A simple dice rolling game of fighting monstrosity, while rebuilding post holocaust society. Or if not that, protecting your cans of Beefaroni®. Beware of Mike's memory of the events.
Nuclear strike imminent…
Scout Team go to sleep…
Wake three years hence…
Reestablish social order…
Your gear and firearm are packed in the cryogenic coffin with you.
Standard Eight-Piece Gear
CAC Smart ID PDA
Web Ammo Belt, begins full
Grenade Bandoleer, packed w/ eight
Weapon Cleaning kit
You also have your firearm bedside and full bandoleer. Kickstarter backers want you ready to fight at dawn of day one.
Choose one Firearm Proficiency
Attack dice three times.
50 cal Machinegun:
Attack dice twice, all GSW Suppressing Fire.
50 cal Sniper Rifle:
Attack dice once, plus one automatic GSW.
Colt 1911 .45 & Silencer:
Attack dice twice, Ammo never exhausted unless Web Belt dropped in melee.
Attack dice once for double damage with Jam treated as GSW.
Attack dice once; does not count as grenade drop. Plus deploy any and all remaining grenades (yours not other players) after seeing you action result.
Choose eight Grenades or Explosives
Add an extra die for three in your next set of attacks.
Ignore Exposed for one round of all player actions.
Tear Gas Grenade:
Ignore Melee for one round of all player actions.
C-4 Demolitions Block:
Special deployment, not used in combat. Removes locks and barricades.
Establish Contact with Alpha Command Depot.