventure Areas, etc.
b. The Physical Features of the Gameplay Area could be specific walls, hills, trees, rocks, buildings and other structures; colored terrain variations and indicated hills, rivers, train tracks etc.
3. How many miniature figures will each player begin with and how many reinforcements (if any) are available?
Initial Miniatures Available:
We recommend that you initially begin with 1 to 3 miniatures each and gradually expand to a squad of about 5; unless you have mastered play with this number, you will find large battles slow. Only use large numbers of miniatures and include reinforcements for long battles and complex scenarios.
4. What Special Conditions* and Resources* apply and/or are available to the setting and the opposing forces.
Initial Miniature Figure Setup:
Begin with all Characters off the game surface unless agreed otherwise by all players, or stipulated by a pregenerated Scenario or the Gamemaster. As each Character takes their turn they will enter through a designated entry point (as agreed by the players, determined during the play area setup process, or as stipulated by a pregenerated Scenario or Gamemaster).
5. Are any Advanced or Optional Rules being used and if so which?*
Decided by each player individually:
1. Define the 6 Stats that comprise each Character employed in the game (each miniature figure represents one Character); record them on a Character Sheet for that miniature.
2. If using any Advanced Rules, define any additional qualities for each Character.*
3. Set up all participating miniatures for the start of the game; agreed Setup Conditions* may influence the possible initial placement positions.
*GRIT Advanced Rules provides more details and/or random generation tables for these items (see 7.0).
Each miniature used in the game is represented as a Character and defined by his or her Stats: numeric representations of the physical, mental, and supernatural characteristics that facilitate their simulated actions in the game. Details about each Character are recorded on a Character Sheet for that miniature.
There are three types of miniature Character: a) a Player Character (PC), used by a player and possessing uniquely defined Stats; b) a Non-Player Character (NPC), used by either a player or a Gamemaster to represent a potentially significant Character with unique Stats, not (as yet) involved in the pursuit of the Scenario Victory Condition (e.g., a creature or walk-on, 3.2); c) a Non-Character Figure (NCF), used by a player as a support figure (i.e., cannon fodder, a civilian, or a non-hostile animal) and possessing averaged Stats (see Advanced Rules, 8.1).
To establish a Character, you can a) use a pre-generated Character Template with preset numeric values for each Stat, b) modify a Character Template to produce a more distinct Character, c) produce a unique Character by designating each Stat yourself, using a Point Allocation System, or d) convert an existing Character from a roleplay game for use with GRIT (detailed in the Advanced Rules, see 8.2).
3.1 Character Generation Point Allocation System
For each Character a player has 30 Stat Points (SP) to divide between their 6 Stats: Action Points (AP), Health Points (HP), Body Value (BOD), Mind Value (MND), Mystic Value (MYS), and Race (RCE). At least 1 SP must be invested into each Stat and no more than 9 SP may be invested in Body Value, Mind Value, and Mystic Value.
3.1.1 Action Points (AP)
The more Action Points you have, the greater number of Actions your Character can take (or distance travel) per round of gameplay. Example: for your PC to advance 1" [5'], you must spend 1 AP (see Action Point Cost Table, 5.4.1).
Tip: Use pennies, coins or tokens to keep track of each Characters AP, shifting them from a banked pile to a spent pile as AP are expended; all expended AP are shifted back to the banked pile at the beginning of each new round.
3.1.2 Health Points (HP)
Health Points determine the amount of physical and mental fatigue or blows a Character can endure before passing into unconsciousness, and eventually death. Health Points may be temporarily lost or reduced through mental or physical combat; this is known as taking Damage. A Character must possess 1 HP in order to perform any physical Action.
Tip: Use pennies, coins or tokens to keep track of each Characters HP, shifting them back and forth from a healthy pile to a damaged pile as HP are reduced and regained.
3.1.2.1 Unconsciousness & Death
1. Fast Play: When a Characters HP total is reduced to zero, they pass into unconsciousness. For fast-play games or Non-Character Figures (see 8.1) and Non-Player Characters (see 3.2), this may be considered the moment of death for the miniature figure.
2. Detailed Play: For more detailed, longer-play games or campaigns, the following unconsciousness and death rules can be used:
1. The blow that reduces the Characters HP to zero will not lower it below zero; any extra Damage from the assault is not counted.
2. Once unconscious, a Character may only attempt to regain consciousness once per round , by making a successful Mind Roll. Once a PC has regained consciousness they may rest and heal HP (at their Healing Rate determined by their Body Value, see Healing Rate 8.3). While a conscious Character can think with zero HP they may not resume bodily activity until their HP total is replenished to 1 HP or more.
