0200 Rules 4.0-1
0200 Rules 4.0-1
0
Copyright 2021 Grey For Now Games.
NB Please do not post copies outside the Facebook group.
FIGHTERS
02 Hundred Hours is played with 28mm miniatures, based on 25mm round bases.
All the model soldiers in the game are referred to as ‘fighters’ in these rules.
Fighters are divided into ‘characters’ (eg, officers, sergeants, spies, etc) and ‘troopers’
(everyone else - the rank-and-file members of your force).
Characters may be either your commander (every force has one commander) or subordinates
(sergeant, second-in-command, etc).
Troopers may be sentries (the norm for defending forces) or regulars (the attacking force will
only have regular troopers).
Each fighter has a Recruitment card, providing a convenient way to pick your force and key
information used during the game.
GAME TERMS
Ready
A fighter that still has one or more actions yet this turn is ready. Once all actions have been
taken the warrior is unready.
Taken Out
When a model fighter is removed from the game after being shot or for any other reason, this
is called being taken out. They may be dead, but just as likely are too badly wounded to carry
on the fight.
Line of Sight
Can draw a line base to base. Could be seen if it was light.
Friend and Enemy
On the same side and the opposing side.
Losing an Action
If a ready fighter ‘loses an action’, take a matching Action token from the container and place
it on the warrior’s Recruitment card.
Free Action
An action that does not cost an Action token.
Covert
A fighter with no Alert marker is called ‘covert’. Unseen in the darkness, the enemy cannot
tell where they are. Covert fighters may also be ‘Hidden’, making an extra effort to remain
concealed.
Detected
A fighter with an Alert marker is considered ‘detected’, meaning the enemy has either
glimpsed or heard them and now has a fair idea of their position.
Front and Rear
Fighters can normally only spot, shoot or charge enemies who are to the front.
Clear View
Nothing at all in the way – neither terrain nor other fighters. See page xx.
In Cover
Within rough terrain or in a defended position (eg, at the corner of a building or hunkered
behind a low wall). A fighter must be touching the terrain in question to be in cover. See page
xx.
ABILITIES
Each fighter in the game has a range of ability scores that reflect their proficiency in different
areas. Ability scores are represented by chevrons on a fighter’s Recruitment card. Each score
is either >, >> or >>>, >>> being the best.
Aim
Accuracy when shooting (or throwing) ranged weapons.
React
Used to duck and dive for cover when under fire as well as moving stealthily.
Brawn
Physical strength and stamina, required for running and hand-to-hand combat.
Smarts
Covers spotting enemy soldiers, battlefield awareness and technical skills.
Guts
Bravery, grit, toughness – the will to carry on in the face of injury and death.
British Trooper 2 2 2 2 1
British Sergeant 2 2 3 2 2
British Officer 3 2 2 3 3
Sentry 2 1 1 1 1
German
2 2 2 3 2
Sergeant
German Officer 2 3 2 3 3
DICE RESULTS
There are two types of special dice used in the game. White dice represent noisy, fast actions
and can help the enemy spot or hear you on the battlefield. Grey dice represent quieter, more
stealthy activities and can help you stay hidden. During play, most actions will use a
combination of both dice.
White Dice
>>> (success if your stat is >>>)
>> (success if your stat is >> or>>>)
> (success if your stat is >, >> or>>>)
> (success if your stat is >, >> or>>>)
Medal (activates bonus effects)
Alert (gives away your position)
Grey Dice
>>> (success if your stat is >>>)
>> (success if your stat is >> or>>>)
> (success if your stat is >, >> or>>>)
Medal (activates bonus effects)
Medal (activates bonus effects)
Hide (removes alerts)
Chevrons
Chevron results on the dice (>, >> or >>>) relate directly to a fighter’s ability score.
If a fighter’s ability is >>> then results of >, >> or >>> all indicate a success.
If a fighter’s ability is >> then results of > or >> indicate a success but >>> is a fail.
If a fighter’s ability is > then only > results are successes.
Multiple Alerts
A fighter can only have one Alert marker at a time. If the fighter is already detected (ie,
already has an Alert marker), or there are multiple Alert results in a single dice roll, then the
extra Alert markers are placed on covert fighters from the same force within 6”, working out
from the nearest.
If there are none within that range then there is no further effect.
Additional results still affect the defenders’ Alarm Level (see page xx).
