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=== Optional Rules === * '''Redshirts (Optional Rule)''' Redshirt are cheaper, cannon-fodder characters that may be added to a gang. They can represent a lot different things: immature aliens that defend their queen, juvenile delinquents that try to impress gang members, rookie cops, fanatic followers of a psionic cult, violent fans of a famous popstar, would-be adventurers who hope to learn the trade, untrained militias, servitor races of stronger aliens, common rioters joining a rebellion, and so on. Redshirts are created with 8 to 29XP each, using equipment appropriate to their theme and role. Being a Redshirt is a -8XP trait. They do not gain XP in campaigns and should not be assigned equipment that they couldn't normally have. Redshirts activate only when a character spends one action to perform the Order action. This lets TWO Redshirts perform one action each, without dicing for activation. A Redshirt may perform a single action and then he may not receive another Order until the Initiative has switched. Redshirts have -4 on all rolls they perform: Shoot, Morale, Melee, everything is at -4 (they are normal persons, even though they may have training and equipment beyond the reach of average people). There is very little book-keeping involved with Redshirts. Redshirts do not accumulate Stress. The character using an Order to move two Redshirts receives 1 Stress token as normal, but the Redshirts need not be marked. If you are afraid you might lose track of which Redshirt has been activated, turn them so they face their baseline. When a Redshirt gains one Pin token, he becomes Pinned. A Pinned Redshirt may not perform any action other than Running or Sprinting towards cover, until a character spends one action to Rally him (one action per Redshirt to be rallied). A Pinned Redshirt that takes another Pinned effect does not suffer any additional effects. When a Redshirt takes one wound, no matter in which part of the body, no matter the severity of the wound, the Redshirt goes OOA. Redshirts do not roll Reactions. A character may use a successful reaction to perform an Order, thus activating up to two Redshirts that haven't performed their action already. When a character goes OOA, Redshirts roll Morale (at -4, like all the rolls they make). Any Redshirt failing a Morale roll is Pinned, or Panicking if he rolls a critical failure. When Redshirts go OOA, characters do NOT roll Morale. They are more or less expected not to last too much. If all the characters in a game go OOA or move off the table, any Redshirts still on the table automatically panic or surrender, as appropriate to the scenario. ** ''Designer's note:'' Redshirts are useful for players who agree to field larger forces. We recommend that the number of normal characters plus Redshirts does not exceed a total of 10 figures per side. Players may agree to have only a couple of characters and more Redshirts for a quicker game that requires less book-keeping and dice rolling than usual. Players may also use Redshirts only in special occasions, for example in a final scenario that represents the culmination of gang warfare, where the gangs recruit all the riff-raff they can to bring more guns to the final battle. ** ''Author's Note:'' Redshirt rules. These may be utter crap because I didn't have any chance to try them on the table (as my kickstarter started today I am quite busy) but please try them with an open mind and let me know how they work for you. In the book, if these work, I plan to have a list of typical Redshirts so players who want to play by the book can fall back to the "official" profiles. It's not written in the rules, but it is assumed that BOTH players agree to the use of Redshirts. They change the game considerably, but let you put more figures on the table if you want. And remember, the shirts are red because blood won't show :-) [[category:Skirmish-Level Wargames]]
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