3. If additional assaults are inflicted upon a PC with zero HP, the Damage causes a further reduction of HP lowering it to a negative value; note this number on the PCs Character Sheet.
4. When a PCs negative HP value equals the same number as their normal positive HP total, the player must make a Mind Roll each round for the PC to remain alive; failure will result in the death of the Character they have lost the will to live. Alternatively, if a Specific Hit-Location system is in use and the Character has sustained wounds sufficient to determine that death has occurred (e.g., decapitation) no further Mind Roll can sustain their life.
3.1.3 Body Value (BOD)
Body Value represents a Characters strength, dexterity, fitness, rate of healing, sensory perception, and capacity to do physical tasks. When you want your Character to attempt a physical Action (e.g., swing a sword or jump over a pit or see, hear, smell, taste, or feel something), you must make a Body Roll, rolling 1d10 equal to or less than your established Body Value.
3.1.4 Mind Value (MND)
Mind Value represents a Characters intelligence, willpower, and ability to perform mental tasks and think clearly under stress. When you want your PC to attempt a mental Action (e.g., determine whether they notice something, know something, can reason something out, resist a mental or supernatural influence [Skill or Ability]), you must make a Mind Roll, rolling 1d10 equal to or less than their established Mind Value.
3.1.5 Mystic Value (MYS)
Mystic Value represents a Characters sensitivity to supernatural forces, their aptitude for supernatural abilities (such as psionics and spellcasting to be detailed in a future supplement), along with how lucky they are (see Lucky Break 8.5). When you want a Character to attempt a supernatural Action (e.g., use a supernatural device or employ an established supernatural ability), you must make a Mystic Roll, rolling 1d10 equal to or less than their established Mystic Value.
3.1.6 Race (or Species, RCE)
Race represents your PCs physiological and cultural origins (e.g., Human, Dwarvish, Alien, etc.). If creating an Alien, Monster, or Creature you may choose to employ the word Species instead of Race. If you choose not to designate a specific Race for your Character, it will be assumed that they are Human (or if a creature, a natural animal), requiring a Race Value of 1 (the minimum).
3.2 Non-Player Character Generation
Whats an adventure without a few nasties lurking about. A Non-Player Character (NPC) represents any creature or humanoid adversary that the Character encounters that is not directly part of an opponents force. An assortment of creatures (including pets, mounts, draft, and pack animals), monsters, and hostile humanoids can be created prior to the start of the game, or on the spur of the moment during gameplay as necessary (see Random Encounters, 10.7).
The Stats that define NPCs are the same as those defining PCs. To quickly determine the Stats for an NPC, roll 1d10 for each Stat, then apply +3 to the Stat that you think best reflects the NPCs nature (maximum 9 per Stat); if the NPC is humanoid, reduce or increase the Stat values as you like until the total is equal to 30. (Dont forget to give NPCs fear-inducing names like Doug the Destroyer, or Clive the Cleaver, or Bert the Bad).
3.3 Non-Humanoid Wild Animals, Creatures & Monsters
If creating a Wild Animal, Monster or Alien Creature that will be engaging Human(oid) forces (e.g., Humans, Elves, Dwarves, Humanoid Aliens) in combat, the same total number of points that the Humanoid forces use to purchase all their weapons, armor and equipment is granted to each Animal/Creature/Monster Character(s). If you want a less deadly confrontation, split the points between all the non-Humanoid opponents. If the non-Humanoids are intelligent, some or all of the pointsmay be applied toward the purchase of weapons, armor, and equipment at the same cost as the Humanoid forces. Alternatively, a non-Humanoid may apply a +1 point bonus to their Body or Race Stat for every 300 points all other players spend on weapons, armor and equipment.
While a Character may decide to run into battle naked, most will probably want some sort of protective garment between them and the nasty end of an opponents weapon. Theyll also likely want to attack with something other than their bare hands. The weapons, armor, devices, and objects deemed significant possessed by a Character at the start of play are acquired through the investment of Object Points (OP) other items may be acquired freely (e.g., from the hands for dead opponents) during gameplay.
Prior to the start of play, the players should agree on the number of Object Points granted to each Character. These OP will be divided by the player as they like between weapons, armor, and any other available devices or objects. An average scenario might allow anything from 10 to 1000 OP (option: roll 1d10 x 100 OP). The higher the total number of Object Points that the players agree to grant their Characters, the more lethal the scenario.