Effect of Alert markers
Unlike covert fighters, detected fighters (with an Alert marker) can be targets for enemy
Shooting or Charge actions.
Friends within 2” are affected by the Alert marker too, so count as detected until they move
further away.
Fighters stay detected as they move, so the Alert marker is moved with them.
Limited Supply
Each battle uses a limited supply of Alert markers (see page xx). ####total fighters in the
battle divided by 2 (round up).
If you need to place an Alert marker on a fighter but there are none left in the supply, then
the fighter draws attention (see below). Use the Alert marker put back in the supply to place
on the fighter.
Drawing Attention
A burst of gunfire, an explosion or even a noisy sentry can divert attention from what is
happening on the other side of the battlefield.
When something draws attention, take the Alert marker from the fighter that is furthest from
whoever (or whatever) is drawing attention and put it back into the supply. The Alert marker
cannot be taken from a fighter if any of the following apply:
The fighter is within 6” of what is drawing attention.
The fighter is the target of the current action.
The fighter is up close to an enemy.
TERRAIN BASICS
ACTION TOKENS
All the fighters in your force provide Action tokens that are drawn from a container during
play to decide who acts next.
Characters each provide 2 Action tokens. Troopers each provide 1 Action token.
Before a battle find a suitable container hold the tokens – a mug or small bag is ideal. Into
this place the following tokens:
1 Trooper token for each trooper
2 Character tokens for each character
Both players put in the correct tokens for their force and these are mixed together.
Lastly add the 3 Time tokens.
TIME TOKENS
First and Second Time Tokens
When a player draws the first or second Time token they draw an Order card.
Play then passes to their opponent to draw the next token.
Third Time Token
When the third Time token is drawn, the turn is over.
Return Action tokens to the container.
TURN SEQUENCE
1. Starting with the attacker each turn, one player draws a token from the container without
looking.
If it is an Action token, the player assigns it to one of his fighters:
A. You must assign to a character or a trooper depending on the token.
B. The fighter completes an action.
C. Place the token on the fighter’s Recruitment card (or next to the model if you prefer).
If you have no fighters left of the type matching the token (character or trooper) you
must hand the token to your opponent to use instead. Once they complete an action,
you draw the next token.
If a Time token is drawn, no action is made. For the 1st and 2nd Time tokens the player
draws an Order card (attacker) or Event card (defender).
2. The other player completes step 1 and then the players continue alternating.
3. When the 3rd Time token is drawn, the turn is over – anyone left to act misses their chance.
Return all the Action and Time tokens to the bag ready for the next turn.
Placing Tokens
Placing Action tokens on Recruitment cards keeps the battlefield a bit tidier, while placing
them next to the models makes it clearer which fighters are ready or unready. Use the method
you and your opponent prefer.
ACTIONS
When a fighter is assigned an Action token they must make one of the actions listed below.
All actions, including responsive actions can cause alerts to be placed.
Front and Rear
Fighters have a ‘front’ and ‘rear’. To determine this, imagine a straight line crossing through
the centre of the model’s base, in line with the fighter’s soldiers. You may like to put a small
mark on either side of the base to help make this clear during play.
If an enemy’s base straddles this line, then roll a G dice. Any success result means they are to
the front, while a Stealth or Medal result means they are to the rear.
General Rules for Moving
Whenever fighters move around on the battlefield there are some standard rules that apply:
During Sneak and Charge actions and when Repositioning, fighters can travel in any direction
with any number of turns. Advance and Patrol actions are exceptions to this.
A model’s base cannot cross over another model’s base – they must go around.
Fighters cannot move within 1” of an enemy.
Fighters that reach the edge of the table stop. They cannot move off the table unless the
mission allows it.
Players can measure distances and weapon ranges whenever they like.
The direction a model is facing at the end of an action is important. For manoeuvre actions
(apart from Sneak), a fighter must face in the direction of travel. For targeted actions the
fighter must face directly towards their target. For Defensive actions, the fighter turns to
face their attacker. Once an action is complete they cannot be turned unless a particular rule
states otherwise.
Reposition
Various actions allow a fighter to reposition to achieve a better view of the enemy, peer
round a corner or to get into cover, etc. This is a move of up to 2” in any direction before
completing the rest of the action. Repositioning allows a fighter to turn in any direction and
cross an obstacle without penalty.
Line of Sight
During the game it is important to know what a fighter might be able to see.
