Map_and_Gear_Quick_Reference_Sheet
Map_and_Gear_Quick_Reference_Sheet
Note that some locations are assigned to spacer playbooks and are included on a map if that playbook is
being used. However, you can still choose to use that location even if no one is using that playbook.
You can also create custom locations as you see fit. Just be sure to include them during the mapping phase.
Locations:
• Armory • Kitchen
• Atrium • Lab
• Barracks • Living Quarters
• Cafeteria • Maintenance and Processing Room
• Cargo Storage • Marketplace
• Common Room • Observation Deck
• Communications Room • Recreation Room
• Garage • Research Room
• General Store • Retreat
• Generator Room • School
• Greenhouse • Secret Room
• Hangar • Server Room
• Headquarters • Training Area
• Infirmary • Workroom
GEAR
All spacers are allowed two weapons and one piece of armor at the beginning of the game.
The type you can use is based on their +hand ability modifier. You can take any gear that is at your +hand
level or lower. Choose or create your weapons and armor and write them in your playbook.
• +3 – GIANT
• +2 – HEAVY
• +1 – MEDIUM
• +0 – LIGHT
Armor defeating damage is damage that ignores your armor. You might have 2-armor but if you take 2-harm
armor defeating, then your armor doesn’t protect you from it. Below you’ll find a list of damage based on
whether it is armor defeating or not. Some tags will protect you from specific types of damage that may
otherwise be armor defeating, so pay attention to your tags!
If gear lists 0-armor but includes a tag like “insulating”, “barrier”, or “resistant”, then that gear offers
1-armor against that type of harm (and that type of harm only).