If the players agree, objects and devices that are not weapons or armor can be simply granted to the Characters as applicable for the scenario. Any devices or substances which affect Stats (e.g., Drugs which replenish lost HP), must cost OP to obtain.
4.1 Weapons
Weapons are any hand-held or propelled objects which have the potential to inflict damage upon a living opponent or inanimate object (i.e., everything from a lemon meringue pie to a tactical nuke). An unarmed attack(punch, kick, or body blow) inflicts 1d10 ÷2 Impact Damage (always round down). Unless otherwise stated (via a Specific Hit Location, see 11.2), punches are assumed aimed for the face while kicks and other blows are to the torso (consider the effects of Armor for each individual defender). Any attack that successfully hits will always inflict a minimum of 1 HP Damage.
All weapons will include a Range (RNG), an Attacks per Turn (A/T) (and AP Cost), a Damage Value (DV) and an Object Point (OP) Cost; armor will list a Damage Resistance Value (DRV), which also serves as its Object Point Cost.
Look down the list of Weapons Templates below and select a desired (and setting applicable) weapon that you have sufficient OP to acquire. After choosing a weapon you may increase its Damage Value by investing any remaining OP (1 OP = 1 DV). Keep in mind, however, you may also want armor for your PC (see 4.2). All Ranges listed below are effective-accurate ranges; maximum weapon Ranges are typically (but not always) three to five times greater.
| 4.1.1 Weapons: Melee / Hand-Held Pre-Industrial Tech | |||||||
| . | Weapon Type | Range (1" = 5') |
Attacks Per Turn (AP Cost) |
Damage Value HP Per Hit |
Ammo | Other Notes | OP Cost |
| 1. | Unarmed: Hand/Foot/Body | 1" (Adjacent) | 3, (1 AP per Attack) | 1d10 ÷2 HP | n/a | . | n/a |
| 2. | Club (One-Handed, Baton) | 1" (Adjacent) | 2, (1 AP per Attack) | 1d10 2 HP | n/a | . | 7 |
| 3. | Club (Two-Handed, Bat) | 1" (Adjacent) | 1, (1 AP per Attack) | 1d10 1 HP | n/a | . | 4 |
| 4. | Knife <12" (One-Handed) | 1" (Adjacent) | 2, (1 AP per Attack) | 1d10 HP | n/a | . | 9 |
| 5. | Machete >12" (One-Handed) | 1" (Adjacent) | 1, (1 AP per Attack) | 1d10 +1 HP | n/a | . | 6 |
| 6. | Short Sword (One-Handed) | 1" (Adjacent) | 1, (1 AP per Attack) | 1d10 +2 HP | n/a | . | 7 |
| 7. | Long Sword (One-Handed) | 1" (Adjacent) | 1, (2 AP per Attack) | 1d10 +4 HP | n/a | . | 7 |
| 8. | Axe (One-Handed) | 1" (Adjacent) | 1, (2 AP per Attack) | 1d10 +3 HP | n/a | . | 6 |
| 9. | Axe (Two-Handed) | 1" (Adjacent) | 1, (3 AP per Attack) | 1d10 +6 HP | n/a | . | 8 |
| 10. | Halberd (Two-Handed) | 1" (Adjacent) | 1, (4 AP per Attack) | 1d10 +9 HP | n/a | . | 10 |
|
|
|||||||
| 4.1.2 Weapons: Range / Missile & Projectile Pre-Industrial Tech | |||||||
| . | Weapon Type | Range (1" = 5') |
Attacks Per Turn (AP Cost) |
Damage Value HP Per Hit |
Ammo | Other Notes | OP Cost |
| 1. | Dagger, Throwing (One-Handed) |
2", Thrown | 1, (1 AP per Attack) | 1d10 HP | n/a | . | 6 |
| 2. | Spear (Stabbing & Throwing) |
4", Thrown | 1, (2 AP per Attack) | 1d10 +2 HP | n/a | Stabbing Range: 1" | 7 |
| 3. | Combustible Device (Burning Oil) |
10", Thrown | 1, (1 AP per Attack) | 2d10 HP | n/a | Splash Radius: 2" Duration: 2 Rounds |
25 |
| 4. | Sling & Slingstones | 40", Shooting | 2, (1 AP per Attack) | 1d10 HP | 1 Shot | . | 26 |
