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Time and Space

This document provides the core rules for playing the roleplaying game Legends of Time and Space. It outlines rules for character creation including attributes, initiative, movement, combat actions like striking and grappling, and injury/exhaustion. The gameplay involves adventuring with characters and battling opponents.

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0% found this document useful (0 votes)
98 views8 pages

Time and Space

This document provides the core rules for playing the roleplaying game Legends of Time and Space. It outlines rules for character creation including attributes, initiative, movement, combat actions like striking and grappling, and injury/exhaustion. The gameplay involves adventuring with characters and battling opponents.

Uploaded by

Tomcat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Legends of Time and Space

Legends of Time and Space

Artwork: Minor Brothers; Design: George Dew; Design Team: Scott Chisholm, Darryl Cook, Grayson
Dew, Brian & Chris Hudgins, Jerry Meyer Jr., David O. Miller, Rick Nichols, Robert Purnell, Robert W.
Purnell, Bret Winters and Kirk Woller. Special thanks to Bret Winters and Richard Wayne Smith.
Thanks to Grayson Dew for the inspiration, Steve Jackson for his genius, and of course Dave
Arneson and Gary Gygax.
Copyright 2019 Dark City Games

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Legends of Time and Space
PLAYING THE GAME
RULES
In Legends, each player plays the part of one or Initiative
On the first turn of a battle, each side rolls one
more characters who go adventuring. You can
play solitaire, or with other of players. In group die. The side rolling the higher die moves first.
play, one player is the game master (GM). The Players alternate turns for the rest of the battle.
GM reads the instructions aloud and carefully Surprise
logs the party's progress and game time. An adventure may specify that one side has
surprise. The side with surprise gets one free
CHARACTERS unopposed turn, and then takes the first turn.
Each character possesses three attributes: Player's Turn
Strength, Dexterity and Intelligence. The player taking his turn moves each of his
Strength (ST) characters, in any order, one at a time. He must
Strong characters inflict/survive more damage. complete one character's turn before proceeding
Dexterity (DX) to the next. When he is done, the following
Agile characters can better attack and dodge. player begins his turn.
Intelligence (IQ) Character's Turn
Intelligent characters can better apply skills. A character may move up to his movement
New Characters allowance (MA), which is half his DX rounded
Unless the adventure specifies otherwise, new down. He may then execute ONE action.
characters start with ST8, DX8, IQ8, and eight Example
discretionary points (32 total). Characters begin Ajax (DX11) moves five spaces and attacks.
with four points of skills, two of which can be Space
combat skills. Spaces are marked by hexagons (hex). Only
Example one character can occupy a space, unless
Phoenix creates a new character and names grappling a foe. Multiple small animals can
him Ajax. He distributes 8 discretionary points, occupy a space. A character must stop upon
giving Ajax ST12 DX11 IQ9. Xavier creates a entering an enemy’s space (see Tackle).
new character and names him Hector. Xavier
distributes 8 discretionary points, giving Hector
FIGHTING
ST11 DX12 IQ9. Attacker
An attacker can attack ONE foe per turn. He
ACTION can strike, shoot, tackle, or grapple a foe. An
Passing a Check attacker cannot move after his attack.
A character hits a foe by passing a three-die DX Defender
check (3/DX). The player rolls three six-sided A defender can react to ONE attacker, but loses
dice (3d6) and totals the results. If the total is the his next turn. He can dodge, counterattack, or
character's DX or less, he hits. If not, he misses. tackle his attacker.
If he hits, roll damage (see Damage). Strike
Example You hit an adjacent foe by passing 3/DX.
Ajax (DX11) rolls a one, three and six for a total Example
of 10. This is his DX or less, so he hits Hector. Ajax (DX11) rolls a 2, 3, and 4 for a total of 9.
Checking ST or IQ He hits Hector and rolls damage.
A character checks 3/ST to accomplish a Dodge
physical feat, or 3/IQ for a mental one. A four-die A defender dodges by passing 3/DX. He must
check is abbreviated 4/ST, 4/DX, or 4/IQ. then move to an empty adjacent space, or he
Winning a Check (against a foe) cannot dodge. He can see the attacker's hit roll,
Both players roll as many dice as they choose. but not damage roll, before deciding to dodge. A
The higher total wins. If the total exceeds the defender cannot dodge a missile weapon.
character's attribute (+skill), the character fails. Example 1
Example Ajax (DX11) rolls 11, striking Hector. Hector
Ajax (ST12) grapples Hector (ST11). Ajax rolls (DX12) must dodge, or he will be hit. He rolls 9,
three dice, Hector, three as well. Ajax rolls a 13 and dodges into an unoccupied adjacent space.
and Hector rolls a 9. Ajax's total is higher, but 13 Hector loses his next turn.
exceeds Ajax's ST12. Hector wins ST. Example 2
Ajax (DX11) rolls 11, striking Hector. Hector
(DX12) rolls 14, and fails to dodge. Ajax rolls
damage, and Hector loses his next turn.

