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I'm so glad you think it's amazing, thank you for saying so!

1. One enemy squad typically deals a single instance of DAMAGE, regardless of how many members there are in the squad—think of individual squad members as almost like "HP"/"health bar stages" of the squad (which sometimes has other mechanical consequences) rather than discrete actors. So basically: you pick an item in their inventory and deal that DAMAGE to the player.

2. If there are multiple enemy squads, I generally pick one that I think is more fun/interesting/narratively logical and apply that squad's DAMAGE.

3. Field rulings always trump all of this! If you think it's more fun/interesting/fair to have all the enemy squads apply DAMAGE, go for it, as long as players feel adequately warned & you have a clear reason for doing so. The new Faithless Edition coming later this year will have more guidance/a new system for "warning" players do that consequences feel fair—if you want to playtest it, feel free to contact me here for a draft copy. I will say: most instances of DAMAGE (not all) are enough to kill a player who isn't using ASSAULT'S NANOMESH or who isn't in a vehicle, so at that point, it becomes more about flavor. If the PC is ASSAULT, in a vehicle, or otherwise stand a chance of surviving a hit, field ruling that multiple enemy squads deal DAMAGE is going to affect balance more, and you should weigh that when making the ruling.

Thanks a lot for your answer! Yes it is very clear, and using squads makes the game much faster, so only is needed to roll damage only once in most of the cases (specially when there is only one enemy squad in scene). Thanks a lot!