| 5. | Bow (Short) & Arrows | 60", Shooting | 1, (2 AP per Attack) | 1d10 +1 HP | 1 Shot | . | 35 |
| 6. | Bow (Long) & Arrows | 90", Shooting | 1, (3 AP per Attack) | 1d10 +2 HP | 1 Shot | . | 50 |
| 7. | Crossbow (Medium) | 60", Shooting | 1, (4 AP per Attack) | 1d10 +1 HP | 1 Shot | . | 33 |
| 8. | Ballista (Stone/Javelin) (Crew 2+)* |
200", Hurling | 1, (416 AP per Attack**) | 3d10 HP | 1 Shot | 2060 seconds per Shot; Max Hurl: 1060 lbs |
112 |
| 9. | Light Catapult (Crew 5+)* |
400", Hurling | 1, (416 AP per Attack**) | 4d10 HP | 1 Shot | 2060 seconds per Shot; Max Hurl: 10500 lbs |
217 |
| 10. | Heavy Catapult (Crew 8+)* |
600", Hurling | 1, (2496 AP per Attack**) | 6d10 HP | 1 Shot | 23 minutes per Shot; Max Hurl: 1002000 lbs |
327 |
|
|
|||||||
| *.....Crew listed is the minimum; the maximum crew is 4x the minimum. **...For each multiple of the minimum crew value assisting to operate the weapon, reduce the listed ......AP Cost by 25% of the maximum (e.g., Ballista: Crew 2 = 16 AP; Crew 8 = 4 AP). |
|||||||
|
|
|||||||
| 4.1.3 Weapons: Range / Missile & Projectile Early-Industrial Tech | |||||||
| . | Weapon Type | Range (1" = 5') |
Attacks Per Turn (AP Cost)*** |
Damage Value HP Per Hit |
Ammo | Other Notes | OP Cost |
| 1. | Arquebus (Early Firearm) |
40", Shooting | 1, (2436 AP per Attack) | 3d10 HP | 1 Shot | 23 minutes per Shot. | 32 |
| 2. | Musket (Early Firearm) |
80", Shooting | 1, (2436 AP per Attack) | 3d10 HP | 1 Shot | 23 minutes per Shot. | 52 |
| 3. | Rifle (Western) |
200", Shooting | 1, (34 AP per Attack) | 1d10 +2 HP | 15 Shots | 34 seconds per Shot. | 119 |
| 4. | Revolver (Western) |
30", Shooting | 1, (24 AP per Attack) | 1d10 HP | 6 Shots | 24 seconds per Shot. | 24 |
| 5. | Cannon: Light Field Gun (Crew 2+)* | 400", Shooting | 1, (1284 AP per Attack**) | 5d10 HP | 1 Shot | 12 minutes per Shot. | 222 |
| 6. | Cannon: Heavy Gun (Crew 3+)* | 600", Shooting | 1, (1560 AP per Attack**) | 10d10 HP | 1 Shot | 25 minutes per Shot. | 347 |
| 7. | Cannon: Bombard (Crew 4+)* | 800", Shooting | 1, (30120 AP per Attack**) | 20d10 HP | 1 Shot | 510 minutes per Shot. | 497 |
| 8. | Dynamite Explosion (8oz TNT) |
0", Placed 18", Thrown |
1, (3 AP per Attack) (If 'delay' employed add applicable AP) |
3d10 HP | n/a | Blast Radius: 4"; Conditions (3): 10% Chance of Fire, Structure Unstable, & Cave-in. | 32 |
|
|
|||||||
| *......Crew listed is the minimum; the maximum crew is 4x the minimum. **....For each multiple of the minimum crew value assisting to operate the weapon, reduce the listed .......AP Cost by 25% of the maximum (e.g., Ballista: Crew 2 = 16 AP; Crew 8 = 4 AP). ***..The numeric range listed for AP Cost and the 'time per shot' represents a variation .......in the available type, size, and condition of weapons. |
|||||||
|
|
|||||||
| 4.1.4 Weapons: Range / Missile & Projectile High Tech | |||||||
| . | Weapon Type | Range (1" = 5') |
Attacks Per Turn (AP Cost) |
Damage Value HP Per Hit |
Ammo | Other Notes | OP Cost |
| 1. | Shotgun | 40", Shooting | 1, (2 AP per Attack) | 2d10 +3 HP | 7 Shots | . | 38 |
| 2. | Hand Gun: Automatic Pistol |
60", Shooting | 1, (1 AP per Attack) | 1d10 +3 HP | 10 Shots | . | 48 |
| 3. | Sub-Machinegun | 100", Shooting | 110 (Burst), (1 AP per Attack) |
1d10 +3 HP | 30 Shots | . | 116 |
| 4. | Automatic Assault Rifle | 300", Shooting | 1 or 3 (Burst), (1 AP per Attack) |
2d10 HP | 30 Shots | . | 102 |