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Legends of Time and Space
Counterattack attacks negate armor. A grappler with 2x ST of
A defender surviving an attack may immediately his foe moves and acts normally, carrying his foe.
counterattack by striking or shooting his attacker. Example 1
He hits by passing 3/DX. If he hits, roll damage. Ajax (ST12) grapples Hector (ST11). Neither is
Example armed. Ajax rolls 12, Hector 9. Ajax wins and
Ajax (DX11) rolls 11, strikes Hector, and rolls rolls damage on Hector.
damage. Hector survives and counterattacks, Example 2
rolling 7. Hector hits Ajax and rolls damage, but Ajax (ST12) grapples Hector (ST11). Ajax rolls
loses his next turn. 15, Hector rolls 10. Hector wins and exits into an
Shoot/Throw empty adjoining space.
An attacker with a missile or throwing weapon Example 3
hits an unobstructed foe by passing 3/DX. A Ajax (ST12) grapples Hector (ST11). Ajax rolls
character firing a weapon cannot move in his 12, Hector rolls 10. Ajax wins and drags Hector
turn, but a character throwing a weapon can. one space.
Example Strength Advantage
Ajax (DX11) shoots at Hector. He rolls 7 and While grappling, a stronger character adds one
hits. He rolls damage. Hector survives and to his damage roll.
counterattacks, rolling 11. Hector hits Ajax and Outside Attacks
rolls damage, but loses his next turn. Characters attacking into a grappling space
Range automatically hit and roll damage.
Missile range exceeds the playing board.
Throwing range is the thrower's ST in spaces. A NOTES
thrower must recover his weapon from the target Change Weapons
space before reuse. A character takes a turn to change or pick up a
Tackle (to grapple) weapon. He cannot move in this turn.
A fighter grapples a foe by winning DX against Zone of Control
his foe. The fighter enters his foe's space. If the If an attacker, who is adjacent to a defender,
fighter fails but is stronger, his foe retreats to an moves to another adjacent space without
empty adjacent space. If the fighter fails and is attacking, the defender can react. The reaction
weaker (or equal), he returns to his starting can be a counterattack or a tackle.
space. If the foe has yet to move, he may first
counterattack, doing an extra die of damage. INJURY & EXHAUSTION
Example 1 Injury is measured in damage points; exhaustion
Ajax (DX11), enters Hector's (DX12) space. is measured in fatigue points. Both are
Ajax rolls 11, Hector rolls 8. Ajax wins. They are cumulative. When a character accumulates a
now grappling. combination of damage and fatigue equal to his
Example 2 ST or more, he is immediately incapacitated.
Ajax (ST12, DX11) enters Hector's (ST11, Damage
DX12) space. Ajax rolls 3, Hector 12. Ajax fails, When all combat is over, characters suffering
but he is stronger. Hector retreats to an empty damage equal to their ST or more must be
adjacent space, or Ajax will grapple him. healed to a net ST of at least one point. If not,
Example 3 they die. Characters sustaining twice their ST or
Hector (ST11, DX12) enters Ajax's (ST12, more in damage are unrecoverable.
DX11) space. Hector rolls 13, Ajax 9. Hector Fatigue
fails. Hector is weaker. He retreats back to his Fatigue counts towards incapacitation but not
starting space. death. A fatigue point dealt to an incapacitated
Example 4 character is a damage point. A character
Ajax enters Hector's (DX12) space. Hector first recovers one fatigue point after each encounter,
counterattacks, rolling 12. He hits Ajax doing an and all his fatigue with a full night of sleep.
extra die damage. Ajax survives, and wins his Recovery
tackle roll. Both characters are now grappling. Between adventures, characters recover fully.
During an adventure, wounded characters
GRAPPLING recover one damage per day of rest, provided (1)
Grappling Options they remain in one location, (2) have adequate
Grapplers only fight foes in the same space. shelter, (3) are fully provisioned, and (4) they
The grappler winning ST can: (1) Roll damage on participate in no combat, or strenuous activity.
his foe; (2) Exit into an adjacent empty space; or
(3) Drag his foe one space. Unarmed grappling

