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Encumbrance

Every piece of Gear, Armor, and Weapon in the compendium lists a weight in kilograms. Encumbrance is the bookkeeping that turns those weights into a carry limit. An Operator who is overloaded moves slower and rolls worse on anything physical.

Carry Limits

Carry capacity scales off your Strength score (the score, not the modifier).

Threshold Limit Effect
Light load up to 2.5 × STR kg No penalty.
Encumbered 2.5 × STR to 5 × STR kg Speed -10 ft.
Heavily encumbered 5 × STR to 7 × STR kg Speed -20 ft (min 5 ft); disadvantage on STR, DEX, and CON checks, attacks, and saves.
Over max above 7 × STR kg Cannot carry. May drag at half speed (see Push, Drag, Lift below).

Example: Falke has STR 11 (his pre-trait score; the Agile trait dropped him from 13 to 11). His carry brackets are: light load up to 27.5 kg, encumbered 27.5-55 kg, heavily encumbered 55-77 kg, over max past 77 kg. With a full assault loadout (rifle + ammo + plate carrier + assault pack ~ 22 kg), he is in light load and pays no penalty. Add a 10-kg breaching kit for an op and he tips into Encumbered: -10 ft speed for the duration.

Push, Drag, Lift

You can move heavier loads if you're not trying to carry them on you the whole turn:

  • Push, drag, or lift up to twice your max carry (14 × STR kg). Speed is halved while doing so.
  • A casualty drag is the canonical use: a 75-kg casualty is well over Falke's 77-kg ceiling, so he can drag but not carry. He moves at half speed and his hands are full.

What Counts as Carried

Add up everything on your person: armor worn, weapons slung or holstered, ammo in mags and on the rig, the contents of your pack, and any consumables. Items dropped at your feet, set on a table, or stashed in a vehicle do not count against carry weight until you pick them up.

Per-magazine weights live in Ammunition.

A few common loadouts for reference:

Loadout Approx Weight What's In It
Patrol minimum ~10 kg Rifle + 4 mags + IFAK + canteen + admin pouch.
Assault loadout ~22-25 kg Plate carrier with plates + rifle + 8 mags + IFAK + grenades + radio + assault pack.
Long-range patrol ~30-35 kg Assault loadout + full ruck (rations, sleeping kit, batteries, sat radio).
Demo / breach loadout ~35-40 kg Assault loadout + breaching charges + crowbar + extra ammo + spare batteries.
Bomb suit on the man ~50+ kg EOD work; speed already capped by the suit itself.

Reducing Load

Common ways to stay out of the encumbered band:

  • Cache it. Drop the ruck at the ORP before the assault; pick it back up on exfil.
  • Distribute. A SAW gunner's belt-fed ammo gets parceled out across the squad.
  • Right-size the kit. A reconnaissance op does not need the breaching kit. Match the loadout to the Mission Kit.
  • Stronger Operator. Higher STR shifts every threshold up linearly. Two more STR points = +5 kg of light-load room.

Vehicles and Carry Capacity

Vehicles have their own load limits set by the GM. An Operator in a vehicle does not count personally-carried weight against personal encumbrance for the purposes of speed and check penalties - they do, however, have to get out of the vehicle still wearing it.

Compared to Classic D&D 5E

  • The mechanic mirrors the classic 5E variant encumbrance rule (the standard 5E rule is "you have a flat carry max and otherwise no penalty," which this game finds too forgiving for modern combat).
  • Classic 5E uses pounds and 5 × STR / 10 × STR / 15 × STR thresholds. This compendium uses kilograms and the rounded 2.5 × STR / 5 × STR / 7 × STR thresholds, which works out to roughly the same in absolute terms once you convert.
  • Push/drag/lift at 2× max carry, half speed, is unchanged.
  • The compendium adds a fourth band (over max → drag only); classic 5E just rules it impossible.