| 5. | Light Machinegun | 500", Shooting | 130 (Full Auto), (1 AP per Attack) |
2d10 HP | 30 Shots | . | 306 |
| 6. | Flame-Thrower (Napalm) | 30", Shooting | 1, (3 AP per Attack) | 10d10 HP | 5 Shots | Radius of Ignited Area: 2"; Burn Duration:15 Rounds; Condition: Target Ignites; 80% chance continued burning after Duration. | 120 |
| 7. | Grenade Launcher (& Grenade) | 240", Shooting | 1, (4 AP per Attack) | 3d10 HP | 1 Shot | Radius of Blast on Impact: 6". | 144 |
| 8. | Grenade: Smoke | 18", Thrown | 1, (2 AP per Attack) | 1 HP; Smoke |
n/a | Radius of Smoke-Obscured Area: 15"; Smoke Duration: 10 Rounds; Condition: Visibility reduced within affected area to 1d10" per Round. | 73 |
| 9. | Grenade: Stun (Flash-Bang) | 24", Thrown | 1, (2 AP per Attack) | 1 HP; Stun |
n/a | Radius of Incapaciting Effect: 6"; Flash Duration: 1 Round; Condition: Target must make a successful Mind Roll or be incapacitated for 3 Rounds. | 31 |
| 10. | Grenade: Fragmentation | 20", Thrown | 1, (2 AP per Attack) | 3d10 HP | n/a | Radius of Blast & Fragment Dispersal: 8". | 39 |
| 11. | Grenade: Blast/Concussion | 20", Thrown | 1, (2 AP per Attack) | 4d10 HP | n/a | Radius of Blast Effect: 2". Condition: Target must make a successful Mind Roll or be incapacitated for 1 Round. | 33 |
|
|
|||||||
4.2 Armor, Shields & Inanimate Objects
Armor is any substance worn on the body to protect it from impact or other damage; heavy fabric, animal hide, wood, horn, bone, leather hardened in boiling wax, woven cord, and metal in various forms. A shield may be considered to be any hand-held or self-standing (i.e., it can be dropped or caused to fall over) object of any material which is placed between a PC and a weapon. Both shields and armor function by absorbing (i.e., nullifying) Damage which would otherwise be inflicted on the PC.
4.2.1 How Armor & Shields Reduce Damage
The effectiveness of an armor garment or shield is determined by its Damage Resistance Value (DRV), which designates the amount of HP Damage absorbed by the material per combat round (shield DRV is added to armor DRV). The flesh of a normal human is considered to have a Damage Resistance Value of zero (i.e., no DRV); any Damage inflicted upon the exposed skin will result in wounding.
Each 1 OP invested will grant the Character 1 point of DRV (i.e., 1 HP of Damage protection). After choosing an armor garment you may increase its DRV or produce a Shield by investing any remaining OP (1 OP = 1 DRV).
4.2.2 Damaging a Character Wearing Armor
Should more Damage be applied toward a PC than the DRV total afforded by what theyre wearing and/or the shield theyre holding, they must reduce their HP by the remaining amount. Additionally, for every 5 HP of Impact Damage thats absorbed by armor, 1 HP is applied as Bruise Damage (reducing the Characters HP total). For example if a PC takes 8 points of Damage and is wearing a garment with a DRV of 6 then the armor absorbs 6 HP while 2 HP pass through to the PC as Impact Damage, plus an additional 1 point of Bruise Damage (since 5+ HP was inflicted on the garment).
4.2.3 Armor Garments
Provided below are examples of armor garments along with their damage-absorbing Damage Resistance Value/Stat Point Cost. Spend the OP you want to obtain the armor garment with the DRV you want. Additional armor and shields may be acquired during adventures or purchased with Experience Points after completing an adventure.