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Legends of Time and Space
WEAPONS Example
Damage (D) Hector's (DX12) armor has a restriction of two.
A character hitting a foe rolls the number of dice His adjusted DX is 10 (12-2=10). His MA is five.
indicated by his weapon's damage rating. He TYPE A R
then adds or subtracts any modifiers. This total is Flak Vest 3 1
the number of damage points he delivers Space Suit (B, SS) 1 1
(minimum of one). Landing Suit (SS) 3 1
Battle Armor (SS) 8 1
Example
(B) Does not protect against bullets.
Ajax hits Hector for 2d6-1 damage. He rolls a
(SS) Space suit: if the character rolls all sixes on
five and two, inflicting six points (5+2-1=6).
any check, the assist fails and the suit is R=3.
Heft (H)
A weapon's heft is the minimum ST required to CAMPAIGNING
use the weapon. Experience Points (XP)
UNARMED D H Characters use XPs to buy skills, magic and
Unarmed (U) d3 - ST/DX/IQ points. After combat, every character
HAND WEAPONS D H contributing to victory gets one XP if all enemies
Dagger (T) d6 - are killed, captured or routed. Characters get no
Dagger used in grappling or d6+2 - XP if they flee. Additionally, when a party
counterattacking a tackle (G) acquires a plotword, all characters gain one XP.
Club (T) d6 9
Increasing Attributes
Club (2T) d6+1 9 A character increases his ST/DX/IQ by spending
Hatchet (T) d6+1 9 twice the number of XPs equal to the next level.
Cutlass 2d6-2* 10
Human characters max out at 42 attribute points.
Fire Axe (2) d6+3 12
Example
MISSILES D H
An IQ10 character spends 22XP to get IQ11.
Handgun 2d6-1 8
SubMG (2A) 2d6-1 8 Increasing Skills
Assault Rifle (2A) 2d6+1 9 A character raises a skill one point by spending
Shotgun (2) 3d6 10 10XP.
Hand Phaser (G) 3d6(F) 6 Timing
Blaster (2) 3d6 9 A character may increase an attribute or skill
GRENADES D H during play, but can only learn new skills between
Frag Grenade (TX) 3d6 6 adventures.
Flashbang (T) (S) 6 Karma/Wish
* Any roll deals a minimum 1 before armor. A character expends a karma point to re-roll one
(2) Two-handed weapon. set of dice. A character expends a wish to fully
(A) Automatic weapons hit two adjacent hexes revive, even if he was just "killed." Characters
or one hex twice. Shooter must pass 3/DX per acquire karma and wishes in adventures.
shot to hit; roll damage per hit. Generally, karma, wishes, and XP roll over to
(F) Can be set to damage or fatigue. future adventures. In some cases, karma may
(G) Only G weapons can be used grappling. have to be expended in a shorter time frame.
(S) When thrown, your side gets surprise. Curse
(T) This weapon can be thrown. A cursed character adds or subtracts one
(U) Fatigue only, +1 if the attacker is stronger. against all his checks and damage rolls,
(X) Explosive affects five-hex diameter circle. If worsening the result. He can lift the curse by
thrower misses, randomly place blast center expending one wish, or by reducing his highest
adjacent to original target hex. attribute by one. Curses are cumulative.

