\section{Damage \& Health} \begin{center} \begin{minipage}[t]{0.46\textwidth} \subsection{Health} Your starting Health equals \textbf{(Strength + Agility) / 2}, rounded up. Health represents fatigue, bruises, and minor cuts. \subsection{Armor} Armor reduces incoming damage by its \textbf{armor level}. You can only wear one suit of armor at a time. \subsubsection{Armor Piercing} Against armor piercing attacks, armor level counts as \textbf{1 lower} (minimum 0). \subsubsection{Weak Spots} You can aim for a weak spot: \textbf{--2 dice} to attack, but on hit the armor level is reduced by 1 (in addition to armor piercing). \vspace{10pt} \subsection{Cover} \begin{itemize}[leftmargin=*] \item \textbf{Partial Cover} (quick action): Ranged attacks against you get \textbf{--2 dice}. You can still dodge. \item \textbf{Full Cover} (full action): Breaks line of sight. Ranged attacks get \textbf{--3 dice} and must penetrate the barrier. You \textbf{cannot dodge}. \end{itemize} Only available in cluttered zones (or by doors/hatches). \vspace{5pt} \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|m{0.45\textwidth}|P{0.35\textwidth}|} \hline \rowcolor{tableheader} {\color{white}\textbf{Barrier}} & {\color{white}\textbf{Armor Level}} \\ \hline Furniture & 1 \\ \hline Inner Bulkhead & 2 \\ \hline Outer Bulkhead & 3 \\ \hline Armored Bulkhead & 4+ \\ \hline \end{tabular} \vspace{3pt} \textit{Breach Limit: If armor level $>$ weapon's base damage, the attack cannot breach, regardless of \success~rolled.} \vspace{10pt} \subsection{Broken} When you drop to \textbf{0 Health}, you are \textbf{broken}: \begin{itemize}[leftmargin=*] \item Immediately roll for a \textbf{critical injury} (D66). \item You can only make \textbf{one move action per round} and mumble. \item You \textbf{cannot gain stress} and never make panic rolls. \item Further damage causes \textbf{additional critical injuries}. \end{itemize} \end{minipage} \hfil \hspace{30pt} \begin{minipage}[t]{0.46\textwidth} \subsection{Recovering from Broken} If not dead, three ways to recover: \begin{itemize}[leftmargin=*] \item \textbf{First Aid}: Someone at Adjacent range rolls MEDICAL AID (full action). On success, recover \textbf{1 Health per \success}. Also stabilizes lethal injuries. \item \textbf{Rally}: Someone in same zone rolls COMMAND (quick action). On success, recover \textbf{1 Health per \success}. Does not affect critical injuries. \item \textbf{On Your Own}: After \textbf{one stretch}, automatically recover 1 Health and get back up. \end{itemize} \subsubsection{Natural Recovery} If not fatigued, recover \textbf{1 Health per stretch} resting in a safe area (even with critical injuries). \vspace{10pt} \subsection{Critical Injuries} Roll D66 when broken. Some critical injuries are \textbf{lethal} -- you must make \textbf{death rolls}. \subsubsection{Death Rolls} Roll for \textbf{STAMINA} after the time limit passes. You \textbf{cannot push} and use \textbf{no stress dice}. \begin{itemize}[leftmargin=*] \item \textbf{Fail}: You die. \item \textbf{Succeed}: Make another roll when time limit passes again. \item \textbf{3 Successes}: You survive and stop rolling. \end{itemize} \subsubsection{Stabilizing} Someone can give first aid (MEDICAL AID, full action): \begin{itemize}[leftmargin=*] \item \textbf{Success}: Stabilized -- stop making death rolls. If broken, also recover 1 Health per \success. \item \textbf{Failure}: Time limit \textbf{decreases one step} (shift $\rightarrow$ stretch $\rightarrow$ round $\rightarrow$ death). \end{itemize} \subsubsection{Instant Death} \begin{itemize}[leftmargin=*] \item Critical injury results 64--66. \item Damage from a single hit $\geq$ 2$\times$ your max Health. \item Certain attacks. \end{itemize} \subsubsection{Surgery} Some injuries require surgery before healing: a \textbf{shift} of time + MEDICAL AID roll. \end{minipage} \end{center}