If a Character is wearing assorted small pieces of armor or protective garments fabricated from different material types, estimate the average DRV of the combined protection worn and use that as the Characters overall DRV. If any armor is fabricated from materials not listed below, estimate the appropriate DRV for the material type used.
| 4.2.3.1 Armor (Protective) Garments Table | |||
| .Stat Point Cost & DRV (Damage Resistance Value) | . | Armor Garment Material Type & Thickness | |
| . | 1 | . | Light Fabric (Street Clothes) |
| . | 2 3 | . | Heavy Fabric (Canvas Cloth) |
| . | 4 8 | . | Soft, Dressed Leather (Thin 1/16", Thick 1/8") |
| . | 6 12 | . | Padded, Quilted Garment (Thin 1", Thick 2") |
| . | 10 15 | . | Heavy Layered Leather (Thin 3/16", Thick 1/4") |
| . | 20 25 45 | . | Scale Mail Armor (Wood, Horn, Metal) |
| . | 40 50 65 | . | Chainmail Armor (Single, Banded, Double) |
| . | 55 75 100 | . | Metal Plate Armor (Laminated 1/32", Medium Sheet 1/16", Thick Sheet 1/8") |
| . | 25 35 45 | . | Resistweave Garment (Light, Medium, Heavy; high-tech material) |
| . | 50 60 70 | . | Kevlar Armor (Light, Medium, Heavy; high-tech material) |
|
|
|||
The following rules explain Character movement and actions. Some rules are designated Optional; if all players agree prior to the start of the game, specific Rule Options can be used to improve gameplay as desired. Where applicable, round down die rolls.
5.1 Gametime Rounds & Turns
The passage of time experienced by the Characters is called gametime. This is distinct from the real time experienced by the players. Gametime permits a slowing down of the Characters actions into discrete periods called rounds, each representing 1 second (for intense action and combat) to 3 seconds (or more), depending upon the intensity of the activity engaged in.
During a round, each player will take one or more turns, during which they will spend Action Points permitting their Character(s) to act in the game. Consider the gametime spent during a turn to be a fraction of that encompassed by a round. When all of the players turns are completed (i.e., there are no more actions permitted or desired), the current round is over, and the next round begins.
5.2 Action Initiative
Before the game can begin, the players must determine the order in which the Characters actions are to occur during each round of gameplay. This is done via a comparison of Initiative Values.
A Characters Initiative Value is equal to the sum of their Body Value + Mind Value. Record the Initiative Values of all the Characters to be included in the game from the highest to the lowest this is the Initiative Order that will regulate the PCs actions for each round. Those PCs with the same Initiative Values must roll 1d10; the higher number will act before the lower (but still above PCs with lower Initiative Values).
5.2.1 Passing Initiative
A Character whose turn it is to act in the Initiative order may choose to take no immediate action. This incurs no AP cost and effectively functions as a passing of their immediate opportunity to act on to the person with the next highest Initiative Value in the sequence. Once everyone has had a turn and their Initiative number comes around they may again choose to act or pass. If everyone else has acted and the Character who has passed is the only one left to act, they must then either act (spending AP as applicable) or agree that their Character takes no action for that entire round; the next round will then begin. (Note: see Rule Option: Defensive [Out of Turn] Attack, 11.1.)
5.2.3 NPC & NCF Initiative
When a Character encounters a Non-Player Character (NPC), e.g., a hostile creature, or a Non-Character Figure (NCF), e.g., a non-threatening citizen, the player must determine the Initiative Order of the NPC/NCF relative to their PC(s). Use the same method as PCs to determine the Initiative Value of the NPC/NCF (i.e., Body Value + Mind Value), then place the NPC/NCF in the initiative order after all others with the same or better Initiative Value but before those with a lower value.
5.3 Turn Sequence & Action Resolution
Each round of gameplay, every Character will take one or more turns, with turn sequence governed by the Initiative Order (see 5.2). When it is a players turn, they take the following steps:
1. Declare PCs Intended Action
A Character can only attempt one Action per turn. A single Action is any one type of activity (e.g., moving[any number of 1" squares or hexes, any direction within the capacity of the Character], a non-combat Action (e.g., throwing a rope, giving first aid, grasping an object, opening a door, etc., see Character Actions 5.4), one Attack attempt (see Combat, 6.0), or stopping (e.g., to look, listen, rest, declare an attack, etc.) the actual duration of which may vary slightly relative to actions being performed by other players during that round.
Begin a new turn by declaring the single Action you wish your acting Character to attempt during that turn. Some Actions (e.g., basic movement) can be undertaken with certainty; other Actions (e.g., jumping a chasm), are less certain, these will require a successful Action Roll to accomplish (see step 4 below).
Alternatively, you may pass your Initiative for this turn to the next PC in the sequence at no AP cost; effectively your PC hesitates or remains still until your turn in the Initiative Order comes round again.
2. Spend Action Points (AP)
Each Action (movement or task attempt) has a specific Action Point Cost (see Action Point Cost Table, 5.4.1). Obstacles to movement such as difficult terrain (e.g., mud) or strong wind, will increase the AP cost of movement and/or functioning in a specific area.