ARMOR SKILLS
Armor (A) To use a skill, a character must pass a three-die
When a character is hit, reduce the damage he check against his applicable attribute: 3/ST,
suffers by the cumulative rating of his armor. 3/DX, 3/IQ (see Skill Tables).
Example Required Skill Checks
Hector takes six damage points, but his armor Some skills require that the character already
stops three. He takes three damage (6-3=3). know the skill to attempt the check. Adventures
Restriction (R) indicate this by using the word “against.”
Adjust a character's DX down by the cumulative
restriction of his armor. This also affects MA.

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Legends of Time and Space
Example encounter.
If Ajax lacks SWIMMING, or if he fails 3/ST Literacy Literacy in specific language
against SWIMMING, he drowns. on 3/IQ.
Assisted Skill Checks
Sometimes the skill improves the character's SURVIVAL
chance of passing, but is not a prerequisite. Alertness Negates surprise on 3/IQ.
Adventures indicate this by using a plus sign. Naturalist Can find one unit of healing
Example herbs per day on 3/IQ.
Ajax must pass 3/ST+CLIMBING to climb the Navigation Can find way on 3/IQ.
wall. He can attempt the climb even if he lacks Stalker At beginning of combat,
the CLIMBING skill, but if he has Climbing 3, he character (not party) gets
adds 3 to his ST for this roll. surprise on 3/DX.
Stealth Evade detection on 3/DX.
ATHLETIC Survival Character lives off the land
Acrobat Reduce fall damage by 1d6 instead of eating a daily ration
for each acrobat level on on 3/IQ.
3/DX. Tactician The character steals initiative
Climbing Scale obstacles on 3/ST. by winning IQ.
Riding Ride large animals on 3/DX. Tracker Identify, follow and erase
Swimming Swim on 3/ST. tracks. Find local beings.
Must pass 3/IQ.
COMBAT
Each level is +1DX to hit OR +1 damage; THIEF
decide before attacking. Multiple levels Locks Pick locks on 3/DX.
cannot be split. Streetwise Negate pickpocket, swindling,
Axe +1 with an axe, mace or club. mugging on 3/IQ.
Knife +1 with a knife. Thief Steal objects on 3/DX.
Pistol +1 with hand-fired weapon. Traps Detect/remove traps on 3/IQ.
Rifle/SMG +1 with shoulder-fired
weapon. TRADES
Unarmed +1 striking; +1ST grappling. Botanist Create healing potion on 3/IQ.
ST healed per potion = herb
MILITARY doses * Herbalist level.
Interrogator Elicit accurate information Electrician Fix electrical malfunctions on
from NPC by winning IQ. 3/IQ.
Gunner Operate shipboard weapons Equipment Use heavy machines on
on 3/DX. Operator 3/DX.
Navigation, Use charts, compass and Investigator Uncover information on 3/IQ.
Nautical stars to navigate seagoing Mechanic Fix mechanical problems on
vessels on 3/IQ. 3/IQ.
Navigation, Use star compass and Medic Heal one damage point per
Stellar holocharts to navigate deep medic level for damage
space 3/IQ. sustained in current combat,
Pilot Operate spacecraft on 3/DX. on 3/IQ. Used after combat is
Weightless Character adds DX+1 for over. Can be used across
Movement each level. multiple characters.
Merchant Purchase goods at 10%
SOCIAL discount, or sell goods at 10%
Charisma On winning IQ against non- premium, for each merchant
hostile NPC, the NPC will level by winning IQ.
take action to help the party, Scholar Know history/science on 3/IQ.
and do nothing to harm. Storyteller Only Storytellers may attempt
Diplomacy Change an "attack" option to a 3/IQ + Storytelling, to
a "talk" option or vice versa by distribute one karma point per
winning IQ. Storytelling level to the party.
Language Speak specific language on These karma points must be
3/IQ. used in current game day.
Leadership Add leadership rating to one Systems Fix computers on 3/IQ.
character's attribute, per Tech