Firstly, a fighter can only see to their front.
Secondly, to see another fighter you must be able to draw a straight line between the bases
of two fighters.
MANOEUVRE ACTIONS
Advance ‐ A fast move towards the enemy with little thought for concealment.
Sneak (attackers only) ‐ A careful move, concentrating on stealth.
Patrol Route (defenders only) – Marching along a set path, keeping an eye out for anything
suspicious.
Roving Patrol (defenders only) – Pacing around the area, looking out for trouble.
Terrain
Sneak and Patrol actions lose 1” of movement per obstacle crossed or if the move goes
through rough terrain at any point. For Advance actions the penalty is 2”.
Advance and Patrol actions go in specific directions. If such a move takes a fighter into
contact with terrain that can’t be crossed (high wall, building, truck, etc), skirt around as
close as possible to the required direction.
Advance
Move 4” WWW Brawn plus 1”
The fighter moves up to 4” plus 2” per success rolled, directly towards the nearest detected
enemy within 15” ???or an objective??????.
The fighter can take a basic Smarts test (see page xx) in order to move towards a detected
enemy within 15” who is not the closest. If failed, they move towards the nearest as normal.
Leap
Medal effect: One obstacle does not reduce the fighter’s movement.
Sneak (attackers only)
Move 4” WG React plus 1”
If there are no enemies within 15” with line of sight to the fighter at the start of the action,
roll +1 G.
The fighter moves up to 4” plus 1” per success rolled, turning freely.
Freeze
Medal effect: The fighter does not move (or turn) at all during the action. Roll 1 G. A success
on this dice counts as a Stealth result. Other results apply as normal.
The sentry must move the full distance unless they would come within 1” of an enemy, in
which case stop 1” away.
Looking Around
If following their patrol route, the sentry might look around. After moving, the sentry must
turn to face the direction pointed by the chevron on any success result. If there are no successes,
the sentry does not turn.
What Was That?
Medal effect: After moving (and any turn), the fighter makes a free Recon action. They
cannot reposition as part of the Recon action – they must stay facing their current direction.
TARGETED ACTIONS
Recon – Pause to peer through the darkness and detect enemy fighters.
Shoot – Aim and fire a gun.
Charge – Close the distance and attack an enemy in hand‐to‐hand.
All targeted actions gain the following extra dice and the Assist medal effect:
+1 G if the acting fighter is covert (no Alert marker).
+1 G if the acting fighter is to the rear of the target at all times during the action.
+1 W if there is a clear view to the target (no intervening terrain, friends or detected
enemies).
Assist
Medal effect: Re-roll this dice if there is a friend within 2".
Distant Target
Normally a fighter must target the nearest enemy in line of sight (either detected or covert
depending on the action). After repositioning a fighter can take a basic Smarts test (see page
xx) in order to target an enemy who is not the closest. If they pass, they do not need to target
the nearest, though all other conditions such as range, line of sight, etc, still apply. If they fail,
they must shoot at the nearest as normal.
Recon
Reposition WG Smarts 1 alert
After repositioning, the fighter turns to face the nearest covert enemy in line of sight and
within 15” and tries to spot them. If there are no covert enemies available, you may target a
detected enemy instead (hoping for a better look at who they are and what they’re doing).
On a success, place an Alert marker next to the target (as if they had rolled an Alert result
during an action).
If the target fighter was already detected (or more than one success is rolled) then follow the
rules for multiple Alert markers (page xx), placing the extras on other enemies within 6”.
Line of sight is not needed to these extra enemies.
#######Each success moves the Alarm tracker up 1.
Peek
Medal effect: If the fighter is touching or in terrain, re-roll one Alert result.
Shoot
Reposition as weapon Aim Potential hit
After repositioning the fighter turns to face the nearest detected enemy in line of sight and
fires. If more than one detected enemy is equally close, the player whose turn it is can choose
which to target.
The target must be within the range for the weapon being used (this can be measured and
checked at any time).
Any successes indicate shots that will potentially hit if the target can’t get out of the way.
If the target fighter is ready, he is forced to take a Duck action if there are any potential hits.
Charge
Move 4” as weapon Brawn Potential hit
The fighter charges up to 4” towards the nearest detected enemy before attacking hand-to-
hand. If more than one detected enemy is equally close, the player whose turn it is can choose
which to target.