To attempt your declared Action, your Character must have enough Action Points available to spend to accomplish it if you do, subtract the appropriate number of AP from your available total.
If a Character does not have enough available AP to perform a desired Action, it should be assumed that they either do not have the personal strength, energy, and/or speed to accomplish the act that round. They must choose to attempt something else or wait the next round to act (when their AP has been replenished).
Activities or tasks that involve long sequences of repetitive actions (e.g., digging a hole) are dealt with by designating how much can be accomplished each round by having the Character spend all their available AP on the task. This represents a concentrated effort at an ongoing activity.
Scenario Option: if the PCs Action is a movement, and it results in their entering a new game area with a width greater than or equal to 2", roll for a Random Encounter (see 8.7).
Establishing AP Costs for Unlisted Actions
A Character may attempt any Action not specifically listed in the Action Cost Table. Consider an AP cost for the desired Action as follows: since each round of activity in GRIT is equal to approximately 1 to 3 seconds of gametime, apply a cost of 1 AP per less than or equal to 3 seconds of time that you estimate a typical person, under normal condition, would take to accomplish the Action.
Once All AP Are Spent
When all a Characters AP are spent, no further Actions can be attempted that round.
3. Apply any Applicable Action (Combat) Roll Modifiers
Before making an Action Roll to attempt a task, all players may suggest Action (Combat) Roll Modifiers in the form of a positive or negative number applied toward the Action Value (i.e., Stat Value or Skill Value) of the active player (see 11.5). Modifiers should reflect the current environmental, physical, and mental conditions impacting upon the PCs action attempt (e.g., visibility poor: 3; attacker morale eager: +1).
If playing without a Gamemaster (who normally would make a final judgment as to the number and strength of the Modifiers suggested), apply no more than 3 negative modifiers for any 1 positive modifier; each player suggested modifier may possess a value ranging from +/ 1 to 3. If there is a dispute over the application of a modifier, the players in dispute will each roll 1d10; highest die decides. Once all accepted modifiers are factored in and a final value has been determined, the active player makes an Action Roll.
Unskilled Action/Attack Roll Penalty: if all players agree prior to the start of the game to use Skills for their Characters, whenever a Character attempts any unfamiliar act requiring an Action/Attack Roll (e.g., to translate a foreign hieroglyph, or use a weapon or device that they didnt begin the scenario with) a 3 modifier is applied to the applicable Stat Rolled against. If successful, the next time the same Action/Attack is made the modifier applied is 2; the third time 1, where it remains until the player acquires the Skill for the Character (see 8.7).
4. If Required, Make an Action Roll (1d10)
While some actions can be accomplished under normal conditions without any chance of failure (e.g., walking across a flat surface), certain terrain, environmental, and situational conditions, or simply the nature of the task will impose a chance of failure (e.g., slippery floor, rainstorm, being chased). When this occurs, the player is required to make a die roll to simulate the chance that they may not succeed in their Action attempt. Most of the die rolls in GRIT will have individual names specific to the type of Action they represent (e.g., Body Roll, Mind Roll, Mystic Roll, Attack Roll, Skill Roll, Morale Check, Detection Check, etc.), however, all are considered to beAction Rolls.
The objective when making an Action Roll is to roll 1d10 equal to or less than an established value or target number (e.g., Body Value, Skill Value, Current Morale Value). The number rolled will determine whether the Character was successful in their Action attempt and occasionally may provide for some additional results or effects.
5. The Character Acts
If the Action Roll is successful (or if the Action required no Action Roll), do whatever is necessary to implement the Action (e.g., move the miniature on the gameplay surface, record any necessary information on the miniatures Character Sheet).
6. End of Turn
Having completed your Characters single Action for this turn, your turn is now over. The next player begins their turn (at step 1). If your Character has any AP remaining, the next time your Initiative number comes around in the Initiative Order, it will be your turn again.
The End of a Round
When each player has either a) spent all of their Characters AP (often taking each player several turns) or b) chosen to do no more that round, a new round is declared AP totals are replenished to their normal levels. AP cannot be saved or carried over from one round to the next.
5.4 Character Actions
To perform an Action a Character spends Action Points (AP). During each round, each Character on their turn takes one action in the established Initiative Order until all Action Points have been spent or all players have decided to perform no further actions that round. A single action is any one type of activity (e.g. moving [any number of squares, any direction], one attack attempt, or stopping[to look, listen, rest, declare an attack, etc.].