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Legends of Time and Space
Zoologist Prevent animal attacks by Other Sections
winning IQ. Other sections, such as science bays, botany
bays, machine shops, etc., may be added as
prescribed by the scenario.
STAR CRAFT Weapons
Star craft are composed of sections. A craft Every six build points spent on weapons enable
requires engineering and operations sections. the craft to deal one die of damage. Abbreviate
Other sections and capabilities are optional. weapons as: Xd6, where X is the number of dice
Building Costs of damage the craft deals.
Each section costs one build point. Additional Example
build points improve the section's durability. A builder builds a corvette with weapons that do
When a section accumulates damage equal to its 2d6 damage. This costs 12 build points.
build points, it, and all aboard, is destroyed. Shields
Example Two build points buy one shield factor. Each
The engineering section is a two-point section. shield factor negates one damage point
It takes one point of damage. Though damaged, whenever the craft is hit.
it is functional. If it accumulates an additional Example
point of damage, it, and all aboard, is destroyed. A craft is built with two shield points, which cost
Listing Sections four build points. During combat, the craft suffers
As a craft takes damage, sections are destroyed three damage points. The shields stop two
in the order they are listed. When the craft is damage, so the craft only takes one damage
built, the builder can list the sections in any order
point. The following turn, the craft takes an
desired, but once listed, the sequence cannot additional two damage points. However, the
change. shields stop two damage, and the craft suffers no
Example additional damage.
The Kit-Kat, a gunboat, is listed as: Cargo1, Maneuver
Engineering1, Operations1, Living1, d6/1. The A +1 maneuver bonus costs two build points.
first damage point inflicted on the craft eliminates
Every time the craft maneuvers against an enemy
the cargo section. The next damage point craft, the pilot adds +1 to his piloting skill.
destroys the engineering section. Then the Example 1
operations section, and finally, the living section,A craft has a +1 maneuver bonus. The pilot
in that order. (DX11), maneuvers against an opposing craft
Cargo Section with a pilot DX10. Because of the maneuver
Each point spent on the cargo section allows thebonus, the craft's pilot has an effective DX12
craft to carry one cargo unit. A cargo unit is when trying to win checks against his enemy
roughly a truck, or a squad of space infantry. pilot's DX10.
Engineering Section Example 2
All craft require an engineering section. The The Kit-Kat, a class one gunboat, has a one-
engineering section provides propulsion and point cargo bay, one-point engineering, one-point
power. If the engineering section is destroyed, operations, and a one-point living compartment.
the craft loses propulsion and is DIW. However, Its armament does d6 damage, and its shields
emergency power in the craft's other sections stop one hit. It has a +1 maneuver bonus. It is
allow basic functionality and life support. abbreviated:
Living Section • Cargo1, Engineering1, Operations1, Living1,
A living section enables the craft to make d6/1, M+1. Build cost=14 build points.
extended space runs. The section includes a Each time the ship is hit, the ship's shields stop
galley machine, human waste recycling, cramped one damage point. Additional damage destroys
berthing space with virtual reality capabilities, and
the cargo section first, the engineering section,
in a pinch, suspended animation. Without a living operations, and living sections, in that order.
section, after combat, the craft must return to a When maneuvering against an enemy vessel, the
base or mother ship. craft's pilot uses his DX+1.
Operations Section
All craft require an operations section. The DOG FIGHTS
operations section controls the ship's propulsion, Initiative
navigation, internal functions, sensors, weapons, Decide initiative with a die roll. The side with
and communications. If the operations section is initiative takes the first turn. Players alternate
destroyed, the ship is DIW, and it cannot turns until one side wins.
communicate with the outside world.

