TEXT: Info Gather (Smarts)
  If you wish to search a system, ask questions on a situation or 
  person, roll Smarts.
  On a 10+:  You can ask the MC 2 questions related to the 
  investigation.
  On a 7-9:  The MC will answer one question but the answer does not 
  need to be complete.
  On a 6-:  The MC will answer the question, but they can make a 
  move or answer falsely.
  Load & Lock (Tough)
  When using any ranged weapon and getting involved in a fire fight, 
  roll Tough.
  On a 10+:  You hit your target and do the damage.
  On a 7-9:  You hit your target, but the MC can choose one from 
  below:
  • 
  You suffer a wound during the fire fight
  • 
  Your weapon jams
  • 
  You run out of ammo
  • 
  The enemy calls for reinforcements
  On a 6-: You miss and need to change clip or reload.
  Make a Deal (Chat)
  If you want to get a better price from a trader, buy information or 
  sweet talk the requisitions officer, roll Chat.
  On a 10+:  You get the deal, gain the info and you sweet talk the 
  target.
  On a 7-9: You get the deal, but it’s not as good as you hoped and the 
  target will no longer be agreeable.
  Parkour (Move)
  If you want to jump the wall, climb the cliff or escape across the 
  rooftops, roll Move.
  On a 10+:  You succeed.
  On a 7-9:  You succeed with a consequence, the MC will can choose 
  one from below:
  • 
  You take a wound
  • 
  Something breaks or you lose a piece of gear (MC 
  Chooses).
  • 
  You stumble and take -1  forward for next action
  Stealth (Move)
  Moving quietly, hiding in shadows, covering your tracks when 
  scouting a wilderness or your digital fingerprint when hacking a 
  system all fall under the Stealth move.
  On a 10+:  You succeed and anyone hunting you fails
  On a 7-9: You succeed but those hunting you will continue to search 
  either somewhere else or be on alert in the area.
  Basic Moves
  Act under Pressure (Cool)
  When you wish to act whilst facing opposition or avoid danger, roll 
  Cool.
  On a 10+:  You succeed in the action.
  On a 7-9:  You succeed but with a consequence, the MC will offer 
  you a hard choice or a cost.
  Battlefield Medic (Cool)
  When you treat a wound whilst under fire or during a mission, roll 
  Cool.
  On a 10+:  You heal up to 2 wounds.
  On a 7-9:  You only heal one wound.
  On a 6-: You cause a wound.
  Checking it out (Smarts)
  When you are wary of ambushes, looking for hidden snipers or 
  wishing to evaluate your environment or a person, roll Smarts.
  On a 10+: You can ask the MC two questions.
  On a 7-9:  You can ask the MC one question.
  Down & Dirty (Tough)
  If you want to attack an enemy with Melee or unarmed attacks, roll 
  Tough.
  On a 10+: You hit and get to roll damage.
  On a 7-9:  You hit but with a consequence.
  Choose one:
  • 
  You also take a wound from the attack
  • 
  An ally takes a wound from the attack
  • 
  Your enemy alerts reinforcements
  • 
  Something breaks
  Hand/Eye (Move)
  If you want to pick a lock, fix an engine or place explosives, roll Move
  On a 10+: You succeed in your action
  On a 7-9: You succeed with consequence
  Choose one:
  • 
  You trip on an alarm
  • 
  Something important breaks
  • 
  Whatever you did won’t last long
  Help or Hinder (Bond)
  If you want to help or hinder another character, roll Bond.
  On a 10+:  Choose one:
  • 
  You turn a partial success into a success
  • 
  A partial success into a failure
  • 
  You give +1 forward
  • 
  You give -1 forward
  On a 7-9:  You give +1 forward but with a consequence or 
  complication.
  Systems (Smarts)
  If you want to operate a computer or use a ships controls or 
  communications not owned by the characters, roll Smarts.
  On a 10+: You gain access and the system can now be operated
  On a 7-9: You gain access but the owners of the systems have been 
  alerted to your presence
  Use a Contact (Chat)
  When you have a contact that may help, roll Chat.
  On a 10+: The contact comes through with the help needed.
  On a 7-9:  The contact helps but at a cost, the MC chooses one from 
  below
  • 
  The contact wants a favour in return
  • 
  The contact will not be available for a number of sessions 
  afterwards
  • 
  The contact wants to be paid
  On a 6-:  The contact helps but the character loses the contact 
  permanently
  Combat Moves
  Assault Position (Tough)
  To assault a position battle must be already engaged, the unit leader 
  rolls +Tough. On a 10+, choose 3. On a 7-9, choose 2, on a Fail, 
  choose 1.
  • 
  You inflict Wounds (+1 Wound)
  • 
  You receive fewer Wounds (-1 Wound)
  • 
  You take the position.
  • 
  Your enemies Flee in fear.
  Suppressive Fire (Tough)
  When you use Suppressive Fire roll +Tough. On a 10+, choose 3. On a 
  7-9, choose 2. On a fail, choose 1.
  • 
  You provide Suppressive Fire for a squad member who can 
  move and act freely.
  • 
  Your Suppressive Fire gives another squad member +1 
  forward.
  • 
  Your Suppressive Fire hinders another squad member from 
  moving freely.
  • 
  A random shot hits an enemy inflicting a wound.
  Overwatch (Cool)
  When using Overwatch roll +Cool. On a hit you eliminate the threat 
  to the squad and warn them of the danger. On a 10+, choose 1.
  • 
  You inflict an extra wound.
  • 
  Your Overwatch gives the squad +1 forward.
  • 
  The enemy is unable to attack and are no threat.
  On a miss the squad is warned but the enemy is unharmed.
  
  Crime
  Crime Commited:
  Why?:
  Punishment:
  Background
  Where were you born?:
  Careers:
  Events:
  Profile
  Look:
  Scars & Injuries:
  Defining Features:
  Callsign:                                                  
  Position:                                                                       
  Chat
  Cool
  Move
  Smarts
  Tough
  Bond
  Combat
  Wounds:                Armour:              Grit:            
  Damage Bonus:                      
  Armour Worn:                                                       
  Shield:                         Points:                                
  Weapons
   Type:                                   Rng:                           DMG:
                                                                                       
                                                                                                       
                                                                                       
                                                                                       
  Cybernetics
                                                                          Threshold:
  Moves
  Experience
  0 0 0 0 0
  Tags
  Gear
                                                 BitCreds:
  
  Vehicle
  Vehicle
  Vehicle
  Type:                                                              
  Crew:                             MP:                         
  Wounds
  Area
  Lgt
  Med
  Hvy
  Crit
  AP
  Wheels
  Cockpit
  Fuel
  Engine
  Hull
  Systems
  Upgrades
  Weapon
  RNG
  DMG
  Tag
  Notes
  Type:                                                                    
  Crew:                              MP:                              
  Type:                                                                        
  Crew:                             MP:                                   
  Wounds
  Area
  Lgt
  Med
  Hvy
  Crit
  AP
  Wheels
  Cockpit
  Fuel
  Engine
  Hull
  Systems
  Upgrades
  Weapon
  RNG
  DMG
  Tag
  Notes
  Wounds
  Area
  Lgt
  Med
  Hvy
  Crit
  AP
  Wheels
  Cockpit
  Fuel
  Engine
  Hull
  Systems
  Upgrades
  Weapon
  RNG
  DMG
  Tag
  Notes
  
SOURCE: textdata/thevault/The Zombie Squad (PbtA)/TZS Play Materials.pdf