If a specific action is not listed, simply apply a cost of 1 AP per less than or equal to 3 seconds of time that you estimate a typical person, under normal condition, would take to accomplish the Action.
| 5.3.1 Action Point Costs Table | ||
| Basic Movements (Directional) Action | . | Action Point (AP) Costs, Required Rolls & Effects |
| Remain Still (Watch, Wait, Listen, Hide, Rest, Pass Initiative) | .. | 0 AP |
| 90° Turn (while moving or not) | .. | 0 AP |
| 180° Turn (2 x 90° while moving or not) | .. | 1 AP |
| Forward, Straight, Upright (per 1" square [5']) | .. | 1 AP |
| Forward, Diagonal, Upright (per 1" square [5']) | .. | 2 AP |
| Sideways, Upright (per 1" square [5']) | .. | 1 AP |
| Backwards, Straight, Upright (per 1" square [5']) | .. | 2 AP |
| Backwards, Diagonal, Upright (per 1" square [5']) | .. | 3 AP |
|
|
||
| Sit, Kneel, Squat, Drop Prone (Hit the dirt!) | .. | 1 AP (Body Roll: success = +1 Dodge Roll Bonus; failure = 1 HP) |
| Rise from Kneeling, Squat, Sitting (e.g., chair) Position | .. | 1 AP |
| Rise from Prone or Ground Sitting Position | .. | 2 AP |
| Forward, Straight, Crawl/Roll/Slide (per 1" [5'] square) | .. | 2 AP (Body Roll: success = +2 Dodge Roll Bonus; failure = 2 HP) |
| Forward, Diagonal, Crawl/Roll/Slide (per 1" [5'] square) | .. | 3 AP (Body Roll: success = +2 Dodge Roll Bonus; failure = 2 HP) |
| Sideways, Crawl/Roll/Slide (per 1" [5'] square) | .. | 2 AP (Body Roll: success = +2 Dodge Roll Bonus; failure = 2 HP) |
| Backwards, Straight, Crawl/Roll/Slide (per 1" [5'] square) | .. | 3 AP (Body Roll: success = +2 Dodge Roll Bonus; failure = 2 HP) |
| Backwards, Diagonal, Crawl/Roll/Slide (per 1" [5'] square) | .. | 4 AP (Body Roll: success = +2 Dodge Roll Bonus; failure = 2 HP) |
|
|
||
| Forward, Straight, Up/Down a Steep Grade or Hill (per 1" square [5']) | .. | 2 AP |
| Forward, Diagonal,Up/Down a Steep Grade or Hill (per 1" square [5']) | .. | 3 AP |
| Sideways, Up/Down a Steep Grade or Hill (per 1" square [5']) | .. | 2 AP |
| Backwards, Straight, Up/Down a Steep Grade or Hill (per 1" square [5']) | .. | 3 AP |
| Backwards, Diagonal, Up/Down a Steep Grade or Hill (per 1" square [5']) | .. | 4 AP |
| Jump Down: Vertical/Steep Surface (e.g. wall, ditch, pit, etc.; per less than or equal to 1" [5'] square) |
.. | 1 AP (if distance [feet] > Body Value, make a Body Roll: failure = fall prone: lose 1 HP/5' fallen) |
| Jump Up: Vertical/Steep Surface (e.g. High jump, wall, ditch, etc.; per less than or equal to 1" [5'] square) |
.. | 2 AP (if distance [feet] > Body Value, make a Body Roll: failure = fall prone: lose 1 HP/5' fallen) |
| Jump Across (e.g. Long jump, ditch, chasm, pit, etc.; per less than or equal to 1" [5'] square) |
.. | 3 AP (if distance [feet] > Body Value, make a Body Roll: failure = fall prone: lose 1 HP/5' fallen) |
| Climb Up or Down: Vertical/Steep Surface: (e.g., wall, cliff, etc.; per 1" square [5']) |
.. | 4 AP (3 with rope); Roll 1d10: 10 = fall prone: lose 1 HP per less than or equal to 5' fallen. Body Value = max. ft climbed/round. |
| Mount/Dismount an Animal or Vehicle | .. | 1 AP; if unbroken requires Body Roll: failure = fall, lose 1 HP. |
| Swim (any direction), (per 1" [5'] square) | .. | 5 AP |
|
|
||
| Combat & Related Physical Actions | .. | Action Point (AP) Costs, Required Rolls & Effects |
| Declare an Attack: Draw, Ready, Point Weapon. | .. | 1 AP |