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Legends of Time and Space
Player's Turn Example 1b
The player moves each of his craft, in any It is now Ajax's turn. He maneuvers on Hector,
sequence, one at a time. He must complete one trying to regain the pursuit position. Ajax rolls 13,
craft's turn before proceeding to the next. When Hector rolls 3. Hector wins, and he elects to take
he is done, the next player begins. the pursuit position against Ajax. Hector's craft is
Craft's Turn placed behind Ajax's craft.
A craft can either maneuver against a foe, or fire Exiting
on a target. Not both. Craft begin disengaged. Except on the first round of a dogfight, any
Engagement disengaged craft can exit the dogfight during its
Craft maneuvering against foes are "engaged" in turn. Once a craft exits, it cannot return.
combat, and can only maneuver against those Pursuit
foes. Engaged craft may hold different positions Only one craft can pursue a fleeing foe. A craft
relative to different foes. For example, a craft pursuing a target and fleeing a tailing foe must
might be pursuing one foe and fleeing another. decide whether to fire on his target or maneuver
Relative Positions against his tail. If he maneuvers against his tail,
Positions are: pursuit, fleeing and turning. his target is automatically disengaged.
• pursuit: A pursuing craft follows its foe. Unopposed Maneuver
• Fleeing: A fleeing craft leads its foe. A spacecraft maneuvering against an already
• Turning: Turning craft are side-by-side, engaged opponent automatically takes pursuit.
facing opposite directions.
• Disengaged craft are neither pursuing,
FIRING
A craft can only fire on a target he is pursuing, or
fleeing, nor turning. Place disengaged craft away
on a target on which he is making a firing run.
from other craft.
Pursuit
MANEUVER A pursuing attacker hits his target and rolls for
Resolving Maneuver damage by passing 3/DX+GUNNER.
Regardless of the player taking the turn, the Example 1c
winner of a pilot check (+craft's M bonus) has the It is now Hector's turn. Hector is pursuing Ajax.
respective options: Rather than maneuver on Ajax, since his is in the
• A "fleeing" craft can either disengage, or pursuit position, Hector fires on Ajax. Hector rolls
take the "turning" position against its pursuing 9, and hits Ajax's craft.
foe. Firing Run
• A "turning" craft can disengage, or take the An attacker, firing on target he is disengaged
"pursuit" position against its turning foe. from, hits and rolls for damage by passing
• A "disengaged" craft takes the "pursuit" 4/DX+GUNNER. Afterwards, craft are
position against its foe. disengaged from one other.
• A "pursuit" craft remains in the "pursuit" Facing Firing Run
position. On the first turn of a dogfight, if an attacker
• On a tie, positions remain unchanged. If makes a FACING firing run against a foe, both
disengaged foes tie, they are now turning. craft simultaneously hit and roll for damage by
Example 1 passing 3/DX+GUNNER. Afterwards, craft are
Ajax (DX11, pilot+1) and Hector (DX12, pilot+1) disengaged from each other.
each pilot gunboats. Each gunboat is: C1, E1, Damage
O1, L1, d6/1, M+0. Both craft are disengaged. The hitting craft rolls the number of dice
Ajax wins initiative, so he moves first. Ajax indicated by its weapons. This total is the number
maneuvers on Hector, rolling 12. Hector rolls 15. of damage points applied to the target.
Ajax wins, and takes the pursuit position on Example 1d
Hector. Ajax's craft piece is placed directly Hector hits Ajax's craft. Hector's gunboat does
behind Hector's. d6 damage. He rolls 3, delivering three damage
Example 1a points.
Now it is Hector's turn. Hector is fleeing Ajax. Shields
He maneuvers on Ajax, rolling 13. Ajax rolls 6. The defender deducts one damage point for
Hector wins. Rather than disengage, Hector each one of his craft's shield factors.
elects to take the turning position on Ajax. Both Example 1e
craft pieces are placed side-by-side, facing in Ajax's shields stop one damage point each time
opposite directions. Both craft are turning on his gunboat is hit. Ajax is hit with 3 damage
each other. points, and his shields stop one hit. His gunboat
suffers two damage points.

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Legends of Time and Space
Damage Effect
Each remaining damage point destroys one
point of section. Sections are destroyed in
sequence as listed in the defender's ship record.
The attacker may inflict fewer damage points
than he rolled, preserving craft sections.
Example 1f
Ajax's gunboat suffers 2 damage points. Since
his craft is written: C1, E1, O1, L1..., the first
damage point destroys Ajax's cargo bay, and
everyone inside of it. The second damage point
destroys Ajax's engineering section and everyone
inside.
Dead In The Water (DIW)
If the engineering or ops sections are destroyed,
the craft can no longer move or fire on enemies.
The craft is "dead in the water" (DIW).
Nevertheless, emergency power sustains life and
basic function in surviving sections. A character is
killed if he occupies a section when it is
destroyed.
Example 1g
Since Ajax's engineering section is destroyed,
he is DIW. However, his operations section is
still intact, so he can send out a distress signal.
Also, his living section is still intact, so any crew
in the engineering or living sections can remain
alive as long as the living section is functional.

20190424

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