The charge move can include turns and line of sight is not required from the fighter’s initial
position. The fighter must end up within 2”, in line of sight and facing the enemy target. If
that is not possible then this action cannot be chosen.
Any successes indicate strikes that will potentially hit if the target can’t get out of the way.
If the target fighter is ready, he must take a Defend action whether or not there are any
potential hits.
NB. If both fighters survive the combat, they will inevitably be up close – see Up Close.
RESPONSIVE ACTIONS
Duck – Dive into cover or hit the deck.
Defend – Fight back against an assailant.
Duck
Turn to face W React Negate hit
A fighter must take this action in response to potential hits from enemy shooting. If the
fighter is in cover from the attack, the Duck action is free (ie, doesn’t use up an Action token)
and gains +1 G. If the fighter is ready but not in cover, they must use an action to duck (take
the appropriate Action token out of the container).
Each success cancels out one potential hit. If this negates all the potential hits, the fighter is
safe. However, if any remain, the shooting player makes a Wound roll to determine the
damage.
If the fighter is unready and not in cover, then they are too preoccupied to duck and can only
hope their luck will keep them alive! FAQ Also note that fighters can duck if hit by ‘friendly
fire’ from their own side (usually because of a weapon that causes spread or blast).
Get to Cover!
Medal effect: If they survive the attack, the fighter can reposition, hopefully putting them in a
better position against any further shots.
Fortified
Medal effect: If the fighter is in a building, being shot at from outside, re-roll this dice.
Defend
Turn to face W Brawn Negate hit
A ready fighter must take this action in response to being charged, whether or not there are
any potential hits (take the appropriate Action token out of the container). If the fighter is in
cover from the attacker (after the charge move), they gain +1 W.
Each success cancels out one potential hit. If this negates all the potential hits, the fighter is
safe.
However, if any remain, the charging player makes a Wound roll to determine the damage.
If the fighter is unready, they have been caught by surprise and cannot defend!
Counter‐attack
If all the potential hits are negated and the defender still has successes left over, these become
hits on the fighter who charged, and you roll to determine damage instead! The charger
cannot defend against a counter-attack.
Assist
Medal effect: Re-roll this dice if there is a friend within 2".
Taken Out
A fighter who is ‘taken out’ is either dead or too severely wounded to carry on the battle.
Remove the model from the table.
The fighter’s Action tokens are removed from the container (if not already out) and stay out
for the rest of the game.
If the fighter had an Alert marker, this goes back into the supply.
Overkill
If the Wound roll result had two or more successes, this represents a particularly gruesome
injury. If the alarm has been raised (see Defender Alarm Levels on page xx) any friends
within 6” and with line of sight of the unfortunate fighter must take a Trauma test.
Other Hits
Fighters can suffer damage from other sources apart from an enemy attack. For example, a
fighter might fall off a building and ‘take a Power > hit’. This means you should make a
Wound roll as if the fighter had been hit once by a Power > weapon. There is no chance to
negate this sort of hit.
Trauma
– WG Guts See below
A fighter that escapes severe injury may still suffer minor wounds that need tending, be
trapped in place by the hail of incoming bullets or simply become momentarily overwhelmed
by the trauma of battle. In the game this most commonly occurs when a fighter is hit by an
attack but not taken out. Whenever a rule states that a fighter suffers trauma, they must take
Trauma test to hopefully resist the effects and carry on fighting.
To pass a Trauma test after being hit but not taken out, a fighter needs one success PER
wounding hit. For example, if a fighter takes two wounding hits from an SMG but survives,
then the Trauma test needs two successes to pass. As you roll two dice for a Trauma test, it is
normally impossible to pass if you suffer three or more wounding hits.
For other causes of Trauma, such as Overkill, one or more success means the test is passed.
If a Trauma test is passed there is no further effect. If it is failed (by any margin), the
following happens:
Effects of Trauma:
Ready fighters lose an action.
Unready fighters must flip over one Action token on their Recruitment card to the red side.
Fighters whose Action tokens are all already flipped to the red side are taken out.
Basic Test
– WG ? Pass
Attempting certain actions during a mission may require a basic test using the appropriate
characteristic. For example, reinforcements require a basic Smarts test to enter the table.
Swimming a fast-flowing river might call for a basic Brawn test.
Unless otherwise stated, one or more success means the test is passed.
