Tough Choices
Tough Choices
A Tough Choice is a decision between two undesirable options that are both some sort of Setback.
Default Rules
In Combat
By default in combat, if you are having trouble thinking of something, just say that the player or NPC deals half damage on an attack or takes 2 SP or 2 HP damage in order to succeed at their intended action.
Out of Combat
Out of combat their action succeeds, but they gain 2 Heat. This should cover most situations.
Alternative Tough Choices
In addition, consider the following as alternatives:
-You hit, but damage a System or Module on your Mech.
-You deal half damage or hurt yourself.
-You hit, but an enemy gets a free attack against you.
-You hit, but activate the downside of your weapon.
-You hit, but gain additional Heat.
-You succeed in your task, but must expend additional EP.
-You hit, but must make a Heat Check.
-You betray a friend or make an enemy.
-Save a wastelander from dying or get to a destination faster.
-Save one wastelander from death, but not the other.
-You salvage something powerful, but activate its downside.
Creative Actions
A Tough Choice can also be posed to a player if they want their Pilot to do something that the rules do not cover or allow them to do.
For example, a Pilot might want to try to use their Hydraulic Crusher to crush the Green Laser System another Mech is holding. There is no direct rule for this and normally you would need a Pin Point Targeter Module to make such an attack, but you pose the following Tough Choice to the player: Their Mech gets to make the attack, but suffers an attack in return or damages the Hydraulic Crusher in the process. Rule what makes sense in the situation and fits your game.
Guide
Salvage Union Workshop ManualPage 254