***Boxout*** Up Close
NB. At the end of any action, if an enemy is within 2” (6” with a clear view), this is termed
being Up Close. Automatically place Alert markers on both fighters.
PAIRS OF FIGHTERS
1 card
1 Action token shared by both.
If counting fighters, count as 2
Generally, any rule that applies to sentries also applies to pairs of sentries unless stated
otherwise.
Having 1 Action between them means only one can act each turn. The other moves at the
same time and provides assistance.
Alert markers
A single Alert Marker affects the pair as a whole.
Taken Out
Do not remove the pair’s Action token (whether on the table or in the container). The
survivor behaves as a normal fighter from now on.
WEAPONS
In 02 Hundred Hours we assume, for ease, that each fighter is using one particular ranged
weapon throughout the battle. Wherever possible this should be shown on the model, even if
they have side-arms, grenades etc, shown as well. If there is any doubt, clarify things with
your opponent before the game starts.
Some fighters may also be listed as having additional weapons such as a combat knife or
grenades.
Additional Weapons
If a fighter has an additional ranged weapon listed (usually grenades), the player must state
if this is being used in a Shoot action before rolling any dice.
A fighter with a combat knife automatically uses it during a Charge action.
If a fighter does not have a combat knife listed, we assume any hand‐to‐hand attacks are
with a bayonet, the butt of their gun or even using their fists.
If a model does not have a ranged weapon visible, assume the fighter is armed with a pistol
(unless the Recruitment card or another rule says otherwise).
ORDER CARDS
The attacker has access to Order cards. These often allow a fighter to make two actions
instead of one or allow a second fighter to make a free action.
All Order cards (including any you have available from expansion sets) are shuffled into a
deck. When the attacker draws the first or second Time token they may take the top Order
card from the deck. Order cards are kept hidden until they are used.
If your deck of Order cards runs out, there is no further effect from drawing a Time token.
Undiscovered
Up until the alarm is raised, the defenders may choose to discard the card they draw and take
the next one instead (the replacement card must be kept).
Using Order cards
Orders are generally used as part of a fighter’s action. Declare you are using an Order after
assigning an Action token, but before rolling any dice.
The fighter affected by the order (the first affected if there are more than one) must take a
basic Smarts test to follow the order.
If the test is passed, show the card to your opponent, and resolve the order as detailed on
the card.
If it is failed, the order cannot be used for the current action. The card goes back into the
player’s hand without being shown. The fighter assigned the action must complete an action
without the help of an order (the player may change their mind about which action to use at
this point).
Order cards can be used just once. Set used cards aside in a discard pile.
After the first action of an order is complete, the player may choose not to go ahead with the
second (for example, if the intended target is gone). The Order card is still used up.
Support Action
Some orders allow a second fighter within 6” to make a Support Action. Support Actions are
free actions, so can be made even by an unready fighter. Only the first fighter needs to take a
test to follow the order.
EVENT CARDS
The defender has access to Event cards. These reflect more unusual defensive efforts such as
radio intercepts, interrogations, searchlights or changing the patrol route, as well as random,
unfortunate occurrences and mishaps that could befall the attackers such as bad intel, sudden
bright moonlight, or a weapon jam. For the purposes of the game, the defending player gets
to decide precisely when these things happen.
All Event cards (including any you have available from expansion sets) are shuffled into a
deck. If the defender draws the first or second Time token they may take the top Event card
from the deck. Event cards are kept hidden until they are used.
If your deck of Event cards runs out, there is no further effect from drawing a Time token.
Alarm!
After the alarm is raised, the defender may choose to discard the card they draw and take the
next one instead (the replacement card must be kept).
Using Event cards
Events are used at various moments as described on the card, often during the attacker’s
actions. Read out or show the card at this point and resolve its effects before continuing.
Unless otherwise stated, Event cards can be used just once. Set used cards aside in a discard
pile.
Events are labelled either Defensive or Mishap. There is no particular rule for these types but
other rules may refer to them.
SURPRISE ATTACKS
Raiding forces do their best to catch the enemy unawares, creeping forward in the darkness
and silently taking out sentries following their assigned patrol routes.
If a mission is a surprise attack then the following rules apply (NB. individual missions may
modify these rules):
Reserves
The defender deploys one character and one half of their troopers (rounding up), leaving the
rest in reserve.
Action tokens for fighters in reserve are left out of the container until they become available
when the alarm is raised as described below. At this point, Action tokens for the troopers in
reserve are immediately added to the container and you may assign tokens to these
troopers even though they are not on the table.
When an action is assigned to a fighter in reserve during the turn when the alarm was
raised, they take a basic Smarts test. If this is passed, they are placed touching the table
edge and then take an action as normal. Each mission will detail where on the table edge the
reserves can enter. If the fighter fails their Smarts test, they stay off the table for now.
From the following turn, there is no need to take a Smarts test – reserves enter play
automatically when assigned an Action token.
Reserves in Buildings
Some reserves may be billeted in buildings on the battlefield. ####specific mission
Patrol Route Markers
The defender must place the patrol markers before deploying their fighters. These are
numbered 1 to 6 and must be placed in order to form a route around they battlefield. The
markers must be at least 10” apart from each other, at least 6” from the table edge and form a
circuit so the route does not cross itself.
***diagram***
Unless the mission states otherwise, all sentries not in reserve are then deployed, each within
2” of a patrol marker. You must place one sentry (or one pair) by each marker before placing
a second in the same spot, and then two on each before a third, etc, etc.
Defender Alarm Levels
There are three alarm levels: Calm, Suspicious and Alarm Raised.
The first two levels limit how the fighters of the defending force can behave as they don’t yet
realise the danger. However, once the alarm is raised, all defenders can act normally, without
restriction.
Unless the mission states otherwise, the defenders start calm.
It is possible for the defenders to become suspicious and then go back to being calm.
However once the alarm is raised, obviously there is no going back.
Tracking the Alarm Level
The current alarm level is shown by the position of a marker placed on the Alarm Level
Track. The marker starts at 0 (unless a mission states otherwise) and moves up (or down) as
events in the game make the defenders more (or less) aware of the attackers’ presence.
Move the marker on the track as follows (all that apply):
Alert marker placed on an attacker +1
Alert marker could not be placed on an attacker because they are already detected and no
other attackers within 6” +1
Alert marker removed from an attacker ‐1
End of the Turn
Attacker shoots with a non‐silenced weapon +2
Defender hit by shooting but not taken out +3
Attacker and defender up close at the end of an action (see page xx) +3
Explosion +5
The track cannot go below 0. Once the alarm has been raised there is no need to update the
track.
0‐3 Calm
With no idea they are under attack, the sentries carry on their patrols as they do every night.
While the defenders are calm, the following rules apply:
Defending fighters can only make Patrol actions – sentries use the Patrol Route action and
all other fighters use the Roving Patrol action. No other actions may be chosen.
The attacker may choose to discard the first Order card they draw and take the next one
instead (the replacement card must be kept).
4‐6 Suspicious
Having spotted something moving in the shadows or heard an unusual sound, the defenders
grow wary.
While the defenders are suspicious, the following rules apply:
Defending fighters can only make Patrol actions – sentries use the Patrol Route action and
all other fighters use the Roving Patrol action. No other actions may be chosen.
Patrol actions gain +1 G (see page xx).
The attacker may choose to discard the first Order card they draw and take the next one
instead (the replacement card must be kept).
7+ Alarm Raised!
From this point and for the rest of the battle, the following rules apply.
Action tokens for any fighters in reserve are immediately added to the container.
Defending fighters no longer make Patrol Route actions.
Defending fighters can make any other action (except Sneak).
The defender may now choose to discard the first Event card they draw and take the next
one instead (the replacement card must be kept).
Bodies
Finding the dead body of a comrade will obviously cause considerable consternation among
the defenders.
As long as the Alarm Level is Calm or Suspicious, if a defender is taken out, leave the model
in place on the battlefield, laying on its side. To the defenders, the body counts as a covert
attacker.
This means that patrolling defenders can try to detect it with Recon actions to place an Alert
token.
If the body is detected, nearby patrolling sentries move towards it.
If a defender gets up close to a body then neither are given an Alert token, but the +3 on the
Alarm Track applies, after which the body is removed.
Once the alarm has been raised, bodies no longer have any effect and can be removed from
the table.
Hiding a Body
An attacker may attempt to hide a body if there is cover nearby.
The attacker makes a Sneak action and must pass within 2” of the body at some point during
the action.
The attacker may ‘spend’ one success (and therefore loses 1” of movement) in order to
carry/drag the body with him for the rest of the move.
If the attacker is touching some terrain or in cover at any point during the rest of the action,
remove the body from the table.